The Forge Reference Project

 

Topic: Hero's Code of Conduct
Started by: LemmingLord
Started on: 7/5/2006
Board: Muse of Fire Games


On 7/5/2006 at 6:53pm, LemmingLord wrote:
Hero's Code of Conduct

I'm playing my first real capes game on Friday and would love to hear what kinds of provisos others have put in their Here's codes...  Can you help me out?

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On 7/5/2006 at 6:54pm, TonyLB wrote:
Re: Hero's Code of Conduct

"Hero's Code of Conduct"?

Are you talking about the Comics Code?  That's ... sorta different from any ethical code enforced upon the heroes.

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On 7/5/2006 at 6:58pm, Gaerik wrote:
RE: Re: Hero's Code of Conduct

Tony's right.  Assuming you're talking about the Comic's Code, I've put "No destroying the world." before.  Unlike a Code of Conduct, this particular addition to the Comic's Code pretty much assures that the world is constantly threatened with destruction but that it never actually gets destroyed.

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On 7/5/2006 at 11:25pm, LemmingLord wrote:
RE: Re: Hero's Code of Conduct

TonyLB wrote:
"Hero's Code of Conduct"?

Are you talking about the Comics Code?  That's ... sorta different from any ethical code enforced upon the heroes.


Yes.. I meant Comics Code.  I probably should have reviewed my Capes PDF here at work before I sent that.. Sorry for the confusion.

No destroying the world.. That does sound like a good one.

I heard someone mention no time travel.. That too sounded like a good one to consider.

There was anti-gore one that I liked that I wish I had in one place to look at..

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On 7/5/2006 at 11:40pm, jburneko wrote:
RE: Re: Hero's Code of Conduct

I'm a big fan of Batman and Gotham City.  I'm not so much of a fan of globe trotting or world spanning supers like some of the Justice League stuff.  So I usually put this in the Comics Code:

All scenes must be framed within the confines of The City.
The outcomes of Events and Goals can not impact anything larger than The City.

With these you occasionally get Villains trying to take over the continent or the world but this only results in Gloat Story Tokens and all the action takes place in the familar environs of The City.

Jesse

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On 7/6/2006 at 3:22am, Gaerik wrote:
RE: Re: Hero's Code of Conduct

I used and posted about a No Time Travel item in the Code list at one point.  However, it was for a Heroic Fantasy style game.  I probably wouldn't have that one in a normal Supers game.  If you read the threads on my Fantasy Capes game you'll see that I actually use two types of entries on the Comics Code.  I don't think they are official by any means but they work well for what I was trying to do.  I wanted to create a heroic, high fantasy feel to the game and certain elements of Color would have detracted, so I had Gloatable and Non-gloatable elements in the Code.

Gloatable Elements:
No spotlight character dies without unanimous player approval. (This got Gloated.)
No destroying the world.

Non-Gloatable Elements:
No high-tech elements. (ie firearms, computers, spaceships, etc)
No Time travel.

The reason for two different kinds of elements in the Comics Code is that a normal element actually encourages players to actively pursue those elements.  The killing of spotlight characters is an example.  The villians constantly tried to kill the spotlight characters because Gloating is really cool.  However, making the element Non-gloatable removes the incentive to pursue it.  In fact, in my games, Non-gloatable elements simply aren't allowed in the narration.  It's essentially an automatic veto.

The truth is that I could probably not use the Non-gloatable elements though.  We've never once had to veto anything once the specifics of genre, tone and scope were established before play.  They don't really hurt anything by being in the Code but they probably aren't neccessary either.  Not if you are playing with good players who aren't trying to disrupt the game.

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On 7/6/2006 at 12:33pm, Vaxalon wrote:
RE: Re: Hero's Code of Conduct

I think sometimes in Capes play you get a "Let's Pretend That Never Happened" scenario going on.  Someone plays a lame conflict, it gets ignored, and then finally someone claims one side so that it can get cleared off the board.

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On 7/6/2006 at 1:05pm, Hans wrote:
RE: Re: Hero's Code of Conduct

jburneko wrote:
All scenes must be framed within the confines of The City.
The outcomes of Events and Goals can not impact anything larger than The City.


Goal: Bruce Wayne goes to Jamaica for a vacation

Gloatable?

:)

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On 7/6/2006 at 1:14pm, TonyLB wrote:
RE: Re: Hero's Code of Conduct

As it should be!

He always gets within inches of leaving (boarding pass in hand, all criminals tucked safely into Arkham) when something comes up at the last minute that means he chooses not to leave.

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On 7/6/2006 at 5:10pm, dunlaing wrote:
RE: Re: Hero's Code of Conduct

I think the idea of Gloatable and Non-Gloatable elements of the Comics Code is a good one and would be worthy of inclusion in a revised edition if ever one came about.

There are some things that it would be nice to get off the table, and inclusion in the Comics Code doesn't accomplish that.

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On 7/12/2006 at 3:30am, Sindyr wrote:
RE: Re: Hero's Code of Conduct

dunlaing wrote:
I think the idea of Gloatable and Non-Gloatable elements of the Comics Code is a good one and would be worthy of inclusion in a revised edition if ever one came about.

There are some things that it would be nice to get off the table, and inclusion in the Comics Code doesn't accomplish that.


It's got my seal of approval.

As it always has, having pointed out this issue many times before.  :)

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On 7/12/2006 at 3:51am, TonyLB wrote:
RE: Re: Hero's Code of Conduct

Yep.  And all my reasoning for why the rule isn't necessary still applies, too.  But, honestly, I think Andrew said it best:

Andrew wrote:
The truth is that I could probably not use the Non-gloatable elements though. We've never once had to veto anything once the specifics of genre, tone and scope were established before play. They don't really hurt anything by being in the Code but they probably aren't neccessary either. Not if you are playing with good players who aren't trying to disrupt the game.


Either you've got players on the same page, in which case the non-gloatable goals become merely an inert representation/reminder of what page that is, or you have people with differing visions, in which case the non-gloatable goals are a means for one side to unilaterally silence their opposition.

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On 7/12/2006 at 1:09pm, Sindyr wrote:
RE: Re: Hero's Code of Conduct

It boils down to this, assuming that there is some code of conduct that you want to prohibit and you also do not to incentivize play *near*, you can deal with that informally or formally, competitively or absolutely.

If your group wishes to prevent, for example, all subject matter dealing with child abuse or child violence, you can:

• 1:Informally agree to avoid it as a group
• 2:Use the Capes rules themselves to deal with and manage this
• 3:Formally create a rule, such as a non gloatable comics code rule that addresses this

The problem with informally agreeing as a group, is that people change and groups change.  Eventually, someone new to the group or someone old to the group who has changed his mind may bring in the forbidden material.  And if social pressures are not enough to get him to withdraw it, then you have failed to avoid it.

There are two opposing ways to deal with this *within* the capes rules:
2a) *punish* the player for bringing in the forbidden material by refusing to engage with that player and their conflicts, and ignoring his or her narratives in general.
2b) *fight* the player for control of the conflicts that involve the forbidden material.

2B is abject failure of course if one's goal is to prevent certain topics from becoming part of the game.
2A may or may not work.  If you have 6 players and only 3 of them including yourself are willing to employ method 2A, then it will fail.  It is also a failure because even though you are trying to shut down the offender, he is still bringing into the game the forbidden material, and the goal of keeping this stuff out is failed.

In my opinion, written rules are important.  There is a reason we have written rules and don't try to do *everything* by social contract.  That same reason applies here - if you know there is some subject matter you know you want to avoid, make it a rule, in black and white.  And as Andrew Cooper said, the most straightforward way to do this is the Comics Code.

Just remember to make it non-gloatable or you will in fact be rewarding players for bringing up it's spectre. And they will.

Have fun

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On 7/12/2006 at 3:38pm, Matthew Glover wrote:
RE: Re: Hero's Code of Conduct

Man, this keeps keeps KEEPS coming up. 

Some people say "You need to write down what is and is not acceptable."

Some other people say "You need to discuss what is and is not acceptable, but writing it down isn't necessary."

And then there's a huge long back-and-forth discussion, usually where at least one person doesn't seem to be listening to the other side at all, with lots of wankery to get the final word.

The assumption is that sooner or later some jerk will break the desired tone with a narration that's unacceptable.  What do you do when that happens?

In the first case you say "We decided that's not allowed.  You can't narrate that.  Look, we had a rule."
In the second case you say "We decided that's not allowed.  You can't narrate that.  Look, we had an agreement."

These are the same thing.  This is basic Lumpley Principle stuff.  If you didn't write it down, the jerk gets to argue about what was discussed and what he agreed to.  If you did write it down, the jerk gets to argue about what your written rule really means and why his narration doesn't break it.  Either way, you're now in a situation where somebody has to decide what is allowable and what isn't.  Where somebody has the authority.  You say that you have that authority, given to you by the agreement (whether written or not).  I'm betting that the jerk's going to argue (because this guy is a TOTAL jerk) that the agreement doesn't, in fact, give you the authority to veto his narration, and anyway now your fragile, delicate web of SIS that so terribly depended upon your initial agreement is blown to flinders.

Oh, and some other other people say "Discuss what you'd like to see ahead of time, but no particular agreement is necessary.  Shut up and play.  Conflict makes good stories.  If somebody's being a dick, warn him once, then kick him out."  I rather like this one.

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On 7/12/2006 at 4:38pm, Sindyr wrote:
RE: Re: Hero's Code of Conduct

Matthew wrote:
Man, this keeps keeps KEEPS coming up. 

Some people say "You need to write down what is and is not acceptable."

Some other people say "You need to discuss what is and is not acceptable, but writing it down isn't necessary."


Perhaps this can be simplified to say:

If you feel like you would want a written rule to back you up in situations of such conflict, add one.  If you feel that the the unwritten (and potentially unspoken or half-remembered) social contract is all the back up you need, skip it.

Personally, if I call some one out for overstepping the group's boundaries, I would want written rules to back me up.  That's just me.  Perhaps it also relates to the fact that my memory is murky for most things.

But if you feel comfortable taking someone to the mat over a social contract infraction that the other guy claims in *his* recollection he never agreed to, then you will find written notes uneccessary.

So it doesn't really matter which path you take so long as you are comfortable where it leads.  Me, I'm taking notes.  My memory is unreliable, and I am not about to trust anyone else's memory where they have a vested interest.

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On 7/13/2006 at 2:21pm, dunlaing wrote:
RE: Re: Hero's Code of Conduct

TonyLB wrote:
Yep.  And all my reasoning for why the rule isn't necessary still applies, too.  But, honestly, I think Andrew said it best:

Andrew wrote:
The truth is that I could probably not use the Non-gloatable elements though. We've never once had to veto anything once the specifics of genre, tone and scope were established before play. They don't really hurt anything by being in the Code but they probably aren't neccessary either. Not if you are playing with good players who aren't trying to disrupt the game.


Either you've got players on the same page, in which case the non-gloatable goals become merely an inert representation/reminder of what page that is, or you have people with differing visions, in which case the non-gloatable goals are a means for one side to unilaterally silence their opposition.


Isn't it at least possible that you've got players who all want to be on the same page, but don't know what page that is because no one's made it explicit yet?

I mean, I would be willing to play a four-color supers game a la the Superfriends. I'd also be willing to play a more action oriented but still lighthearted game a la Justice League Unlimited. If I get together with my friends and say "Let's play Capes" they don't know yet which one I want to play.

I know the history of your argument with Sindyr, but I don't think I was talking about the same thing. I'm not suggesting rules like "No mention of Captain Fonebone losing his courage" as a non-gloatable, but more something like "We're playing Superfriends, so no mention of anything which would get us kicked off Saturday Morning network TV." I just think sometimes it wouldn't hurt to write some of those things down (particularly now that I'm older and have gaming groups that meet more erratically, making it harder to remember ground rules). An attempt to get people to agree to being on the same page and a reminder of which page that is for the future.

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On 7/13/2006 at 4:14pm, Sindyr wrote:
RE: Re: Hero's Code of Conduct

dunlaing wrote: I'm not suggesting rules like "No mention of Captain Fonebone losing his courage" as a non-gloatable, but more something like "We're playing Superfriends, so no mention of anything which would get us kicked off Saturday Morning network TV." I just think sometimes it wouldn't hurt to write some of those things down (particularly now that I'm older and have gaming groups that meet more erratically, making it harder to remember ground rules). An attempt to get people to agree to being on the same page and a reminder of which page that is for the future.


Yes, this has nothing to do with the idea of inviolate characters, which is a seperate idea that I do also believe has a time and place to be used fruitfully. (An idea I call either "Authority" or "Ownership"

This is about the S, L and T limitations in "SALT". (Squick, Authority, Logic, and Tone).  Any game can have some limits as to what level of Squick they will tolerate; how much abuse of Logic, continuity, and consistency they are willing to endure before the storyline approaches chaos; and what kinds of Tone are appropriate or desired.

I think one of the above posters made a good point when he said that some groups can negotiatie S, L and T without having a written rule.  I think I made a good point when I said some player and groups would want a written record of these parameters in black and white to either to back us up when someone breaks these rules and needs to be called on it or even more simply as a reminder to all of us where the line is so we call all be sure not to cross it.

I personally feel that having written rules curtails more arguments that it creates. That's why Capes itself has pages and pages of them after all.

I think the elephant in the room that no one is talking about is that certain people feel (or at least seem to be acting) that to put ANY outside and formal limitation on Capes is some sort of betrayal of the spirit of Capes and of it's author's vision.

My perspective is different - Capes is collection of X rules.  Making a *slightly* drifted Capes with X+1 rules is neither blaspemy nor forbidden, and may indeed be unavoidably required to accomplish certain goals.  It certainly does not fundamentally break Capes.  It just makes "Capes + 1 rule" a little different.  To me, that's not the end of the world - but the beginning of a new one.

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On 7/13/2006 at 4:48pm, Hans wrote:
RE: Re: Hero's Code of Conduct

Sindyr, I don't really agree with you, but thank you for teaching me this new word, "squick", even though I could have lived a lifetime without knowing about its icky derivation.

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On 7/13/2006 at 5:08pm, Sindyr wrote:
RE: Re: Hero's Code of Conduct

Heh, I didn't coin it, I must admit. ;)

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On 7/13/2006 at 7:05pm, LemmingLord wrote:
RE: Re: Hero's Code of Conduct

We've already talked about how continuity is not Capes focus.  While players a, b and c may agree to a comic's code for playing one day for one session; the events may or may not have occured the next time they play; and if there is a player d, you've created an entirely different dynamic and, I would argue, a different universe. 

The spirit that capes seems to embody is to say that each participant has an equal chance to affect the story; and so to force a new player to follow old rules disrupts that equal chance.

It might be nice to talk about how people have dealt with adding/losing players and having inviolatile CAMPAIGNS.

If I play capes with my friends Austin and Ryan one week and we establish a given comics code and tell a great story; I feel that means squat when it comes to the next time when Austin has to work late and we add Stephan to the game...  This is a game, not a pyramid scheme!  The first people to play the game can't have more power than those that follow; the events and rules established on January 1 by one set of players shouldn't dictate the events and rules established in February by another set of players...

This does create a continuity nightmare; but then, that seems in keeping with both the theme Tony's going for AND the theme of superhero comics in general.  Each person who plays capes should fight not only for their side of conflicts, but should also fight tooth and nail for their limitations in the comics code.  If they aren't willing to fight for it, they probably don't care all that much about the rule and it shouldn't be a rule! 

I see the point I heard earlier that you may want to play with one comic's code one week (with a superfriends flavor) and another set another week (with a Dark Knight flavor); it occurs to me, though, that if you REALLY want continuity, you probably want to stay playing with the same players and hope they don't have mood swings...  Or I guess you could just play with yourself ;), but even then if you don't write things down you're going to end up different each time you play. 

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On 7/13/2006 at 9:08pm, Sindyr wrote:
RE: Re: Hero's Code of Conduct

I envision for my games the same group of people playing every week.

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On 7/24/2006 at 11:35am, Tuxboy wrote:
RE: Re: Hero's Code of Conduct

Coming late to the discussion as I've been on holiday I'd just like to add a comment:

Every time we sit down to play Capes, whether it is with the same group or not, we have what we have come to call an "Editorial Meeting". We use this to discuss tone for the session and the tone dictates the sets of characters we use, kind of like playing a different comic title per tone. This way we don't get gritty characters in a four colour setting or vice versa...

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