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Topic: Freeform
Started by: Jack Spencer Jr
Started on: 5/26/2002
Board: RPG Theory


On 5/26/2002 at 2:28am, Jack Spencer Jr wrote:
Freeform

This thread is born out of the "No rules, no nothing" rpg? thread

Mike Holmes wrote: Nobody should be denigrating Freeform here, IMO. It's just not the tabletop stuff we're (or at least I am) mostly used to. If people want to play without rules, that's fine. It's just not difficult to define the "rules" for a rules-free game. Check outr Jack's link KW, and you'll see what I mean.

While there are a jillion ways to skin an RPG cat, there's only really one way to do freeform. Most freeforms have less structure than one-page RPGs (no resolution system or character enumeration, for example), and are in an entirely other category, IMO. Not sure I want to get into that again.

Of course that's from a tabletopper's POV. The subtle differences in freeforms are probably very important to freeformers. Things like what sort of language can be used in the game, and whether you canj affect other player's characters even indirectly. Whatever. It's just that relative to tabletop, it all seems to be the same stuff. And it certainly takes less effort to design.

"OK, everyone be nice, and post about once a week" - could be the entire "rules" for Mike's Freeform RPG. Check out the real games. They aren't much more complex.


This is an important point, Mike. From the mountains, the seas look pretty much the same.

What bothers me is the last comment you've made and other have made about freeform. It strikes me as very similar to what some had said of Narrativism over the years or what people are still saying about GNS and similar such things.

Personally, I'd like to understand it better and see what it has to offer. ANyone else with me on this?

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On 5/26/2002 at 3:06am, Mike Holmes wrote:
RE: Freeform

I'd like to understand it better too, Jack. Unfortunately I think that our knowledge base is pretty slim here. OTOH, for the same reason that I say that Freeforms are easy to create, I think that "experts" on Freeform are few and far between.

OTOH, I may be just as mistaken about that. If anyone does have extensice experience, please speak up. Lance? You have some practical experience, no? Speak up.

Mike

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On 5/26/2002 at 3:41am, Paganini wrote:
RE: Freeform

Mike Holmes wrote: I'd like to understand it better too, Jack. Unfortunately I think that our knowledge base is pretty slim here. OTOH, for the same reason that I say that Freeforms are easy to create, I think that "experts" on Freeform are few and far between.


I've been involved with a couple of fairly extensive freeform games over the internet. I wouldn't call myself an expert, but here's my opinion. :)

Freeform games are sort of a pure distillation of the essence of RPGs. A freeform game pretty much boils down to a social contract that details who can decide what.

They're utterly deterministic (no fortune) - everything that happens is a direct result of a decision made by one of the players. I think that saying "all freeforms are alike" is a bit of a misstatement. All freeforms are alike only in that all social contracts are alike: they outline the rights and responsibilities of the participants. Freeform games can run the course from complete GM-less collaboration to GM storytelling where the players pretty much sit back and listen.

Without a good social contract, some nasty problems can happen. Here's an experience that I had in an online group called TEUNC. TEUNC (Tolkien Eccentruc Unusual Nutcases) is not actually a role-playing group... exactly. It's a bunch of people who met on the tolkien newsgroups and started having a bunch of fun. Some of the regulars on the newsgroups complained, though, because we were very OT. (Much more so than your regularly scheduled Balrog Wings flamewar, for example. ;) So we moved to (at that time) OneList. Now, while this group wasn't strictly devoted to role-playing, a lot of impromptu role-playing went on there, completely spontaneously, off the cuff, in addition to the other more mundane discussions of Star Wars movies, Tolkien, politics, morality, etc. :)

For the most part, everyone got along fine and had a lot of fun - until this one guy. This guy (Lord Adam) was a sort of powergamer's powergamer in that he had a need to dominate. A typical posting sequence would go like this:

A: Lord Adam makes a post with role-playing content
B: Someone responds to Lord Adam's post
C: Lord Adam explains how post B never happened because the poster didn't follow the rules that Lord Adam stated or implied in post A.

After a while, this got really boring and irritating, and resulted in a lot of people just dropping the role-playing stuff.

So, some time passed, and many changes took place in the group. But a lot of the oldtimers were still there, and we still wanted to role-play. A lot of ideas got thrown around, and finally we started TURPS, a sister group. Originaly it was run by a triumvirate of GMs, myself, and two guys from the list with RPG experience. This was run as an actual RPG (with formal IC and OOC statements), but with no actual system being used. (I actually wrote a system for it, but we ended up only using the character generation to create templates that just give general ideas of the characters.) The difference this time is that one of the GMs, Matt (who is now the only GM running the show) knew what he was doing and created a social contract. That group is still going, and the story archive is now over 50,000 words. That's a pretty impressive track record for a couple of paragraphs of preventive medicine. (Note that Matt is a great guy, and the reason I left the group was one of time and RL load, not anything personal at all.)

So, my experiences have taught me this about freeform:

Without a clear declaration of who gets to do what, freeform gaming will likely fail. It's possibley that conflicts of interest will never occur (if participants share goals) but we know from studying GNS how likely that is. :)

With a social contract, freeform gaming can be very enjoyable, and can be perfectly teneable for long campaigns (which is an argument naysayers often fling at it: "My D&D campaign ran for years! How many freeform games have you seen do that?").

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On 5/26/2002 at 12:50pm, Jack Spencer Jr wrote:
RE: Freeform

Paganini wrote: Freeform games are sort of a pure distillation of the essence of RPGs. A freeform game pretty much boils down to a social contract that details who can decide what.


This POV may be why I'm so attracted to it, but reading it now, calling it "pure distillation" sound, I don't know-- kind of out there? Maybe a little too close to roll-playing/role-playing, you know?


For the most part, everyone got along fine and had a lot of fun - until this one guy. This guy (Lord Adam) was a sort of powergamer's powergamer in that he had a need to dominate. A typical posting sequence would go like this:

A: Lord Adam makes a post with role-playing content
B: Someone responds to Lord Adam's post
C: Lord Adam explains how post B never happened because the poster didn't follow the rules that Lord Adam stated or implied in post A.

After a while, this got really boring and irritating, and resulted in a lot of people just dropping the role-playing stuff.


This can happen even in traditional RPGs. Part of it, I have no doubt, in this case was because this was an internet game. Were this a tabletop RPG, Lord Adam may not have sat down. And if he did, the others would have boted him out fast.

Without a clear declaration of who gets to do what, freeform gaming will likely fail. It's possibley that conflicts of interest will never occur (if participants share goals) but we know from studying GNS how likely that is. :)

Much like any other RPG :)

With a social contract, freeform gaming can be very enjoyable, and can be perfectly teneable for long campaigns (which is an argument naysayers often fling at it: "My D&D campaign ran for years! How many freeform games have you seen do that?").


So, basically what you're saying is that freeform RPGs, in spite of the name, does have and require structure to run. This structure is mostly just the social contract which all RPGs have or should have.

Since the social contract is no longer an underlying structure but the only structure, many things typically dealt with are left out. Stuff like damage list for weapons, but even more stuff than just that.

This is like that James Ernest article I posted a link to a while ago. Freeform chips away at a bunch more marble to make the horse.

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On 5/26/2002 at 3:02pm, Paganini wrote:
RE: Freeform

Jack Spencer Jr wrote:
Paganini wrote: Freeform games are sort of a pure distillation of the essence of RPGs. A freeform game pretty much boils down to a social contract that details who can decide what.


This POV may be why I'm so attracted to it, but reading it now, calling it "pure distillation" sound, I don't know-- kind of out there? Maybe a little too close to roll-playing/role-playing, you know?


When you put it that way, I see what you're saying, but that's not exactly what I meant. By "pure distillation" I didn't mean to imply that freeforms are the ultimate RPGs. I meant that they're literally distilled - more like RPGs that have been run through a filter. Every non-essential element has been removed, regardless of whether or not such elements might be useful.


This can happen even in traditional RPGs. Part of it, I have no doubt, in this case was because this was an internet game. Were this a tabletop RPG, Lord Adam may not have sat down. And if he did, the others would have boted him out fast.


Hehehe.... no doubt. :)

Without a clear declaration of who gets to do what, freeform gaming will likely fail. It's possibley that conflicts of interest will never occur (if participants share goals) but we know from studying GNS how likely that is. :)


Much like any other RPG :)

Indeed, but I think that it's much more obvious with freeforms, because all of the trappings you find associated with most RPGs have been removed. The social contract is all that's left, and it gets the spotlight. If it fails, it's obvious.

So, basically what you're saying is that freeform RPGs, in spite of the name, does have and require structure to run. This structure is mostly just the social contract which all RPGs have or should have.


Exactly. The problem wiht many freeforms is that they think they really are freeform, and make no attempt to detail a social contract. The social contract mus be inferred from the text of the game, or made up on the fly during play. It's similar to what Ron said about one-page game systems; if the system isn't complete, then the participants have to design it on the fly.


Since the social contract is no longer an underlying structure but the only structure, many things typically dealt with are left out. Stuff like damage list for weapons, but even more stuff than just that.


Yup.


This is like that James Ernest article I posted a link to a while ago. Freeform chips away at a bunch more marble to make the horse.


Exactly, yeah.

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On 5/26/2002 at 3:33pm, Kenway wrote:
RE: Freeform

One of my big questions about freeform gaming:
When a game session starts out as D&D or Champions and then the gm and players agree to stop using the rules and "freeform" instead, is that considered freeforming?
Or is "not using dice or looking up rules" considered a house rule?

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On 5/26/2002 at 5:16pm, Jack Spencer Jr wrote:
RE: Freeform

Hi, Kenway

I wouldn't consider it a house rule. Mostly because if playing D&D without using any of the rules could be considered a house rule, then by exstention every RPG out there is just a house rule of D&D. You see, D&D came first, the systems that came out shortly thereafter were variants or blatant rip-offs of D&D. Chaosium's Basic Role Playing rules used in Runequest started as a set of house rules. Following games were built upon this foundation so that nearly every RPG on the market is just a variant of what has gone before. I'll bet we could trace a lineage for games like Sorcerer directly to D&D is we tried. Six degrees of Kevin Bacon.

But I don't think Sorcerer is just a D&D variant, no matter how removed. SO dropping the system when playing is not just house rules. I doubt it's something entirely new, either. This is the same problem with 1p. RPGs. If you're playing D&D and you drop the rules, then what are you doing? Something replaces the rules. Exactly what will vary.

In any case, this system dropping is a phenomenom unique and somewhat separate from just plain freeform and we should treat it as such.

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On 5/26/2002 at 6:39pm, Mike Holmes wrote:
RE: Freeform

Most importantly, dropping the system is an extreme example of drift. You are definitely playing the game now in a manner which the text does not imply. Even if you start with just the chargen, and then go from there without rules. That's just a big rule dropping drift.

If you were to not even use the chargen, then I'm not sure how it could be said that you are using the system at all, except perhaps as inspiration? Remember setting is not system. If you are just using the setting, and not the system at all, then you are just "playing the setting" but not the RPG in any meaningful way. At that point you are probably playing a Freeform that uses the setting.

This is as opposed to Freeform where there are no resolution of chargen rules in the "design" of he game, and play is not drifted at all. That demarcates the two activities pretty well.

Mike

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On 5/26/2002 at 10:26pm, Wolfen wrote:
RE: Freeform

Mike Holmes wrote: If anyone does have extensice experience, please speak up. Lance? You have some practical experience, no? Speak up.


::sounding as if from far away:: Someone summons me? I come, I come...


Ahem. I won't say that I have the most extensive experience with freeforming, but I think I'm definitely in the running for that title. I suppose that FFRP is really my greatest area of expertise, from the "Talking Games" I did before I'd ever seen a single gaming die to the Online FFRP I indulge in occasionally even now, when I can find the time.

The way I see it, there are essentially two types of FFRPGs. One is what I'll dub, for lack of a better term, as "True Freeform", which is essentially what we have in the AOL RP forums. Therein, Social Contract is either all-important, or the game suffers. The Social Contract from AOL could be summed up as "Necto Gamut" (Any The Fifth Element fans should get that one..) or in other words, Not Without My Permission. You may declare your actions as nearly anything, so long as it does not directly effect another player's character without their permission. In really extreme cases, this can mean that you can't even hand them a drink directly, but can only "attempt" to, leaving it up to them whether or not they actually receive the drink. Most cases aren't this extreme, and your average RPer won't balk at "called actions" that do not adversely affect their character.

Also, in what I'd call the "Advanced Roleplaying Forums" there is a lot of additional emphasis in the forum's individual Social Contract on playing fair, and creating a "good scene". This means that you "take your hits" (ie, if it's realistic for something to happen to your character, you should allow it, including taking hits in a fight) and sometimes work from Author stance to make the scene better and more interesting. "Taking your hits" is a given, but using Author stance in an improvised scene often relies on intercommunication between the participants (OOC conversation, usually in IMs) and trust in the other players to not do anything to your character that you do not want happening. I see this type of RP as primarily Simulationist, with a strong leaning toward Narrativism in the latter cases.

The second type of Freeform I'd designate as "GM'd Freeform". This boils down to a large amount of Illusionism, as the GM decides the effects of all character's actions for the most part. I suppose this could be altered by allowing the players to do certain narratives, giving them authorial power over the scene and their character's actions. This is what I played mostly before discovering actual roleplaying games. They are infinitely flexible and can be as realistic or fantastic as the GM and players wish, based on their knowledge of the subject matter.

The Social Contract for such games is generally very simple. It boils down to "GM runs everything, trying to amuse the players, and thereby gets his own amusement". If this is not met, then these games will not be successful.

Which brings up a third type to my mind, a type of hybrid between the two. I've played this type of "GM'd Freeform" in my current forum. He told us what we found as we explored, he played all (or most.. he had recruited a few co-GMs to lighten his load) of the antagonists and lackeys, but we still had permissive authority over what happened to our characters. It follows the Social Contract of the former type, but it has a GM who determines the external events, rather than allowing the players themselves to determine them at their whim.

I could give extensive examples of various types of all three (so I said two originally, SUE me) types of Freeform, but I don't think that is in order, as of yet. From my experience, all instances of Freeform RP fall basically into one of these areas, but I will confess that my experience is not all-encompassing. So do you all think I've classified Freeform pretty well, or have I missed something important?

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On 5/26/2002 at 10:51pm, Jack Spencer Jr wrote:
RE: Freeform

Wolfen wrote: So do you all think I've classified Freeform pretty well, or have I missed something important?

I think you've given us a good start. Why don't you go ahead and flesh out these ideas a bit more, as you've said you could.

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On 5/27/2002 at 1:12am, Kenway wrote:
RE: Freeform

Relating to Mike's point about the lack of drift in pure freeforming, there are a couple other related questions:

-Do and should freeform game sessions still have explicit GNS goals?
-Do and should freeform game sessions still have a Premise?
If these are relevant, the lack of attention to these factors is probably why most freeform game sessions often don't seem to go anywhere.

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On 5/27/2002 at 2:01am, Jack Spencer Jr wrote:
RE: Freeform

Kenway wrote: -Do and should freeform game sessions still have explicit GNS goals?

I'm going to have to say yes.

I have three games in my hot little hands. All from the same publisher, oddly enough.

Pantheon and other games is a gamist freeform RPG. The social contract is very explicit. Only one sentence at a time from each player, with various limitations. If someone says something another player doesn't like, they dice off and that's that. The purpose of the game is to describe certain events first for points and such, so as to win.

De Profundis is Simulationist freeform. You get to feel what it's like to BE a character in a Lovecraft story. If you do it right, you may even feel like you're going insane. The fact that the only gaming prop is letters adds to this. No sitting at the tabletop looking calmly at the other players while you slowly go mad here.

Baron Munchausen, I guess, could be seen as freeform narrativist. There is not competeition per se except when bidding on a plot element using the coins. You aren't really trying to focus on sim concerns. You're trying to tell a good story is all. Maybe it's a competition for telling a better story, but a story is a story.

Or such is my opinion on these three games. You may disagree.

-Do and should freeform game sessions still have a Premise?
If these are relevant, the lack of attention to these factors is probably why most freeform game sessions often don't seem to go anywhere.


I would say yes. There needs to be something driving things forward and holding things together. It will become more obvious in a freeform setting since you can't focus on the small groups tactics combat or gain enough XP for that next skill level and such. It is isn't there, it will die. A regular RPG could be on a form of life support but is dead inside.

This is the sort of thing Ron's often talking about.

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On 6/7/2002 at 11:45pm, Shard wrote:
RE: Freeform

Also, in what I'd call the "Advanced Roleplaying Forums" there is a lot of additional emphasis in the forum's individual Social Contract on playing fair, and creating a "good scene". This means that you "take your hits" (ie, if it's realistic for something to happen to your character, you should allow it, including taking hits in a fight) and sometimes work from Author stance to make the scene better and more interesting. "Taking your hits" is a given, but using Author stance in an improvised scene often relies on intercommunication between the participants (OOC conversation, usually in IMs) and trust in the other players to not do anything to your character that you do not want happening. I see this type of RP as primarily Simulationist, with a strong leaning toward Narrativism in the latter cases.


::waves::

Hi all. Lance pointed me to your site and after reading through a few of the posts I found the forum to be very interesting. So I thought I might be able to shed some light on your discussions on Free Form RPing. (The focus in this perspective is on High Fantasy Free Form Gaming)

::points above:: Lance's quote on Advanced Free form is right on the money, however there are a few key points he left out. Let me see if I can list them out. In particular I'll focus on Advance Free Form (Fantasy), which tends to revolve around a setting, a magic system and core RPing rules.

1. The Social Contract is key. Without a social contract you simply get contained chaos which tends to alienate writers and roleplayers alike. Every person playing must be willing to sacrifice unlimited creativity for the core set of rules within the forum or gaming group. In other words, you have to know how to accept "no your idea does not fit into the setting, or how can we change your idea to be more appropriate".

2. Learn about the setting. Read. Read. Read. The more informed you are about the world, the magic system, the key characters in the setting and its political structure, the better you can easily slip into the setting and start RPing.

3. Be willing to experiment. Your first foray into Free From RPing might not be successful. The reasons why are endless, but typically they revolve around poor or lack of information on the setting. (See Point #2) If your first character does not work, try again. :-D

4. Free Form RPing needs to go beyond a chat room. Setting up a static location, or using private RPing chat rooms will work, however the continuity of the setting is lost. You MUST supplement chat based Free Form with a message board based system. The message board system should capture in character (IC) discussions and it must capture out of character discussions (OOC). Additionally, and possibly most important are stories. Written stories about characters that give further depth into the character and also the world. Typically it is the story line (SL) which breaths life into the forum. New regions are discovered, new groups are discovered, and future plots are created.

5. Dedicated players. If you only play 1x a month you will be lost. Free form is an active roleplaying form that can be demanding. You need to interact with your fellow players and you need to contribute. Free form in essence demands that you jump into the setting/world, without this demand you do not get the true feel of the setting/world your playing in.

6. While Advanced Free Form does not have a DM or game master it does need people to be leaders. Leadership allows for rules to be created and adhered to, rules that are unclear to be understood, and a method for driving forum wide story lines. Can anyone be a leader? Yes. However it means understanding the setting and coming up with clear methods to express your beliefs on how certain rules should work.

While these are only a few points I expand on I think they help flesh out Lance's original thoughts. I tried to be as generic as possible as the topic of Free form is very open-ended and there are many other points to explain or expand upon.

If your interested in more, or specifics on what I mentioned please let me know. :-D

This looks like a great forum and I hope to learn much from you all in setting design and overall game design theory. Thanks for pointing me here Lance!!!

Regards,

~Shard

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On 6/8/2002 at 3:41am, Bailey wrote:
RE: Freeform

As stated before in Actual Play, I think that seperating mediation and arbitration into jobs held by different people can help eliminate the railroad illusionist thing.

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On 6/8/2002 at 2:06pm, Ron Edwards wrote:
RE: Freeform

Bailey,

Ummm ... can you break that concept down for those of us in the cheap seats? Mediation and arbitration split into different people's purviews?

Examples? And is this a Freeform thing specifically?

Best,
Ron

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On 6/8/2002 at 2:32pm, Henry Fitch wrote:
RE: Freeform

Think I'll stick my head in here, as freeform roleplaying constitutes just about all of my roleplaying experience. I haven't done it in a while, but it's often been a fairly big thing with a few of my friends. Let me summarize a few basic points about our style...

1. No GM, director stance was shared by players in the fairly rare instances when it's needed.
2. Conversation was largely IC, but broke into OOC rather frequently to discuss or negotiate. So far, no serious disagreements have broken out that I'm aware of.
3. Play proceeded in a semi-LARP fashion, specifically the "several people playing characters wander in forest" style. For obvious reasons, we generally played characters who wander in forests.
4. There was no explicit Premise or real goal of any sort, but I'd say it was really closest to Sim. "Getting in character" was a big thing.
5. The social contract, when it couldn't be reached in a wordless common-sense manner, was non-existent.
6. Yes, it was basically indistinguishable from "playing pretend." Give us a break, we're highschool students.

Obviously, there are some problems here. Still, it worked pretty well, and was a passable way to get an RP fix. I'd even like to try it again, with a more explicit Premise to work with and an agreed-upon Contract.

Now, as to whether it's all the same? Certainly not. Even within the limited range I've defined above, there was a lot of variation. From a GNS perspective, we drifted about quie a bit, with some games focusing on sweeping stories and others stuck in Sim to the point of "well, it makes sense for our characters to kill each other... guess the game's over." I can easily see something like a Gamist version working too, and I've been thinking some about how to implement that effectively.

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On 6/9/2002 at 2:30am, Jack Spencer Jr wrote:
RE: Freeform

To those interested, there is a Yahoo Group recently started about Freeform RPG design here. So far not a lot of traffic, but there are only four members yet.

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On 6/9/2002 at 3:32am, Bailey wrote:
RE: Freeform

Ron Edwards wrote: Bailey,

Ummm ... can you break that concept down for those of us in the cheap seats? Mediation and arbitration split into different people's purviews?

Examples? And is this a Freeform thing specifically?

Best,
Ron


First I'll need to define the two.

Mediation is the filtering process of carryin meaning between things.
Arbitration is the resolution of conflicts.

Basicly it means that there is a standard GM (the mediator) who plays the part of the world and such. there is also the arbitrator who makes the Drama/Karma/Fortune action resolution descisions.

In most games the GM is mediator while rules and dice serve for arbitration, though the GM may overrule arbitration that she feels is inappropriate. In the freeform games I play the group decided that giving GM full arbitration power was unbalancing. It arose entirely out of one player's objections to playing diceless being based on the GM having too much power (since she would also have all the power dice normally have). We just gave dice power to another player who may or may not be in agreement with the Mediator.

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On 6/9/2002 at 5:45am, Le Joueur wrote:
We Did That Too.

Bailey wrote:
Ron Edwards wrote: Ummm ... can you break that concept down for those of us in the cheap seats? Mediation and arbitration split into different people's purviews?

Mediation is the filtering process of carryin meaning between things.
Arbitration is the resolution of conflicts.

Basically, it means that there is a standard GM (the mediator) who plays the part of the world and such. There is also the arbitrator who makes the Drama/Karma/Fortune action resolution descisions.

In most games the GM is mediator while rules and dice serve for arbitration, though the GM may overrule arbitration that she feels is inappropriate. In the freeform games I play the group decided that giving GM full arbitration power was unbalancing. It arose entirely out of one player's objections to playing diceless being based on the GM having too much power (since she would also have all the power dice normally have). We just gave dice power to another player who may or may not be in agreement with the Mediator.

We did something very like this for Scattershot's live-action role-playing game mechanics (for further detail look here). And for similar reasons too. (Added to the fact that we expect in excess of 30 people at these things.)

We divided the gamemaster role into referee (the on-the-spot arbiter), the game’s originator(s), the ‘gamemaster’ (who introduces ‘agitation’ in areas that are losing the players’ interest or are becoming overwhelming), site maintenance (the actual hosting), and customer service (and recruitment). Thus we have lots a referees and only one 'gamemaster.' Not that this colors very clearly on Freeform, just that such a separation functions under other circumstances too.

Fang Langford

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Topic 9310

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On 6/9/2002 at 2:33pm, Wolfen wrote:
RE: Freeform

Okay, if we use Bailey's definitions.. Then ALL active players are Mediators, and ALL active players are Arbitrators, in Freeform Roleplaying (at least the breed we use in the Lyran Tal forum)

However, the methods for mediation and arbitration differ slightly in different circumstances. It is perfectly acceptable for anyone to go into a blank area of the setting and make something which suddenly becomes part of the setting, and retroactively always was. Towns pop all of a sudden which have been there for decades, and suddenly, the rank structure of the Silver Moon Knights means something a lot more specific.. And this is the way it's always been. However, one's ability to create and add to the setting is moderated two things.. Setting integrity and popular consensus. My stratification of the Silver Moon Knights went mostly unchallenged, because it filled a niche which was mostly empty at the time, and did not step on anyone's toes. On the other hand, if I decided that the elves of Arboria actually breed via osmosis, simply because no one had detailed how elves bred, there would be problems. Setting integrity would be lightly touched (or more heavily, if someone had already written something that mentioned elves giving birth in the manner of humans) but popular consensus would be greatly aroused. The previous didn't happen.. But you should have seen the row about whether LT elves have beards...

Sound pretty chaotic? It can be. That's where the forum leaders Shard mentioned come in. Shard is pretty much the man who created Lyran Tal from the bottom up, and as such is granted a certain level of immunity to popular consensus... though not entirely. However, whenever there is a debate which does not seem to be going to settle itself, Shard is often looked to for the decision. A lot of pressure for one man, neh? That's why others have volunteered to play certain roles, In-Character and Out-of-Character in the forum. These players have the responsibilities of being experts and arbiters when disputes specifically involve their area of expertise. Usually these players play the roles of regional leaders or influential figures in a given area, but sometimes their IC role is less conspicuous. What matters is that they are given leave to make certain decisions in their area, taking a lot of the burden from Shard himself.

Again, it all boils down to Social Contract and Communication. That is why Shard says that a message board or similar system is vital to a Freeform community. The boards allow the members to socialize, form bonds and respect for their fellow players and forum leaders, as well as provide a medium for letting people know what is going on, and getting their input on things which will effect the forum they own in collective with all the other players.

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On 6/10/2002 at 12:58am, Shard wrote:
RE: Freeform

Okay, if we use Bailey's definitions.. Then ALL active players are Mediators, and ALL active players are Arbitrators, in Freeform Roleplaying (at least the breed we use in the Lyran Tal forum)


Lance touches on an important issue that relates directly to Bailey's definition of arbitration and mediation. IF people are role-playing in the public chat room arbitration and mediation are typically a behind the scenes occurance that happens real-time. Sometimes this can slow the RP, but typically it is a few IMs and an issue of who wins a combat that settles the matter.

I think this discussion revolves around three types of free form. The LARP style, the table-top games, and online free-form. While I have little to no insight on the first two forms, I can say that online free form needs everyone to play an active arbitrator and mediator.

However, anything that would effect the setting on a grand scale should be presented to the forum as a whole where open arbitration and mediation can take place. Sometimes this can be cumbersome, but typically things can be settled in a quick and efficient manner.

~Shard

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On 6/10/2002 at 9:52am, blackmanxy wrote:
RE: Freeform

What I find interesting about this discussion is the repeated claim that FFRP requires a well-defined social contract. So I have to ask, what defines a social contract?

The reason I ask is because I spent a few years playing nothing but FF games. Occasionally, we'd build characters with a system but not use the dice, others we'd just vaguely describe what our characters could do and the GM would use dice to influence the outcome, but mostly we were totally without a system.

Now my game group at the time was very close. It was myself, my girlfriend, my best friend, and her boyfriend. (Needless to say, this game group self-destructed when the relationships failed.) Though we hadn't gamed a lot with each other before we started freeforming, we all had a pretty good idea of what the others wanted from games - basically, we were all hardcore narrativists with a strong focus on characterization. There was a lot of trust involved in the group.

As such, there was never a stated social contract. Whoever was GM'ing basically had control over the game, the players had control over their characters. In terms of "chargen" (such as it was), the GM would allow just about anything because no one ever wanted something that was unreasonable. The only real rules were "players can't ask for anything unreasonable" and "the GM won't kill characters unless they do something stupid." Of those, only the latter was ever verbally defined - the other was assumed.

It seems to me like there's an implied contract there, but it raises the question of what constitutes a contract. Did we have an unspoken contract simply because we all happened to agree on play style? Do those two little rules constitute a contract? Or were we "working without a net?" Is the existence of a contract based upon consent, whether conscious or not, or is it based on intent?

This is something I've actually been wondering about for a while now. From everything I've read, it sounds like people are saying that the social contract is necessary for a successful game. If that's the case, then I can only assume, based on my personal experience, that it is assent, and not intent, that defines the contract - because I've played in many successful games that were not defined by an intended social contract - even one that didn't go by that name.

If social contract is not a necessity, then I can only assume it is based on intent - and is a tool to be utilized by groups who experience or expect disagreement between the participants.

(Edit: Sorry, I realize this is a little off-topic. Like a lot of this thread, what I'm saying is "like most RPG's" rather than something specific to freeform RP.)

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On 6/10/2002 at 1:30pm, Wolfen wrote:
RE: Freeform

This might be contribution to thread entropy, but I think I can answer manxy's question, at least in general terms.

The way I understand it, there is almost always a social contract in any gaming group. It is pretty much necessary for a group to be functional. It might, or might not be explicitly defined, but it does exist. For the group you described, I think your own words sum up your Social Contract nicely, here:

Whoever was GM'ing basically had control over the game, the players had control over their characters. In terms of "chargen" (such as it was), the GM would allow just about anything because no one ever wanted something that was unreasonable. The only real rules were "players can't ask for anything unreasonable" and "the GM won't kill characters unless they do something stupid." Of those, only the latter was ever verbally defined - the other was assumed.


As you said, it wasn't ever officially stated, but it did exist.

However, there are, I think, advantages to an explicit Social Contract, rather than one which exists without conscious effort. Most people, IME, do best when what is expected of them is made totally clear, and a stated agreement does this much better than an unstated one. Also, having a codified Social Contract makes it easier for new members to integrate into the play group, because they can be told upfront what is what with the group, so they spend less time testing the water before they know what is acceptable and what is not. In the spirit of this, I think some things which should be generally considered whenever forming a gaming group can be listed here.

1. Player Power - this applies to both the GM (who is also a player) and those who play characters. Knowing exactly how much you are allowed to do to influence the game will lead to less conflicts about what can and can't be done in-game.

2. Taboos - What is unacceptable, whether as in-game content, or OOC reference. This could be a rule disallowing rape scenes in-game because a particular player has been traumatized by such, or racially oriented jokes, even when all players are of the same skin color/religion/whatever.

3. Food and Snacks - Does the group order pizza as a whole, and if so, how much is considered mandatory per person to chip in? Are snacks based on a fend-for-yourself basis? Are snacks even allowed at all? What about alcohol, is it allowed?

4. OOC -vs- IC - Does the group have any guidelines limiting how much OOC banter and chatter is allowed? Are there any accepted methods to designate Out-of-Character from In-Character, or even other things such as Inner-Monologue, or speaking in another language?

These are just a few ideas to start with, all of which apply to pretty much any gaming venue, be it LARP, Wargaming, Online FFRP, Offline FFRP, or Table-top style games, either online or off. They are not meant to be comprehensive, and should only be considered a basis for codifying a Social Contract, assuming you do not already have one.

For our particular Freeform forum, I'll answer my own points...

1. Player Power - Each player is the final arbiter of what happens to their character. They are encouraged to cooperate with others and play fair, but they have absolute power over what happens to them, and what they are capable of. Failure to play fair, cooperate, and abide by setting can cause your character to be ignored, but nothing adverse or beneficial may happen to your character without permission. If another player grants you the right to do something to their character specifically, this is also their right, which they may revoke at any time.

2. Taboos - Anything which violates AOL's Terms of Service is taboo. Also, anything verging on overtly "adult themes" is strongly discouraged, though allowed so long as it is handled discretely and maturely. The players and writers are not involved in this forum for the purposes of viewing or taking part in cybersex or reading pornographic literature.

3. Food and Snacks - Eat, drink and be merry, for you are in your own home, and no one can tell you otherwise. Playing drunk is not particularly advisable unless you are willing to accept the consequences (such as making your serious character appear like a total goob, or somesuch), but it is not prohibited. Also, if you figure out a way to transmit food online, you are required to share, or else you will be labeled greedy, and everyone will pout at you.

4. OOC -vs- IC - OOC speaking is not allowed in the Crosswinds Tavern Conference Room except by the Forum Leaders and Hosts. Any Out-of-Character communication should be taken to IMs, so as to not disrupt the chatroom. If the scene is being played in a Private Room, then OOC chatter may be allowed, depending on those who are taking part in the scene. Describing actions are depicted by placing the description into doubled colons, like so. ::smiles:: Speaking another language is handled in a number of ways, either by using a Symbol font (widely accepted for the Elven Tongue) or simply denoting that a different language is being spoken. Example <Dwarven> Yer beard is to short for you to be runnin' your mouth, youngin'. Singing is denoted by putting the words into pound symbols, like so. #Still Waters Part, let me go my way, let me find my love and so shall come what may...#

Though we don't exactly call it "Social Contract" All of this and more is explicit and is offered to any newcomers to the forum, along with basic guidelines to setting, etc. It gives us a standard set of rules to play by, which allows us to concentrate less on the "mechanics" and simply play. Without these rules, there would be total chaos, like many of the less reputable "Inns", which are, unfortunately, the more well known.

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On 6/10/2002 at 4:40pm, Laurel wrote:
RE: Freeform

blackmanxy wrote: What I find interesting about this discussion is the repeated claim that FFRP requires a well-defined social contract. So I have to ask, what defines a social contract?
<snip>
Now my game group at the time was very close. It was myself, my girlfriend, my best friend, and her boyfriend. (Needless to say, this game group self-destructed when the relationships failed.)
<snip>
As such, there was never a stated social contract.
<snip>
The only real rules were "players can't ask for anything unreasonable" and "the GM won't kill characters unless they do something stupid." Of those, only the latter was ever verbally defined - the other was assumed.



Sorry for all the snipping, I wanted to get to these statements together.

Freeform playing is a lot like dating. When you date someone, there is a social contract between you whether its stated, half-stated, unstated, or assumed. This social contract can contain content such as "we don't lie to each other", "we don't date other people", "we don't hit each other". When the social contract is broken by one or more parties, the relationship begins to destruct. Trust and rapport are lost.

The Social Contract for a freeform RPG basically says in big bold letters how everyone should conduct themselves IC and OOC and who to talk to when someone seems to be behaving in a way contrary to the social contract or the wellbeing of the game.

Social Contracts are tricky stuff, especially when games increase in popularity. My girlfriend and I have been freeform roleplaying together in our own private chat room for 5-6 years... we know exactly what is and isn't kosher and are extremely flexible and receptive to one another's moods and characters. However, recently we let two people join us, bringing our group up from 2 to 4. We're teaching them and adapting to them.

Social contracts have to be dynamic, and change to meet the player base as much as the player base needs to meet the social contract.

What defines a social contract? Its any expectation of conduct that characters or players are expected to abide by. The more articulated these expectations are, the better the chances that the group is aware of them. OOC conduct, public "cybersex" posts, exchange of personal information, accountability for other player's emotional wants & needs can all fall into a social contract depending on group. The bigger the group, the harder it will be to find players who agree with the social contract in its entirety and the more time is spend debating policy rather than playing.

Early in my online RP career, I discovered what happens when a large group of players doesn't abide by the same social contract.... it was like being in a dysfunctional, abusive relationship, only with thirty people instead of just one.

There's a *whole lot* of research and experimentation left to be done in creating sustainable social contracts for freeform games and I'm really interested in the topic.

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On 6/10/2002 at 5:40pm, Mike Holmes wrote:
RE: Freeform

Keep in mind that the concept of the Social Contract was invented by Hobbes (I think) who said essentially that all human relationships involve a contract almost always left unstated. The utility in identifying an enumerating the Social Contract in any relationship is to ensure that there is understanding of the contract on all sides, and that it is something that the participants really want. Later Locke wrote about how the social contract between kings and comoners really tended to shaft the commoners, and what came out of that? The American Declaration of Independence, a very well know example of a use of Social Contract theory to get exactly what you want (in this case an end to Monarchical rule).

The point is that usually the Social Contract goes unstated. But in these cases there are often dissatisfied parties, many times for reasons nobody can ascertain. The solution is to make the contract plain, and include in it the assumptions regarding what you hope to get out of the relationship. In terms of RPGs this can be of great value to all the participants.

Mike

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On 6/10/2002 at 7:51pm, Bankuei wrote:
RE: Freeform

Early in my online RP career, I discovered what happens when a large group of players doesn't abide by the same social contract.... it was like being in a dysfunctional, abusive relationship, only with thirty people instead of just one.


This also links to Ron's Family Matters thread...It's rather interesting to see how the power relationship between people in real life plays out in games. There's also a lot of breaking of the social contract by those who either are used to power(and therefore unaware of their actions) and those completely unused to it(who go overboard and abuse it).

I'd say that this breaking of the contract happens equally often in traditional rpgs and freeform games, but I'd guess that online FF suffers the worst(anyone can play, from anywhere in the world), and that LARP and table top have slightly better systems of exiling contract breakers(simply by the fact that people who break social contracts are by their nature, not very social).

One question that I have, since social contract may or may not be stated, what are the general rules/tendencies for punishing/exiling folks who break social contracts(if any)? I've seen more than a few games fall apart and have heard LARP nightmares because of it, does anyone have any recommendations as far as being selective to members before they play?

Chris

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On 6/11/2002 at 3:20am, Shard wrote:
RE: Freeform

Chris(Bankuei) writes:

One question that I have, since social contract may or may not be stated, what are the general rules/tendencies for punishing/exiling folks who break social contracts(if any)? I've seen more than a few games fall apart and have heard LARP nightmares because of it, does anyone have any recommendations as far as being selective to members before they play?


Good question and there really are many options. Most options are linked to the contract-breaking player. I would think the following options could be used for any style/form of Free form.

1. Education - Educate the person on some of the basics of the contract. This can be as simple as toning down language (if they are abusive or really vulger and offending others), to some points on diplomacy and the golden rule of treating others like you wish to eb treated. Education typically works best with players who really want to role play but just need to be gently pushed in the right direction.

2. Warnings - Real simple. Explain the deviant behavior in detail and why the behavior is not typical or accepted as normal within the group in question. The key here is to help the player to understand that their perspective of what is normal does not fit in with the accepted norms of the group. A non-gaming example of thsi would be a dress code for work. You either follow the code or you look for a new job.

3. Suspension - If a person is a repeated offender and education and warnings have not helped you could suspend them for a predetermined amount of time. My assumption would be most players would either quickly get the hint or move on to something else. This extreme can be a bit harsh, but only works if there are pre-determined authority figures. Someone must have the ability to actually suspend this player. I woudl think the ability to suspend someone would be rather rare.

4. Expulsion - Happens in one of two ways. An Authority figure bans the player and that is the end of their playing with that group, or the group as a whole decides to not play with that player. The second method is more in line with the social contract and linked to majority rule. (i.e. you do not follow our rules, you will not work within the rules and you did not take the warnings seriously, therefore you are dead to us.) Ignoring the player typically would take place. How subtle or blatent the ignoring ends up depends on the dynamics of the group involved.

I'm not sure there is any other way to punish or exile a problem player who refuses to follow social norms and contracts.

In my experience with this type of player I have exclusively used methods #1 and #2. Fortunately I have never had to use method #3 or #4. I have seen instances online where players were "blackballed" and the forum as a whole will not interact with the player. This never ends up pretty for anyone involved and typically has a lot of hurt feelings involved.

Peace.

~Shard

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On 6/11/2002 at 2:28pm, Mike Holmes wrote:
RE: Freeform

I'm not sure there is any other way to punish or exile a problem player who refuses to follow social norms and contracts.


I think you hit the sensible ones. For example, one could threaten violence, but that's a bad behavior itself. One could fine players, but that would be hard to set up, and couse really bad reactions if there was even a hint of impropriety (and possibly even if not).

On the opposite side, there is positive reinforcement. You see this regularly in the form of people complimenting each other on the quality of their play. It could be extended further, however, by, say, having players vote on a best player. Even more powerful would be to offer aprize to that player. There might be a threat that such incentive would cause players to "go overboard". Can anyone else come up with other positive reinforcers? In TT this usually takes the form of the GM doling out some effectiveness reward (EXP, frex). What can be done in Freeform?

Mike

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On 6/11/2002 at 3:04pm, Wolfen wrote:
RE: Freeform

Positive reinforcement does happen, though Shard did not hit upon it in his post. Those who show marked improvement in roleplaying, or at least show that they are making an effort do get some level of encouragement. One method is that people will play with them. Another is that they will occasionally be complimented on their roleplaying, or on their improvement. Getting into higher levels, if they write, they will receive acknowledgement in the form of positive comments and critiques on their story if it is interested and well written, or shows positive areas of improvement. Eventually, if the player/writer is consistent in proactive participation in roleplaying, writing, and contributing to the world, there comes the respect of their fellow forum members, and possibly consideration for a project head position, or a forum leadership position.

A specific example of the lower level encouragement is a member of our forum named Amanda. Her original character was a sometimes visitor to the Crosswinds... And a Goddess. Um.. yeah, she got ignored, a lot. Her level of roleplaying (always attempting to heal people without consent, or blasting a troll that others were having a good time dealing with) did nothing to encourage a change in this overall attitude of dislike. She would enter the room, and at least half of the participants would ignore her without waiting for her to type a single line. Gradually, however, partially through the efforts of particularly tolerant players, and (I assume) reading our boards and wanting to be part of the community, she began to see why she wasn't accepted, and changed her ways. She is now an active player, with more than a few storylines under her belt, and whose opinion is considered equally with everyone elses. I'd call her a success story, and I think she'd agree with me.

This is a good example of both negative and positive reinforcement used successfully in FFRP.

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On 6/11/2002 at 4:42pm, Le Joueur wrote:
We Do That Too

Mike Holmes wrote: On the opposite side, there is positive reinforcement. You see this regularly in the form of people complimenting each other on the quality of their play. It could be extended further, however, by, say, having players vote on a best player. Even more powerful would be to offer a prize to that player. There might be a threat that such incentive would cause players to "go overboard". Can anyone else come up with other positive reinforcers? In TT this usually takes the form of the GM doling out some effectiveness reward (EXP, frex).

We have something like that in Scattershot. When someone does something you like, you reward the player on the spot. That's players-rewarding-players positive reinforcement. When such a reward is in keeping with the group's Genre Expectations (an agreement set up at the beginning of play of what the group expects), the gamemaster is compelled to 'replace' appropriate rewards from the 'bank' (this helps the gamemaster 'remember' to practice positive reinforcement and makes the process more democratic).

The gamemaster makes these 'instant' rewards also, but having so many other foci of interest, can easily forget. There also the rare, between-games awards and some mention of possibly voting a 'Most Valuable Player' award. (Note: all of Scattershot's rewards are actually rewards to the player, not the character.)

Fang Langford

p. s. And none of this is limited by 'dice in hand,' because of Scattershot's 'loan' policy on Experience Dice, the reward mechanism.

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On 6/11/2002 at 4:52pm, Mike Holmes wrote:
RE: Freeform

Right, Fang, that's a good example of a TT reward. But in a Freeform, what do you use as a reward? There are no dice or tokens in FFs. So what would you give?

Mike

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On 6/11/2002 at 5:04pm, Walt Freitag wrote:
RE: Freeform

Let me add one cautionary comment about positive reinforcement: long-term prizes can backfire. If someone struggling with social contract issues gets in the mindset of "guess I'm out of the running for the prize," it can become a self-reinforcing "... so I might was well just have fun [go berserk; ruin everyone else's]."

I second Fang's instant rewards, but let me add that the most effective reward might be completely intangible and completely outside the game. Such as simple statements (via IM, if necessary) like, "Hey, that rocked."

Um, take a real close look sometime at how Ron (and some others, but mostly Ron) respond to Forge newcomers who need some help with the local culture. I've seen it become a rather intricate dance with subtle positive and negative reinforcement (often ostensibly directed at other parties) on a very fine scale.

- Walt

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On 6/11/2002 at 5:12pm, Le Joueur wrote:
Good Question

Mike Holmes wrote: Right, Fang, that's a good example of a TT reward. But in a Freeform, what do you use as a reward? There are no dice or tokens in FFs. So what would you give?

The simple answer is something that has value to the players (preferably something of use in the game). This would obviously vary from game to game. (I remember once how thrilled a co-worker I had was to have been awarded minor moderator status in a MUSH he was in, but I'm not really an afficianado of Freeforms, so I cannot say.)

Depending on how the whole worked or if any tracking could be managed without huge headaches, how about something like 'kudoes?' If someone gives you a 'kudo' you get the 'right of way' in a scene when you 'spend' it later. I'm not really that versed in Freeforms to really be of much use here, I was just magnifying Mike's point from earlier.

Fang Langford

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On 6/11/2002 at 5:34pm, Mike Holmes wrote:
RE: Freeform

Le Joueur wrote: Depending on how the whole worked or if any tracking could be managed without huge headaches, how about something like 'kudoes?' If someone gives you a 'kudo' you get the 'right of way' in a scene when you 'spend' it later.


That's a pretty cool idea, IMO. Essentially players rewarding players by giving them the right to do something which is forbidden by the rules such as affect another PCs scene. That might work.


I think we're getting more of an idea of the range of possibilities in Freeform in general, though I think we may be getting off on tangents. Does anyone else have an area of possible differentiation of types of Freeforms?

One question that I do have is that someone mentioned that they believed that Gamist FFs were possible. This I'm having a hard time imagining. Without any mechanical bars to set, and without players set as objective referee's I'm having trouble seeing where the player can strive in a Gamist fashion. Can anyone explain that?

Mike

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On 6/11/2002 at 5:42pm, Evan Waters wrote:
RE: Freeform

One question that I do have is that someone mentioned that they believed that Gamist FFs were possible. This I'm having a hard time imagining. Without any mechanical bars to set, and without players set as objective referee's I'm having trouble seeing where the player can strive in a Gamist fashion. Can anyone explain that?


Good question. I think there are some ways in which it is possible- if the character is given a goal that is achieved through RPing, character interaction, problem solving, etc., the player could work towards it without invoking mechanics. An example might be RPing a company executive planning a hostile takeover or trying to negotiate an important contract. Or, maybe if you put a PC in a room where he has to solve a puzzle to get out, the GM can give the player a drawing of the puzzle, or say a riddle and make the player guess, or something else that involves working out an answer to a problem without resorting to mechanics.

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On 6/11/2002 at 6:12pm, Mike Holmes wrote:
RE: Freeform

Evan Waters wrote: Good question. I think there are some ways in which it is possible- if the character is given a goal that is achieved through RPing, character interaction, problem solving, etc., the player could work towards it without invoking mechanics. An example might be RPing a company executive planning a hostile takeover or trying to negotiate an important contract. Or, maybe if you put a PC in a room where he has to solve a puzzle to get out, the GM can give the player a drawing of the puzzle, or say a riddle and make the player guess, or something else that involves working out an answer to a problem without resorting to mechanics.


I can see in a game with a typical GM/Player power split how this could happen, and that's probably what was being referred to with the original FF Gamist reference. The problem I was having was with the idea of players with lots of Directory power as in the sort of Freeform where there is no GM or the GM serves only as mediator, and creates little or nothing himself. In that case, the player can simply say, "I succeed at my hostile takeover." Where's the challenge in that?

This does bring up the question of power splits in FF games. Can anyone with a lot of experience relate what percentage of FFs play GMless or GM as mediator only vs with a normal power split? Also. I'm assuming that what makes it a freeform in that case is the lack of mechanics by which the GM mediates? Otherwise, if you have a GM and rules, how is that Freeform anymore?

Mike

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On 6/11/2002 at 6:58pm, Blake Hutchins wrote:
RE: Freeform

At the risk of (a) making myself look like a liar when I described myself recently as "not a designer" and (b) giving folks a look at a rules set that desperately needed polish, here's a link to a set of Freeform (online -- BB-oriented) RP rules I put out for the Tribes Roleplayers during my time on the Tribes 2 project.

Here's the link: TRP rules

You'll likely have to go to the Downloads link and grab the rules from there.

Best,

Blake

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On 6/11/2002 at 10:05pm, Mike Holmes wrote:
RE: Freeform

Blake's game has me really thinking.

This really messes with the definition of Freeform. There are distinct resolution rules in there, and mechanics. They are all Drama based, but by that definition, Amber falls under the Freeform definition. But when you look at it, all Freeforms have a "resolution mechanic" just one that is often left unstated or a simple line about how to use appropriate Drama when resolving what occurs. In the case of Blake's game, you have a looong essay on exactly how to use the game mechanics including a point based CharGen with a Trait and Skill system to adjudicate exactly what is appropriate from a Drama standpoint. But it's still all Drama.

There are differences, however. Many Freeforms will not have the "mechanical" details that Blake's game has. I think that may be key. I have a strong desire to say to Blake, "Hey, that's too organized to call Freeform."

What do other people think?

(BTW, Blake, I like it a lot, and I might even try and join up when I'm not so busy. )

Mike

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On 6/11/2002 at 10:08pm, Wolfen wrote:
RE: Freeform

Just out of curiosity, but did you see my post prior to Fang's, Mike? You asked what could be used as positive reinforcement in FFRP, when I gave several examples.

Anyhow, I can give an example of something that might be considered Gamist in FFRP. For a while, in LT, we had a forum-wide SL (Storyline) going on where shards of a mystical artifact, said to be able to grant life or immortality had to be found, then assembled. Shard organized this by having everyone contact him privately and sign up for "Good or Evil", either with active character, or one made for the purpose of the SL. We were allowed to cooperate both in writing the SLs, roleplaying the pertinent scenes, and working out the answers to the questions.

What questions? Here's where it gets borderline gamist. We were given lists of questions which, in some twisted way, all related to where one of the shards were. Whoever found all of the answers first got a few more questions, and whoever was the first to answer those got to have their team find the shard. Finding the answers to the questions could mean looking up obscure facts online, or answering off-the wall trivia. (What is {some chemical compound}? It turns out to be a Freon substitute, which ends up relating to Freon, the Cryomantic Archmage, who resided in N. Oceanuus, and who had possession of the shard.)

From there, usually the actual finding of the shard was roleplayed, and there could be a variety of things happen in the RP'd scene, esp. considering that multiple characters were involved. Some good stories came out of that contest...

Anyhow, I don't know if this exactly counts, but it was definitely a game, and one we were all trying REALLY hard to win. In the end, we all lost, but... that's only 'cause Shardie's a twisted bastard.

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On 6/11/2002 at 10:16pm, Blake Hutchins wrote:
RE: Freeform

Thanks, Mike.

Fair warning: the TRP community isn't doing much RP these days. I haven't been available to provide help and inspiration, and Sierra seems to be taking Tribes farther from a story-based setting, from what I can see on the computer gaming news lists. Consequently, most interaction over there is social, but not game-oriented.

In practice, players used the chargen rules quite a bit, but not the attribute activation rules. There was some discussion of granularity, but not a lot of use of Grunts or Shadows to provide supporting cast for Hero stories.

Best,

Blake

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On 6/11/2002 at 10:50pm, Matt wrote:
RE: Freeform

Okay, I came to this discussion quite late, but there was a call for people with experience of Freeforms, so I'll give my 2 cents.

I ran, and played in, lots of freeform games for the Sci-fi society when I was at university. Most of those were for between 30 and 50 people, and ran with GM control of everything bar social interaction and allowed actions(ie if somebody didn't mind something happening to them, it happened, if their brief said they could do it, it happened). If there was disagreement, the GM chose the result that made the plot more interesting.

The key part of these freeforms were general and character briefs. When designing a starting scenario, I would create what was essentially a relationship map of characters, who knew information about each other and had particular aims. (Most of these freeforms were based around clue building, to achieve a goal). Where you fitted into the web of conflict was dictated by a player brief, but how you played your character was up to you. The contract of play was built into the general brief, which set up the scenario and what most people could or couldn't do, and what was expected during play. Generally the scenarios were set up in such a way as to avoid too many GM calls being necessary.

From a GNS point of view, these games relied mostly on Narativist and Gamist decisions. Gamist, because often characters would be swapping information, in order to gain better information, with which to achieve their stated goals, and thereby win. Narativist, because if a conflict between individuals came up, whatever decision was made (whether by player or GM) was usually in favour of a more interesting story.



Matt

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On 6/12/2002 at 3:03am, Shard wrote:
RE: Freeform

Mike wrote:

Can anyone else come up with other positive reinforcers? In TT this usually takes the form of the GM doling out some effectiveness reward (EXP, frex). What can be done in Freeform?


Ya know. ::smiles:: I completely forgot to delve into the positive side. Lance mentioned one method, here are a few others we have used over the years.

1. Straight up Encouragement: The forum created a message board folder where people could discuss stories they wrote. In this folder anyone could request a story to be reviewed and in some cases people would just give reviews. The main rule was all reviews had to be constructive. I think this gave some great pointers to fledgling writers and gave them positive reinforcement on the writing aspect of online Free Form. Additionally there is a message board folder where you can simply give "props" to good RPing you might have seen. This is the most direct approach of positive peer reienforcement.

2. A contest: We had a writing contest judged by forum leaders in other Free Form Forums. The winners won Amazon.com gift certificates. We only recieved three contestants but it was a good start. Incidentally we gave a gift certificate to all three contestants. They were VERY surprised.

3. Storyline Direction: Typically RPers who exhibit exceptional role-playing and who are "leaders" within the forum are recognized with the opportunity to take over the roles of key NPC's within the setting. In some ways this is a sign of status, however I think it just gives people a great opportunity to expand their RPing and writing skills. Additionally players who exhibited the highest Social contract skills also were the players who lead forum wide storylines with world spanning effects. People followed and took part in their storylines because of their willingness to show thier leadership qualities within the forum. This was encouraged by everyone.

Just a few kinds of ways that encouraged the positive side of Free Form gaming and "fitting in" with the social contracts of the forum.


Mike also writes:



There are differences, however. Many Freeforms will not have the "mechanical" details that Blake's game has. I think that may be key. I have a strong desire to say to Blake, "Hey, that's too organized to call Freeform."

What do other people think?


I think you hit it right on the head. Free Form eventually hits a very important line in the sand on both sides.

Organization vs. Open Ended

Too much of either and it starts to stray from Free Form. Not enough rules or background setting and you get a chaotic mess. Too much organization and background information and you step past free form and into something that borders on classic table-top roleplaying.

Toeing this line is a daily endeavor within online Free form communities and it sometimes takes stepping back a bit as a community and reassessing where you are going. When people start to debate whether wind chimes would be appropriate in a free form high fantasy setting...your begiining to move over the edge of organization.

However, laying down a setting that gives enough options to the forum members without stifling their creativity is essential to Free Form.

~Shard

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On 6/12/2002 at 1:30pm, Mike Holmes wrote:
RE: Freeform

Wolfen wrote: Just out of curiosity, but did you see my post prior to Fang's, Mike? You asked what could be used as positive reinforcement in FFRP, when I gave several examples.
Nope, didn't miss it, it's just that what you had all seemed to fall under the category of approving feedback that I mentioned, or punishment which Shard covered nicely. An excellent and inspiring example of those principles in actual use, however; thanks for that.

Anyhow, I can give an example of something that might be considered Gamist in FFRP.

...

Anyhow, I don't know if this exactly counts, but it was definitely a game, and one we were all trying REALLY hard to win.
I think it definitely counts. But it also reinforces my opinion that you need an objective GM (or panel of judges in the case of Shard's example) to have Gamism. I still can't visualize Gamism in unmoderated play.

Mike

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On 6/12/2002 at 1:43pm, Mike Holmes wrote:
RE: Freeform

Matt wrote: I ran, and played in, lots of freeform games for the Sci-fi society when I was at university. Most of those were for between 30 and 50 people, and ran with GM control of everything bar social interaction and allowed actions(ie if somebody didn't mind something happening to them, it happened, if their brief said they could do it, it happened). If there was disagreement, the GM chose the result that made the plot more interesting.


OK, here we have an example of the LARPish use of the term Freeform (as opposed to online). Matt, do you know of any examples of such Freeforms that were conducted sans GMs? Just curious.

Also, it may have been Narrativist, but from your description we cannot tell. Resolving using the intuitive idea of what's best for the story is to use Drama as your resolution method (as Opposed to Fortune and Karma). The use of character actions would be a use of Karma. None of this says anything about how decisions were reached in terms of GNS. I'm guessing that play was mostly Gamist as you describe, with a Sim or Narr veneer. But Drama resolution does not ensure Narrativism in any way.

In any case, it sounds like a fun game. I like how you point out that the contract was included in the briefs. I've seen this method before, and it's usually pretty effective (though occasionally some bufoon does not do the required reading, and then there are problems).

The event that I have the most similar expeience with is the National Security Decision Making events run by the War College at Origins and GenCon. In these eight hour events there is a half hour sit down briefing that covers the situation and social contract in a fashion similar to what you describe with your dossiers. After the briefing, you recieve your position (up to 100 players usually playing the govermental posts of two or three RL nations), which includes your goals. I highly recommend it, though I suspect that given the events of the past year, that it'll be full quick. I remember the name Osamma Bin Laden having been mentioned at the game last year. These guys know their stuff.

Mike

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On 6/12/2002 at 1:54pm, Mike Holmes wrote:
RE: Freeform

Shard wrote: 2. A contest: We had a writing contest judged by forum leaders in other Free Form Forums. The winners won Amazon.com gift certificates. We only recieved three contestants but it was a good start. Incidentally we gave a gift certificate to all three contestants. They were VERY surprised.
Cool, I thought that was a possibility.

3. Storyline Direction: Typically RPers who exhibit exceptional role-playing and who are "leaders" within the forum are recognized with the opportunity to take over the roles of key NPC's within the setting. In some ways this is a sign of status, however I think it just gives people a great opportunity to expand their RPing and writing skills. Additionally players who exhibited the highest Social contract skills also were the players who lead forum wide storylines with world spanning effects. People followed and took part in their storylines because of their willingness to show thier leadership qualities within the forum. This was encouraged by everyone.
OK, this is pretty common in different forms of MMORPGs and other similar stuff. People are promoted in some way to a status that gives them, as players, more abilities than other players. This seems to me to take two forms, either physical, or social. In the case of physical, there is someting about the way the game is set up that the player now has access to. Perhaps it is board moderation, or the power to write up maps for some games, etc. As opposed to social advancement, where it is simply understood that the player now occupies a privileged post and can perform story manipulations that are socially unacceptable for the lower ranks to perform (though not physically impossible).


I think you hit it right on the head. Free Form eventually hits a very important line in the sand on both sides.

Organization vs. Open Ended

Too much of either and it starts to stray from Free Form. Not enough rules or background setting and you get a chaotic mess. Too much organization and background information and you step past free form and into something that borders on classic table-top roleplaying.

Toeing this line is a daily endeavor within online Free form communities and it sometimes takes stepping back a bit as a community and reassessing where you are going. When people start to debate whether wind chimes would be appropriate in a free form high fantasy setting...your begiining to move over the edge of organization.

However, laying down a setting that gives enough options to the forum members without stifling their creativity is essential to Free Form.
Interesting. How much of determining where this line should go is based on preference, and how much is based on neccessity? I mean is the place that you draw the line just your opinion of what produces appropriate play, or is there some objective point at which failure is certain? I can maybe see it on the Chaos side, but as mainly a TT player, what's the detriment to heading in that direction? Just a distaste for such limits, or is there something else at work? For example, the wind chimes problem is solved in TT by the GM making a ruling. Is the problem in FF that GMs are not available enough to rule on such minor matters? Or that people feel that they should not be limited by such arbitrary rulings? What?

Mike

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On 6/12/2002 at 6:24pm, Laurel wrote:
RE: Freeform

Here is one of the doccuments I wrote for WW's original "moderated" online game. Its basically a stated social contract that dictates really clearly what level of narration each player can assume. I'm offering it as an example of freeform system which specifically details out "who gets to do what, where, and when"

New Bremen was WW's attempt to bring system to a freeform environment. The theory was that "a few good STs" could use their "own best judgement" to translate all 300+ World of Darkness books into a functional MMORPG world just by enforcing the game mechanics of the sourcebooks supplemented by a few Faqs created specifically for the massively multiplayer online environment.

The results were, of course, disasterous in terms of "fun factor" for anyone involved for a lot of reasons I don't care to go into. But my experiences with NB were not only what led me to the Forge in the first place, but convinced me that I could and should create narrative, freeform and shared-narration games. I'm not bitter about learning so much the hard way first.

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On 6/12/2002 at 6:46pm, Laurel wrote:
RE: Freeform

Mike Holmes wrote: For example, the wind chimes problem is solved in TT by the GM making a ruling. Is the problem in FF that GMs are not available enough to rule on such minor matters? Or that people feel that they should not be limited by such arbitrary rulings? What?


Here are some of the problems in existing FF as I see them.

1) Player Incompatibility
Groups who play FF together aren't usually buddies or handpicked by the GM. Its like signing up for a game at a convention, not knowing who you'll be playing with- and then playing with them for months or years. Chances are you'll love at least one other player, really like some of the players, be okay with a lot of the players, dislike some of the players, and make some enemies.

2) The 24-7 phenomenon
Online FF can take place 24 hours a day, 7 days a week. Some players dedicated 40-80 hours a week to the game. Others are there one night a week. The people who play obsessively tend to assume leadership roles, and begin to control the direction of the overall game. People who have 80 hours a week to devote to a FF RPG are not always....well.

3) The Law of Power
Nowhere else does the axiom that power corrupts hold true than in a FF game. The moderators and player leaders are put into a situation where they have enormous control over the narration and metagame affairs. Some of them turn into tyrants. Others reward players who brownnose, or focus on goals that are important to their roomates, girlfriends, ect and dismiss the rest.

Moderators and player leaders are put under enormous stress. They're expected to go way beyond the "call of duty" a TT or LARP GM would... and even the best, most talented, most patient people begin to break down.

4) The Cyber Factor
Freeform games tend to have lonely players rp'ing relationships with other lonely players. They get emotionally involved and transfer the wants/needs they'd normally express in dating someone into their character's interpersonal lives. Then cybersex (public or private) shows up into the game and a struggle for narrative power ensues between those who like RPing one big soap opera and those who seek other game goals.

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On 6/12/2002 at 7:26pm, Matt wrote:
RE: Freeform

Matt, do you know of any examples of such Freeforms that were conducted sans GMs? Just curious.


Not the ones I ran or played in certainly. I should imagine it's possible, but this would require a very cohesive group, who had a solid social contract. This leads me to wonder, if the social contract is stringent then surely it essentially becomes a set of rules (allbeit very abstract ones) for deciding who can do what.

I suppose the Freeforms I've been involved in are best summed up as LARP, without costume and with GM handling all resolution by Drama.


Matt

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On 6/12/2002 at 8:27pm, Mike Holmes wrote:
RE: Freeform

Matt wrote: This leads me to wonder, if the social contract is stringent then surely it essentially becomes a set of rules (allbeit very abstract ones) for deciding who can do what.


Social Contracts are by definition rules. They are usually limited to player interaction. I suppoose that as soon as there is a delieation of player power in any sense, then it becomes a game rule as opposed to a social contract rule. This is probably going to be a fuzzy line, however. Which is OK, as we seem to be dealing with a numer of spectra already.

Mike

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On 6/12/2002 at 8:28pm, Mike Holmes wrote:
RE: Freeform

Wow Laurel,

That seems to be quite a list of potential problems. Which would you say are caused by the media as opposed to the rules (or lack thereof)?

And thanks for the rules example. I am a bit confused, however by that first post. You say it was disasterous, but then you say that you want to design like that. Are you looking for solutions to what is otherwise a good form of play? Or am I missing something?

Mike

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On 6/12/2002 at 10:07pm, Laurel wrote:
RE: Freeform

White Wolf's experiment at a "systemized freeform" was disasterous because of the way they, as a company, tried to do it- most particularly
expecting that the Revised Storyteller System could support a chat-based MMORPG... they had no real appreciation that the difference in environment would be as dramatic as LARP, and like LARP, is going to require its own action resolution system. Furthermore, combining all the WoD games into one chronicle and encouraging PvP combat and insisting said combat is conducted as if it was a tabletop session with no system drift is just a recipe for badness.

Everything else, good and bad, that happened there could not overcome or overshadow this. White Wolf didn't invest that much money in it (less than say any major hardcover print run) and I'm sure it boosted sales of certain products and especially encouraged fans of one game line to invest in core books of the others, so from a publisher's point of view, NB might well be considered a success. But few people had/have fun or think the system itself is a good one, so from a design standpoint, it was a failure.

But I believe that systemized freeform, as an idea in itself, has incredible potential. I'm encouraged with my work for Skotos; I think the Skotos folks have the right mindset for systemized freeform and their products are a big step in the right direction. Shannon Appelcline (pre marriage was Shannon Appel) worked on Hero Wars and he's just one heckofa game designer and person and he's one of the leading forces behind systemized freeform over there at Skotos.

I think the right freeform system, in the hands of the right people, could produce some incredible, incredible roleplaying for hundreds of players in a single chronicle and that there are some benefits to FF over TT and LARP as well. Its a very popular mode of gaming, but doesn't sell books... because no one is writing books specifically for it. Systemized FF is still uncharted territory, almost completely in Jack's "amateur" game design bracket. But I don't think its going to stay there much longer, especially now that we're all talking seriously about it.

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On 6/17/2002 at 1:33am, Shard wrote:
RE: Freeform

Laurel makes some very interesting points. ::smiles to Laurel:: I would like to comment on a few of them as my experiences have seen these potential problems, however I think they can be minimalized with a little work.

Laurel writes:

) Player Incompatibility
Groups who play FF together aren't usually buddies or handpicked by the GM. Its like signing up for a game at a convention, not knowing who you'll be playing with- and then playing with them for months or years. Chances are you'll love at least one other player, really like some of the players, be okay with a lot of the players, dislike some of the players, and make some enemies.


I think this is a part of any gaming system that works in a public forum. Rather than calling this player incompatibility I see it more as player diversity. Cliches do tend to develop as the gaming community grows and matures. Typically you will see differnt striations of types of players and these groups within the main group can be very effective on the community expanding and attracting different types of players. You will get groups who enjoy writing the most, and they will attract more writers. Groupos who RP more often in a chat room will attract like players as well. You will get very serious players and then players who are just out to have fun. If you recognize the needs of these different groups the forum can transformed to accomodate as many as possible. If you have a group of players who enjoy talking about life in general, give them a message board area where you can do this. :-D In the end you will help to minimize the amount of negative experiences which cause fragmentation and negative competitiveness.

The 24-7 phenomenon
Online FF can take place 24 hours a day, 7 days a week. Some players dedicated 40-80 hours a week to the game. Others are there one night a week. The people who play obsessively tend to assume leadership roles, and begin to control the direction of the overall game. People who have 80 hours a week to devote to a FF RPG are not always....well.


I completely agree with this statement with regards to obsessive behavior. Too much of anything is not good, however I also see the obsessive players as not the leaders of free form groups. It si the players who are emotionally balanced, creative, and diplomatic who help to keep the forum/community moving forward and expanding. It is the well adjusted folks who show the strongest leadership characteristics. While the obsessive players might gain a lot of control in games like Everquest, etc...in Free Form it tends to be the leaders are akin to leaders in the non-freeform world. :-D

3) The Law of Power
Nowhere else does the axiom that power corrupts hold true than in a FF game. The moderators and player leaders are put into a situation where they have enormous control over the narration and metagame affairs. Some of them turn into tyrants. Others reward players who brownnose, or focus on goals that are important to their roomates, girlfriends, ect and dismiss the rest.


If you see this happen in a free form setting online then the people who are moderating the setting or helping to shape it, should not be in those roles. Looking over a few settings online, it is the settings where there are multiple moderators and groups of creative influence who do not ahve despotic forums where only a few people hold power and dictate the setting rules both implied and explicit. Power only corrupts if you allow it to corrupt. Additionally the corruption usually comes from people who have a preset agenda or are looking to oppress others, possibly to inflate their own deficiences? I'm not sure why, but in general those types of players tend to hang themselves in the end .

Moderators and player leaders are put under enormous stress. They're expected to go way beyond the "call of duty" a TT or LARP GM would... and even the best, most talented, most patient people begin to break down.


Taking a break and balancing the leadership amongst multiple leaders will eliminate the problem of burn out. If a forum/community shares the leadership roles you can give everyone the breaks and rest they need.

4) The Cyber Factor
Freeform games tend to have lonely players rp'ing relationships with other lonely players. They get emotionally involved and transfer the wants/needs they'd normally express in dating someone into their character's interpersonal lives. Then cybersex (public or private) shows up into the game and a struggle for narrative power ensues between those who like RPing one big soap opera and those who seek other game goals.


Hmmm. Oddly enough I have not seen a lot of this. I'm sure it exists, but perhaps this type of behavior was linked with a specific community? If you have RPers who are there to RP and not to look for Cyber-sex, partners then can get to writing, gaming and having fun. If people are joining Free Form communites looking for Cyber sex, then perhaps they should look for Free Form communities where Cyber Sex is a part of the setting? Seems like it would accomplish two things at once? :-D



I think Laurel points out the worst factors that can occur in Free Form communities, and it sounds like a community with all these problems was doomed from the start. If the leaders of the community are careful and use good judgement then the forum/community can be very successful and be a great place for people to have fun.

While there are no specific rules on what makes a great Free Form setting/community you can use a lot of common sense and take the time to understand the reasons why leaders want to lead in your commmunity.

Mike writes:

For example, the wind chimes problem is solved in TT by the GM making a ruling. Is the problem in FF that GMs are not available enough to rule on such minor matters? Or that people feel that they should not be limited by such arbitrary rulings? What?


I think the problem resides in wanting to make too many steadfast rules which leads to something akin to "rules lawyering". If you define every single thing that can and cannot exist you begin to erode the core characteristics which make free form unique. The key is not having someone able to rule on everything and the players knowing when to define something and when not to define something.

If your taking about magic rules in a fantasy setting that is something that needs to be defined. If your taking about windchimes and if they can be made from bone while the moons are in conjunction with outer planetary forces while holding an ale in the air and playing your flute at the same time....well then your going overboard. :-D

Common sense. A spoonful of this every now and then will define rules which do not need to be written in stone and can be implied.

~Shard

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