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Topic: Conflicts are about what you *can't* do, not what you *can*.
Started by: Sindyr
Started on: 7/20/2006
Board: Muse of Fire Games


On 7/20/2006 at 6:03pm, Sindyr wrote:
Conflicts are about what you *can't* do, not what you *can*.

In many ways Conflicts are not about what you CAN accomplish, but about what you CAN'T.

Consider:  You can narrate almost anything without constraint in the processes of a Capes game.  I can offhandedly bring the second coming of Jesus, have the aliens invade the earth, and turn all irish people accross the globe into magical leprechauns while helping to narrate a scene in which 3 guys play poker.

What a conflict *really* does is say what you *CAN'T* narrate (because of the "not yet" rule), at least until the conflict is won or lost.

Also amusing is the fact that, with standard Capes, if someone throws down a goal to prevent a narration of something, I fight to control that conflict and *lose*, as soon as that conflict comes off the table I can know pretty much do the original narration I had planned to.  An extreme example:

I begin to narrate Doc Ock beating up Spiderman.  Spidey's player play's the conflict Spiderman is beaten by Doc Ock, wins it, and narrates the opposite result - that is Doc Ock beating Spiderman.

I then, if the scene continue, simply narrate the Doc picking himself off the floor beating up Spiderman as I was before he played that conflict.

So maybe conflicts are nothing more than fighting over a resolution of one moment in time, and while the conflict exists, can prevent some narration.  But before it goes down and after it gets resolved any narrative result of the conflict can be narrated away easily and without limit - until someone plays another conflict and the cycle begins again.

The only time winning a conflict actually matters (perhaps) is in the moment of the narrated victory.  Because that victory can be freely narrated out of existance the moment that Conflict's resolution is over.

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On 7/20/2006 at 6:07pm, Vaxalon wrote:
Re: Conflicts are about what you *can't* do, not what you *can*.

Unless your narration is just so damn COOL that noone wants to invalidate it.

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On 7/20/2006 at 6:12pm, Bret Gillan wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

I disagree. Conflicts are about what you can do, but what they are doing is putting a hold on them - you can do this, but not until the Conflict is won. Basically they're turning what can be done into something that has to be fought over in order for it to be done.

One notion about Conflicts, though. Yes, they can be "narrated out of existence" after the Conflict is over in that Doc Ock can pick himself up and beat Spider-Man down, but nothing that was ever narrated can be un-narrated. If Doc Ock has never lost a fight to anyone ever, then that makes the outcome of the Conflict important because that fact is at stake, and once it's narrated it cannot be undone.

As someone in this forum said to me at one point, the key is to remember that you're not attacking characters, you're attacking ideas. If I want my character to be heroic and uncorruptible, then the sort of Conflicts you'd be laying down would be ones that would lead to my character doing corrupt things, and I will fight like hell over them.

So yes, I can be heroic and uncorruptible afterwards, but that doesn't change the fact that for a time, I wasn't.

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On 7/20/2006 at 6:15pm, Vaxalon wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Bret, not so; you can un-narrate that too.

"Aha!  But that wasn't the REAL superman, that was one of his robots, gone rogue!"

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On 7/20/2006 at 6:21pm, Bret Gillan wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

There's ways to deal with that, too.

"Goal: Superman proves he wasn't actually controlling the robot," or somesuch. And if you were Superman, I would keep laying those Conflicts on the table for as long as you kept trying to narrate them away because the whole time I would be mining your Debt tokens.

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On 7/20/2006 at 6:23pm, Bret Gillan wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Oh, and you're right. So maybe you can't make things stick to a character, but you can't narrate them out of the narrative. They still happened even if they're explained away like that. Doc Ock (or his robot clone) got beaten, and Superman (or his robot clone) was corrupted.

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On 7/20/2006 at 6:35pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Vaxalon wrote:
Unless your narration is just so damn COOL that noone wants to invalidate it.


Yes, ultimately the only way to make and keep achievements is at the social level - make it so thatthe other players do not want to counter it - either because they do not wish to raise the ire of the group or because they like it themselves.

I guess playing a Conflict is way to do 2 things simultaneously: Kepp the subject matter of the Conflict *possible*, but prevent it from actually happening until its (successful) resolution.

But my main point here is that if I want the martians to invade earth,no one can stop me from narrating that long term.  The only tool they have at their disposal are conflicts, and conflicts only have any effect during their play.  The cannot proscribe future narrations.

Let's say I don't want Spidey to be defeated by Doc Ock.  I narrate this.  Doc Ock's player throws down a conflict, wins and narrates exactly how Dock Ock beat Spidey.

I smile, and during my next turn, I simply narrate that, due to some unknown power, history is rewitten and that never happened.

Of course, then another conflict can be played to stop that.  But as long as I am willing to say after every conflict, "Okay, now forget all that, because.."

Socially this kind of play I imagine is unacceptable - but yet is it valid under Capes rules.  Which leads me to believe that Capes is fundamentally incomplete and will not and can not be functional (or at least cannot produce a coherent story with valid semantic content) without a layer of social constraints at a higher level to fill in the cracks.

It's (if I may make an extreme example) as if it wasn't against the rules to use handguns in football, yet mostly no one did because if they did no one would play with them.

Just an observation on how weak conflicts are, and how inherently value-less winning them is, without a strong social force to keep them in place.

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On 7/20/2006 at 6:42pm, Bret Gillan wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Without a strong social force in play, all rules systems are weak. Like the D&D games with players who completely ignore the plot hooks, the rest of the party, and wander off to do their own thing. You're hammering Social Contract here, and it has absolutely nothing to do with the completeness or incompleteness of Capes's rules.

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On 7/20/2006 at 6:58pm, Gaerik wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Conflicts aren't essentially about what happens at all.  Conflicts are about what has meaning.  Sure, I can narrate all day long about Doc Ock beating Spiderman.  He trashes him again and again and again.  None of it means anything.  Once a Conflict is plopped down, it is going to mean something.  Maybe a little because nobody is really interested and only a small Inspiration is gained.  Maybe a lot because everyone gets involved and multiple Inspirations are gained, Story Tokens are handed out, and Debt is accumulated.

It's engaging the Conflict Resolution system that provides meaning for the narration.  That's why you have to put down what the Inspiration was gained for.  That's why you have to put Debt down on Drives.  Just narrating does get you any of this.  Sure the narration is valid without engaging the system but it is also meaningless.

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On 7/20/2006 at 7:05pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

It simply seems to me that any game without a single assigned authority (a GM) is going to require more rules to carefully avoid the kind of broken play I described, or in their absence, the Social Contract will have to pick up the slack.

Capes *could* have more rules added in order to fix this.  Instead, we do not add any rules and simply assign the Social Contract the task of making it all work.

To me, although I am not a "Forgie" and *still* do not fully understand GNS, I would say that this is a "System Does Matter" issue - sure, the Social Contract can patch any hole.  But the game designer's choice of whether or not to add or change rules or instead to depend on the Social Contract when the spectre of broken play rears its head is a significant one.  Neither choice is *wrong*, but they have very different results, and result in very different games.

I guess processing this out, I am realising more and more how dependant Capes is on the Social Contract to make things run smoothly, in the light of a potential additional ruleset that I admit could *never* eliminate the need for the social contract, yet could likely minimize Cape's reliance on it to a great degree.

It's all very interesting to me.  Most games that are not rpg's don't have this issue because their ruleset is Complete, that is, there is no play you can make that results in broken play.  Most rpg's avoid this area but assigning to the sole GM the authority to resolve all disputes.  However, in a rpg where everyone is equal, this is not possible.  There is no way to make such a game *absolutely* Complete (apart from saying, "OK, whose turn is it to be the arbiter").  The game is going to have a degree of Incompleteness in it, and the Social COntract will have to handle it.  But there are ways to make one game more Complete than another, to minimize the need to call upon the Social Contract.

It is interesting to see that Capes does not do this, that it embraces it's fundamental Incompleteness, and challenges the players themselves to find a way to make this work.  Especially given its sometimes competititive nature.

Fascinating.

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On 7/20/2006 at 7:11pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Andrew wrote:
It's engaging the Conflict Resolution system that provides meaning for the narration.  That's why you have to put down what the Inspiration was gained for.  That's why you have to put Debt down on Drives.  Just narrating does get you any of this.  Sure the narration is valid without engaging the system but it is also meaningless.


I understand (I think) and appreciate what you are saying, but I think you have one thing wrong.

Whether or not the narration that does nto engage the system is meaningful is not up to you alone.

Meaning, in this use, is in the eye of the beholder.  You may find it meaningless, and I see why.  But I, or some other player, may find it meaningful to them.  A hypothetical player may lose the conflict, and free narrate later its reversal, and find that emotional fulfilling because now, in his mind, the defeat either didn't happen or has been successfully negated.

You may laugh when he does this, and refuse to take him seriously.  His reversal of your victory may not matter at all to you, as you find it to be meaningless.

But to him, its very meaningful and vital, and thus, he pursues it.

Meaningfulness and meaninglessness can be very much in the eye of the beholder.

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On 7/20/2006 at 7:24pm, Gaerik wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

I understand what you are saying, Sindyr.  I disagree though.  The mechanics are how we, as a group of players, assign meaning to the fiction.  It's what the rules are for.  Sure, you can get cool narration outside of the system but the way you've agreed to give that narration weight is by attaching it to the system.  And yes, you have agreed to that.  You agree to it by sitting down at the table and playing the game.  If you wanted all the free narration to carry the same weight as the narration that resulted from the system, then why use the system at all?  Why not play freeform? 

If you aren't using the system to assign weight and meaning to the resulting fiction, then why have the system at all.  It isn't to stop certain narration.  We've already established that you can't keep something from being narrated via the system.  It isn't to gain the ability to narrate something.  That's trival.  You can do almost at will with the system.  If the system is designed to do either of those things, then it isn't a very well designed system. 

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On 7/20/2006 at 7:40pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Andrew wrote:
I understand what you are saying, Sindyr.  I disagree though.  The mechanics are how we, as a group of players, assign meaning to the fiction.  It's what the rules are for.  Sure, you can get cool narration outside of the system but the way you've agreed to give that narration weight is by attaching it to the system.  And yes, you have agreed to that.  You agree to it by sitting down at the table and playing the game.  If you wanted all the free narration to carry the same weight as the narration that resulted from the system, then why use the system at all?  Why not play freeform? 


I think I again understand, but still respectfully disagree.  The mechanic do not and cannot tell us how to assign meaning to the fiction.  All the mechanics can do is try to govern the methods we use to produce it.

As to why not play freeform if you are going to use free narration for significant events, I guess I would say that people want something more than zero rules and 100% social contract - which is what freeform is.  If anything, perhaps you could be asking not why wouldn't someone like that play a more rules light game, but why wouldn't someone like that play a more rules heavy game, or at least a modded version of Capes.

Ultimately, all sitting down at a Capes table means, apart from the Social Contract stuff, is agreeing to use the rules of the Game and any house mods as the only governing factor over what we can do.  And my point is that leaves all the broken play I have spoken of wide open for use.

Capes seems heavily dependant on the Social Contract in order to avoid broken gaming.  There's nothing wrong with that.  I do find myself asking "What if" - what if there were some rule or mechanism that allowed for semi-permanence of effect - what if winning a conflict had qunatifiable meaning beyond the moment?

I have read some proposal that do just that, but it's also interesting to consider how Capes functions in the absence of those mods.

In fact, I might say that Capes, of all the roleplaying games I know, is the game that most heavily and throughly employs and depends on the Social Contract.  It appears to written to do just that.

And there's nothing wrong with that.

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On 7/20/2006 at 7:52pm, Bret Gillan wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

I'm not sure this can be proven one way or the other except, again, to do some Actual Play and maybe examine some differences between different rules systems, but I really don't see how Capes is any more or less relying on Social Contract than other games. Say we want to play a serious Burning Wheel game. If I'm having my character act like a slapstick dumbass, then that's stepping on the game. If we're playing a cooperative game and I tell everyone my PC is backstabbing another PC, then that's stepping on the game. What you're talking about is a mutual agreement amongst the table as to how things should be, and going against the mutual agreement - you cannot make that a rule. You can't make a rule against being a jerk, Sindyr, and attempts to do so are just trying to keep a bad gaming group together with spit and twine.

I believe all games depend on the Social Contract, none any more or less than others, and someone who's an asshat in Capes is either an asshat straight-up, or he's just not into the type of game Capes is. Though I should note in all of my play experience with Capes, including some that included some asshats, no one has ever done anything like you described.

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On 7/20/2006 at 7:59pm, Gaerik wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Sindyr wrote:
The mechanic do not and cannot tell us how to assign meaning to the fiction.  All the mechanics can do is try to govern the methods we use to produce it.


This is blantantly untrue.  This is practically all the mechanics of Capes does.

"Goal: Doc Ock beats Spiderman."  means that Spiderman is wracked with self-doubt regarding his duties to New York.  It means that because someone put the Debt they earned from the Conflict on the Duty Drive.  It means that Doc Ock is enfused with self-confidence (he unloaded Pride Debt) and that translates into pushing harder to achieve his goals as his world view is validated (he uses the Inspirations later in some other endeavor).

Someone narrates Doc Ock beating Spiderman. So?  Spiderman doesn't feel bad about it.  Doc Ock doesn't feel good.  It doesn't change any of the characters in the story.  It's meaningless beyond interesting story fluff.

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On 7/20/2006 at 8:08pm, TonyLB wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Andrew:  Well said.  Saying "The conflicts don't matter because I can narrate the consequences away" is sort of like saying "Taking 98 of my fighter's 100 hit points in D&D doesn't matter, because I can laugh it off and say 'Tis but a flesh wound'!"  Sure, it doesn't matter ... until a goblin with a thrown twig comes along, and your guy falls down dead.  At that point those 98 points of damage turn out to have mattered very much.

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On 7/20/2006 at 9:02pm, Hans wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Sindyr wrote:
Capes *could* have more rules added in order to fix this.  Instead, we do not add any rules and simply assign the Social Contract the task of making it all work.


Sorry, its a bit off topic, but I just have to say this...

The last thing Capes needs is more rules.  There are enough of the bloody things already.  It is by far the most difficult game I have ever had to learn, or teach, that didn't involve cardboard counters and a hexagon grid.  I would rather give up the whole thing and play Mutants and Masterminds then add any more to the rules.  And this is from someone who loves playing Capes, mind you.  

As to your original point, one purpose of conflicts is indeed that they prevent something from entering the fiction, at least for a time.  This is a very important role that they play in the game.   Related to that function is that they give a player a chance (through the mechanics of the game) to be the FIRST person to put something in the game about a subject.  You are not guaranteed this role, but at least you make it a role open to competition.  So if I play "Goal: Doc Ock defeats Spiderman" not only do I prevent Doc Ock from defeating Spiderman for a time in the fiction (allowing more narration of their struggle to occur), but I also give myself a chance to be the one who gets to narrate its conclusion.

In my own experience, though, neither of the above are the most common reasons for playing conflicts.  They are reasons, and good ones, but the most common reason people play conflicts I have seen is essentially just to organize play.  In a game with a GM, the GM organizes the play.  If the GM says my character is at a particular place, and is facing particular obstacles, I know where things are going.  As Capes has a table full of pseudo-GM's there has to be a way to organize the ongoing fiction, so that everyone knows what the point of it all is.  Conflicts are the mechanism used for this purpose.  I lay a conflict down, I am directing the fiction to some particular subject matter; as long as that conflict is on the table, some narration will at least be tangentially associated to what that 3x5 card has written on it.  

This is why, for example, the player of Doc Ock may play the above goal himself.  Sure, everyone knows that Doc Ock's player could simply narrate Doc Ock defeating Spiderman, but thats not the point.  Doc Ock's player wants to have FUN with the fight between Dok Ock and Spidey.  He wants that to be the subject matter (or at least a portion of the subject matter) of this scene.  He is going to WORD it in such a way as to challenge Spidey's player; that is, he is going to play "Goal: Doc Ock defeats Spidey" or even "Goal: Doc Ock humiliates Spidey" instead of "Goal: Spidey defeats Doc Ock" or "Event: someone is victorious" or similar.  That's a kind of mechanical trash-talk.  If Doc Ock's player would settle for nothing less than narrating the humiliation of Spiderman, he could simply narrate it!  The real point behind the conflict is to focus attention on the struggle between these two characters, and make it occupy at least a portion of the time spent playing.

Now, all my talk in an earlier post about "Oh Hell NO!" type conflicts feeds into this, because those kind of conflicts are BETTER at organizing the game than ones that don't make anyone say "Oh Hell No!"  If you play a conflict that doesn't generate any strong feeling about how it should be resolved, you only organize play insofar as someone is going to have to, eventually, claim a side and clear it off the table to finish the scene.  But if you play a conflict about which at least one other person at the table has strong feelings, then you really organize things for a while; people are going to really concentrate on the subject matter of that conflict.  In our [url-=http://www.indie-rpgs.com/forum/index.php?topic=19942.0]Capes in Mississauga game, everyone, but especially yours truly, ended up playing a lot of conflicts JUST to organize play, and while they succeeded at that purpose, they did not generate the intense, fun fiction that makes it worth playing.  If you want to bring a tsunami into the game "Event: The Tsunami strikes" will do the trick, but "Goal: your girlfriend escapes the Tsunami unscathed" will do it with a BANG!  

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On 7/20/2006 at 9:03pm, Hans wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Good gad that was a long freaking post!  I need to remember to preview the darn things and shut up once I have made my principle point.

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On 7/24/2006 at 1:18pm, Tuxboy wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Anyone that was enough of an asshat to constantly retcon conflict narration would rapidly find themselves without a gaming group.

In my experience the best way to deal with that kind of advanced asshattery is to show the offender the door...games are supposed to be fun, and conflict resolution is part of the game. Don't like the conflict result then use the mechanic to throw down another conflict to make the changes, don't use a lame-ass free narration route when you could be adding to the story and narrating some great plot.

Freeform has its place in gaming and can be lots of fun, but when you have a rule set why not use it?

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On 7/24/2006 at 1:31pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

That;s my point. 
1) Capes games are broken without the use of the Social Contract.  D&D for example, is not. (Although personally I hate that game)
2) Capes seems to intentionally leaves gaps where it could employ rules.  In other words, where broken play could be highly ameliorated or fixed with a simply rule addition, Capes seems to choose to be as light a framework as possible, eschewing extra rules and putting the burden on the Social Contract to make Capes work.

I am not saying the above things are wrong, they just are.

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On 7/24/2006 at 1:53pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Hans wrote:
As to your original point, one purpose of conflicts is indeed that they prevent something from entering the fiction, at least for a time.


This is in fact what I noted as one of the two things that they do.  The other thing that they do is establish an event in the moment - but do not make that event a semi-permanent accomplishment.

If Doc Ock's player would settle for nothing less than narrating the humiliation of Spiderman, he could simply narrate it!


In theory he could, but in reality he can't:
Tuxboy wrote:
Anyone that was enough of an asshat to constantly retcon conflict narration would rapidly find themselves without a gaming group.


So while Capes find retconning to be valid play, almost no gaming group woulc actually permit it.  Which makes my point that Capes is incomplete, or at least, the Capes that is played is almost never the Capes that is written.  The Social Contract makes a played Capes game *completely* different than one *in theory*.

And this is directly because:
1) Conflicts only have meaning when in play.  Before being played or after being resolved, Capes assigns them NO meaning or function.
2) Yet within the Social Contract *players* assign resolved Conflicts meaning socially, and will attack anyone that goes against the *implied* but never *stated* meaning of a resolved Conflicts.

The fact that a Capes game would I think dissolve into chaos if the players ONLY required each other to follow the explicit Capes rules for Conflict's is in a way what I would call "Cape's dirty little secret", put simply:

You cannot have a meaningful non-chaotic game of Capes without the players agreeing to assign meaning to Conflict's even after they have been resolved, despite the fact that the rules do no such thing.

Again, there is nothing wrong with a rule-set being imcomplete in this way, as long as we all understand and accept how it must be used in practice, as long as we agree on the social contract we overlay on Capes to make it functional and not result in broken play or people being shown the door.

However, a different way Capes might have addressed resolved conflicts could have been that somehow the resolution of a conflict create a semi-permanent Fact, which all future narrations cannot contradict without removing it.  One could create a set of rules for Capes that would cover how future narration must take into account past conflict resolutions.  I do not intend to do that now.

Capes chose the simpler approach.  Capes chooses to make no rules contraining narrations to be contrained in anyway by past resolved conflicts.  This was I think a very shrewd choice, because rule or no rule, no player is going to let another narrate away or retcon the effects of the conflict he fought for and won, no matter how valid the play is.

So despite the fact that Capes has not protection for the results of winning a conflict, human nature rushes in to fill the gap.  If Spidey's player winfs a "defeat doc ock" Conflict after pending much resources and emotional energy, he is not going to permit Doc Ock's player to reverse that in free narration the very next turn, even though Capes does.

In this way, a game of Capes becomes more than a game of Capes played by the rules.  The intolerbale to most spaces that Capes seem to intentionally leave get filled in immeditately and implicitly.  Capes thereby becomes Capes+, and *that's* the game we play.

We don't play Capes.  Apparently, no one can bear to.  We play Capes+.

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On 7/24/2006 at 1:57pm, TonyLB wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Sindyr:  You're really, really not qualified to use the word "broken" in this context.

You don't even understand, despite dozens of people explaining it to you in thousands of pages, what Capes is built to do.  I shall humbly defer, in analogy, to the great Mark Twain, in Innocents Abroad:

The coffee had been steadily growing more and more execrable for the space of three weeks, till at last it had ceased to be coffee altogether and had assumed the nature of mere discolored water--so this person said. He said it was so weak that it was transparent an inch in depth around the edge of the cup. As he approached the table one morning he saw the transparent edge--by means of his extraordinary vision long before he got to his seat. He went back and complained in a high-handed way to Capt. Duncan. He said the coffee was disgraceful. The Captain showed his. It seemed tolerably good. The incipient mutineer was more outraged than ever, then, at what he denounced as the partiality shown the captain's table over the other tables in the ship. He flourished back and got his cup and set it down triumphantly, and said:

"Just try that mixture once, Captain Duncan."

He smelt it--tasted it--smiled benignantly--then said:

"It is inferior--for coffee--but it is pretty fair tea."

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On 7/24/2006 at 2:03pm, Hans wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Sindyr wrote:
1) Capes games are broken without the use of the Social Contract.  D&D for example, is not. (Although personally I hate that game)


ALL role-playing games have a social contract.  D&D MORE so than other games, since there are so many different ways to play it that are mutually incompatible.  Every time someone accuses someone else of being a rules-lawyer or a munchkin, every time there is a total party kill and the DM cackles while the players get pissed off, every time someone gets frustrated with the DM for ignoring a rule that would have helped their character at that moment just to keep the "action" going, you see the social contract in action in a D&D game.  

As part of the social contract in Capes, perhaps a higher level of trust between players is necessary than in D&D, and also perhaps a mutual agreement to not sweat details of narration and not get too worked up about specifics.  But that is not the presence vs. absence of a contract, that is simply a different type of contract for a different type of game.

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On 7/24/2006 at 2:28pm, TonyLB wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Sindyr wrote:
You cannot have a meaningful non-chaotic game of Capes without the players agreeing to assign meaning to Conflict's even after they have been resolved, despite the fact that the rules do no such thing.


Well, the rules establish the framework in which players are consistently rewarded for assigning such meaning.  To my mind that's a much more powerful way of structuring their attitudes than saying "Hey!  You gotta assign meaning!  Uh ... or else!"

There's no rule in Chess that says "You want to dominate the center of the board."  If you can win without doing that, great ... but by and large you can't.  And so, people contest the center of the board.  Do they do this because there's a vast unspoken Social Contract that has nothing to do with the rules?  No.  They do it because they see enough of the implications of the rules (either by raw insight, from hearing the advice of others, or from having had the experience of being beaten because of dominant positioning) to see how important it is.

Is it possible to have a game where people blow off those inherent reward structures?  Sure.  In Capes or Chess, beginning players make such rookie mistakes all the time.  But as both games are absolutely savage in punishing such mistakes, experience usually teaches them better very quickly.

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On 7/24/2006 at 2:42pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

TonyLB wrote:
Sindyr:  You're really, really not qualified to use the word "broken" in this context.


Again, for the record, I disagree.  And actually, I am perfectly fine with you and I not seeing eye to eye on this, or any matter.

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On 7/24/2006 at 3:02pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Hans wrote:
Sindyr wrote:
1) Capes games are broken without the use of the Social Contract.  D&D for example, is not. (Although personally I hate that game)


ALL role-playing games have a social contract.  D&D MORE so than other games, since there are so many different ways to play it that are mutually incompatible.  Every time someone accuses someone else of being a rules-lawyer or a munchkin, every time there is a total party kill and the DM cackles while the players get pissed off, every time someone gets frustrated with the DM for ignoring a rule that would have helped their character at that moment just to keep the "action" going, you see the social contract in action in a D&D game. 

As part of the social contract in Capes, perhaps a higher level of trust between players is necessary than in D&D, and also perhaps a mutual agreement to not sweat details of narration and not get too worked up about specifics.  But that is not the presence vs. absence of a contract, that is simply a different type of contract for a different type of game.


Either I am a really bad explainer, quite possible, or the mindset of some here cannot take in what I am saying, also possible.  I *do* feel like I am repeating myself a lot though.

-All games, in fact all social activities have a Social Contract.
-What makes D&D not broken ultimately is that D&D assigns ultimate authority to resolve all issues to a single individual.  This takes ANY hole in the system and patches it with that single rule.  Of course, as much as possible, D&D's authors try to avoid making you use it by trying to have fewer holes.
-Capes has no central authority and proposes absolutely no mechanism for what to do when things break down.  Because the Capes rules allow as valid play nigh instant retconning of any won conflict, the Capes rules alone would tend to result in continual and never ending break-downs - which is what I mean when I say it is "incomplete" as it stands and if used only as written would result in "broken play"
-Capes could "fix" this in different ways, including rules for challenging and ruling on valid play that some in the group nevertheless don't like, or rules for creating constraints on future narrations based on the conflicts that have been won in the past.
-Or Capes could simply have no fix for this problem, forcing the players to fix it themselves within the higher level of the Social Contract. (Or with house mods, which of course drifts Capes.)

Here's an analogy which I think is very accurate.
Imagine a version of basketball without any written rules concerning dribbling.  Still, a group of friends play and always dribble the ball, just like regular basketball.  A new guy moves into the area, and joins one of the teams.  He reads up on this game, reads all the written rules, and start to play.  Immediately everyone is pissed at him - he runs with the ball to the hoop and shoots, never dribbling.  "Why aren't you dribbling?" they ask him.  "Why should I? It's nowhere in the rules." he counters.  The players, angry with him and upset at how he is playing refuse to play with him.

Whereas maybe what they should do is simply add the rule about dribbling to their set of rules.

Same thing.

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On 7/24/2006 at 3:06pm, Hans wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Sindyr wrote:
-What makes D&D not broken ultimately is that D&D assigns ultimate authority to resolve all issues to a single individual.  This takes ANY hole in the system and patches it with that single rule.  Of course, as much as possible, D&D's authors try to avoid making you use it by trying to have fewer holes.


I believe this is fundamentally flawed, but it is also off topic, so I will take it to a new topic.

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On 7/24/2006 at 3:31pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Hans wrote:
Sindyr wrote:
-What makes D&D not broken ultimately is that D&D assigns ultimate authority to resolve all issues to a single individual.  This takes ANY hole in the system and patches it with that single rule.  Of course, as much as possible, D&D's authors try to avoid making you use it by trying to have fewer holes.


I believe this is fundamentally flawed, but it is also off topic, so I will take it to a new topic.


I think it is quite accurate.  Depending on your reframing for the new thread, I may or may not participate, depending on how it relates to our previous discussion.

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On 7/24/2006 at 3:42pm, Tuxboy wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

-All games, in fact all social activities have a Social Contract.
-What makes D&D not broken ultimately is that D&D assigns ultimate authority to resolve all issues to a single individual.  This takes ANY hole in the system and patches it with that single rule.  Of course, as much as possible, D&D's authors try to avoid making you use it by trying to have fewer holes.
-Capes has no central authority and proposes absolutely no mechanism for what to do when things break down.  Because the Capes rules allow as valid play nigh instant retconning of any won conflict, the Capes rules alone would tend to result in continual and never ending break-downs - which is what I mean when I say it is "incomplete" as it stands and if used only as written would result in "broken play"
-Capes could "fix" this in different ways, including rules for challenging and ruling on valid play that some in the group nevertheless don't like, or rules for creating constraints on future narrations based on the conflicts that have been won in the past.
-Or Capes could simply have no fix for this problem, forcing the players to fix it themselves within the higher level of the Social Contract. (Or with house mods, which of course drifts Capes.)


Bur Sindyr, D&D doesn't have rules for dealing with asshattery!!!

I've never in 28 years of RP ever seen a game with specific rules on dealing with disruptive asshats in game...that is what the social contract is for.

I think I know why you are failing to understand this concept...you have gone on record in one of your earliest posts as saying that you are immune to the popcorn throwing that goes along with behaving like an asshat...and I think you might be assuming everyone else is too...IME this could not be further from the truth. This is a major part of the social contract and if you can't grasp its importance and prevalance then it is no wonder you see the need for rules to cover every aspect of social play.

Not everyone is an asshat!!! Not everyone retcons things they don't like...do you understand this?

Do you seriously believe that players of whatever game cannot control other player by the simple enforcement of the social contract?..Ask them to behave, if they don't then exclude them...couldn't be simpler.

Here's an analogy which I think is very accurate.
Imagine a version of basketball without any written rules concerning dribbling.  Still, a group of friends play and always dribble the ball, just like regular basketball.  A new guy moves into the area, and joins one of the teams.  He reads up on this game, reads all the written rules, and start to play.  Immediately everyone is pissed at him - he runs with the ball to the hoop and shoots, never dribbling.  "Why aren't you dribbling?" they ask him.  "Why should I? It's nowhere in the rules." he counters.  The players, angry with him and upset at how he is playing refuse to play with him.

Whereas maybe what they should do is simply add the rule about dribbling to their set of rules.


What? Worst analogy EVER! Removing an existing rule and then stating it should be reinstated is spurious at best...

This is not a situation where a required rule is missing from the ruleset but that an opinion that the social contract cannot be enforced without a rule.

Better analogy for this situation is:

A group of friends play  regular basketball.  A new guy moves into the area, and joins one of the teams.  He reads up on this game, reads all the written rules, and start to play.  Immediately everyone is pissed at him - he runs with the ball to the hoop and shoots, never dribbling.  "Why aren't you dribbling?" they ask him.  "Why should I? It's way easier this way." he counters.  The players, angry with him and upset at how he is playing refuse to play with him.

The guy is an asshat and should either play by the rules or not at all.

The players reserve the right to refuse to play with asshats...it is the only statemement that is needed.

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On 7/24/2006 at 3:49pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

OK, tux, I don't know why, but you just are not hearing me.

I don't have the stamina for retyping the same explanation again and again over and over.

I invite you to pm me your phone number if you want to continue this coversation, or I can pm you mine.

Suffice it to say, you still aren't getting it, and not because there's nothing to get.

Unfortunately, I no longer have the patience to try to show you that through hours of typing - I don't have the energy or time when it seems that a LOT would be required - assuming that it is even possible to show you.

I apologize, and hope you take me up on the idea of a phone call, or if you are outside US/Canada/Western Europe (which my vonage covers), a skype conversation.

Cheers and good luck.

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On 7/24/2006 at 4:12pm, Tuxboy wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

I'm getting it fine...we had this conversation in PM a while ago.

I understand that you don't think the social contract is strong enough to protect you...I think we all get that, but no amount of, frankly, spurious argument from you is going to prove the Capes needs a rule that NO other game in the history of the RPG industry has ever had, needed, or wanted.

The game is down to who you play it with and what you expect...I think you expect different things from a game than myself and many others on this forum. I suspect you wouldn't enjoy gaming with me much as I wouldn't enjoy gaming with you.

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On 7/24/2006 at 4:25pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Well, I of course think you have missed it - I find your own arguments irrelevant and spurious, while we are on that topic.

Now that we have each said our piece, let's move on to something with content:
I strongly suspect, as much as we argue, that in practice we *would* have fun playing engaging games of Capes.  In practice, I suspect that 90% of the Capes players are not asshats, incluing you and I.  I believe that any actions you took that I strongly objected to at the table, you would be agreeable to modifying, and vice versa.  And when all is said and done, with the amount of intelligence and creativity we possess, I believe the game would turn out to be cool and amazingly fun.

Just my opinion.

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On 7/24/2006 at 6:21pm, TonyLB wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Sindyr wrote:
OK, tux, I don't know why, but you just are not hearing me.


Y'know this kind of assumption is incredibly common:  "You disagree with me and therefore must not have understood me."

From the outside it looks very much as if Tux completely understands what you're saying, and disagrees with both your reasoning and your conclusions.  And ... y'know ... he's not alone.

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On 7/24/2006 at 8:32pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Sorry, that's not good enough.

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On 7/25/2006 at 6:47am, Glendower wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Sindyr wrote:
That;s my point. 
1) Capes games are broken without the use of the Social Contract.  D&D for example, is not. (Although personally I hate that game)
2) Capes seems to intentionally leaves gaps where it could employ rules.  In other words, where broken play could be highly ameliorated or fixed with a simply rule addition, Capes seems to choose to be as light a framework as possible, eschewing extra rules and putting the burden on the Social Contract to make Capes work.

I am not saying the above things are wrong, they just are.


Here's my counter points.

1) ALL social games are broken without the use of the Social Contract. 

The social contract are a list of rules that allow us to interact with other people in a successful manner.  Social games, from Bridge to Monopoly to D&D to Capes, involve interaction with people.  Without these rules, we will not interact with people successfully.  Without these rules, we cannot play social games. 

Singling out Capes serves no purpose.  Sure, Capes won't work without a functioning Social Contract.  Neither will Monopoly.  Imagine playing Monopoly and the opposing player sets you on fire.  No where in Monopoly does it say "dont' set your opponent on fire".  But the social contract is pretty clear on this.  Setting people on fire breaks social contract, which thereby breaks the game, as you can't play while on fire.  Your money would burn at your touch, for one.

2) Capes has rules that deal directly with the social contract.

Want story tokens?  Don't piss off the other players with lame conflicts, or narrated reversals.  That actions will get you no tokens.  In addition, incredibly lame additions to the narrative will not survive contact with the other players.  If you grow annoyed that your contributions are getting tossed away, then play the game the way it's indended.  Toss a goal or event down that someone ELSE cares about. 

I have a personal philosophy about games.  You have to play games with people you like and are prepared to trust in some capacity. That establishes the social contract, as these are your friends!  These people will want you to have a good time!  And you want them to have a good time.  If you work hard to make your fellow players shine, and they do the same, it creates an exchange of energy that you can feel!

In Capes, the very best Goals and Events are those that interest and effect other people at the table.  If you can interest and engage someone with a goal, either to support it or to oppose it, and excitedly, then you succeeded.  If no one cares, you failed. 

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On 7/25/2006 at 3:09pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Glendower wrote:
Sindyr wrote:
That;s my point. 
1) Capes games are broken without the use of the Social Contract.  D&D for example, is not. (Although personally I hate that game)
2) Capes seems to intentionally leaves gaps where it could employ rules.  In other words, where broken play could be highly ameliorated or fixed with a simply rule addition, Capes seems to choose to be as light a framework as possible, eschewing extra rules and putting the burden on the Social Contract to make Capes work.

I am not saying the above things are wrong, they just are.


Here's my counter points.

1) ALL social games are broken without the use of the Social Contract. 

The social contract are a list of rules that allow us to interact with other people in a successful manner.  Social games, from Bridge to Monopoly to D&D to Capes, involve interaction with people.  Without these rules, we will not interact with people successfully.  Without these rules, we cannot play social games. 

Singling out Capes serves no purpose.  Sure, Capes won't work without a functioning Social Contract.  Neither will Monopoly.  Imagine playing Monopoly and the opposing player sets you on fire.  No where in Monopoly does it say "dont' set your opponent on fire".  But the social contract is pretty clear on this.  Setting people on fire breaks social contract, which thereby breaks the game, as you can't play while on fire.  Your money would burn at your touch, for one.


What I am saying is that the Capes ruleset by itself encourages a tactic which if used breaks the game (retconning).  Nothing in Monopoly's ruleset *requires* that the Social Contract step in - no rules in Monopoly encourage us to set our opponents on fire.  However, the Capes ruleset does encourage use to fight over narrative control, *and* it also allows us to seize that control and gives us no constraint about it.  The Capes very ruleset creates a situation where without the social contract players will be compelled to contributing to broken gaming.  Monopoly does not do that in its ruleset.

2) Capes has rules that deal directly with the social contract.

Want story tokens?  Don't piss off the other players with lame conflicts, or narrated reversals.  That actions will get you no tokens.  In addition, incredibly lame additions to the narrative will not survive contact with the other players.  If you grow annoyed that your contributions are getting tossed away, then play the game the way it's indended.  Toss a goal or event down that someone ELSE cares about. 


To me this point is a mere extension of the idea of the social contract.  If you piss people off, not getting tokens will be the least of your worries, people more than likely won't even play with you, making not getting tokens a moot point.

I have a personal philosophy about games.  You have to play games with people you like and are prepared to trust in some capacity. That establishes the social contract, as these are your friends!  These people will want you to have a good time!  And you want them to have a good time.  If you work hard to make your fellow players shine, and they do the same, it creates an exchange of energy that you can feel!

In Capes, the very best Goals and Events are those that interest and effect other people at the table.  If you can interest and engage someone with a goal, either to support it or to oppose it, and excitedly, then you succeeded.  If no one cares, you failed. 


Yep, I agree with you there.  I would add playing with friends means playing with people who will respect what you want to explore and respect what you don't - regardless of game system.  And will actively search for ways to achieve their own success while contributing to yours.

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On 7/26/2006 at 2:03pm, LemmingLord wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

Sindyr wrote:

To me this point is a mere extension of the idea of the social contract.  If you piss people off, not getting tokens will be the least of your worries, people more than likely won't even play with you, making not getting tokens a moot point.

I have a personal philosophy about games.  You have to play games with people you like and are prepared to trust in some capacity. That establishes the social contract, as these are your friends!  These people will want you to have a good time!  And you want them to have a good time.  If you work hard to make your fellow players shine, and they do the same, it creates an exchange of energy that you can feel!

In Capes, the very best Goals and Events are those that interest and effect other people at the table.  If you can interest and engage someone with a goal, either to support it or to oppose it, and excitedly, then you succeeded.  If no one cares, you failed. 


Yep, I agree with you there.  I would add playing with friends means playing with people who will respect what you want to explore and respect what you don't - regardless of game system.  And will actively search for ways to achieve their own success while contributing to yours.


What I love about this system is it encourages resolution of conflicts in-game and outside-game.  If you have someone who is occasionally a jerk because they speak above everyone or has to have the best character around, everyone he pisses off is very much empowered to call him on it by letting him story starve (story token starve that is).  These kinds of jerks become jerks because they become aggressive and can badger the GM into a kind of "the rules say my character can do this nah nah nah;" in capes a jerk needs to fight off all his players to continue to be a jerk.  It cuts right to quick; get with the program or starve and LOSE.  :)

I do think jerks will have a problem with the game for awhile... Like all of us, they will play for awhile not sure how to play.  They will start out with their own conception of what is WINNING (because jerks tend to be the I WIN YOU LOSE types anyway) which is that their character outshines everyone else.  They will learn that they can only do this as long as it works for everyone else. As soon as they start to "get' the game they will realize they only win by GIVING as well as taking...

Also, I want to point out that I have been a jerk before; and by playing capes I will see when I am a jerk right away if players aren't picking up on my conflicts.  If there's no demand for the conflicts I'm manufacturing, I don't get what I'm seeking in "points" Story Tokens nor in ATTENTION... 

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On 7/26/2006 at 3:52pm, Sindyr wrote:
RE: Re: Conflicts are about what you *can't* do, not what you *can*.

LemmingLord wrote:
Also, I want to point out that I have been a jerk before; and by playing capes I will see when I am a jerk right away if players aren't picking up on my conflicts.  If there's no demand for the conflicts I'm manufacturing, I don't get what I'm seeking in "points" Story Tokens nor in ATTENTION... 


This Capes game is the first system I have seen that turns storytelling into an effective, capitalist, economy supply and demand driven game - and that is one of the main reasons I love it so.

The fact that you can only fund your narrative victories, and therefor the storyline that's most importnat to you, by earning resources by caring about what the other guy needs is an exquisite balance.

Conversely, if you don't play conflicts that get other player's passionately involved, you won't get their resources, and will not be able to effectively pursue your own agenda.

The only possible flaw that *just* occured to me I will break out into another thread:
http://www.indie-rpgs.com/forum/index.php?topic=20589.0

Forge Reference Links:
Topic 20589

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