The Forge Reference Project

 

Topic: Wager based game idea!
Started by: izlear
Started on: 11/19/2010
Board: First Thoughts


On 11/19/2010 at 1:56pm, izlear wrote:
Wager based game idea!

I have been toying with an idea for a few weeks. There are similar games, I know that, but I wanted to put this idea forward and see what you guys think. This is just the idea, I haven't spent any real time developing it or thinking out the logistics so it is probably really broken, but I just want to get a consensus to see if it is something that I might want to pursue.

I have really gotten into Story over mechanics sorts of games and I have been thinking how much I like Story points in games like the new Doctor who RPG and things like PDQ that give the players a lot of narrative control, I began thinking about what a system would look like if that was the primary mechanic in the game. Each player (and maybe a game master - I haven't decided if a GM would be needed or if it COULD be a GMless game) would have a number of story points and would wager those points when they want to do something and the GM would wager against them, and who ever won the wager would give that number of story points to the person that lost.

I havn't figured out if you would even need character creation type stuff other than just a rough description of what your character is like. I supose you could have attributes and values that are like free story points for those kinds of actions.

Here is what I in-vision a combat looking like at the table.

(player) I attack the goblin and decapitate it for 5 story points (the player sets his story point token out in front of him.

(GM) The goblin dodges just before the blade comes down he (the GM places 6 story point tokens in front of him.

the wager happens at the same time-

In this case the GM wins the action but give the player the story points that he spent.

Now I suppose it could make sense to have players have character sheets and numerical values- that give them "bonuses" to their wagers this might be worth while.

Like I said just an idea I have been playing with but not sure if it is worth while to pursue it. would love some input on this.

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On 11/20/2010 at 11:40pm, Noon wrote:
Re: Wager based game idea!

Hi,

Now I suppose it could make sense to have players have character sheets and numerical values- that give them "bonuses" to their wagers this might be worth while.

Not really. It could bork up the very adversity you both want and have created. Bork it up so much you find that the wager doesn't actually matter and it's become this huge stat collection exercise to win in the larger picture, instead of "what's happening right now in the moment is the important thing" thing.

Does bidding more give you an advantage towards winning the wager?

Really, and perhaps this occurs to you to, once you break down play to this abstract level, it's not a source of inspiration for play in itself. I think having rules which have evocative fictional names help feed the imagination when those mechanics are initiated. In some games, the game tells the player to fill out the mechanics name in something the imagined character cares about, thus intimately tying mechanic and imagined fiction. You don't have to be aiming for that, but I thought I'd note it.

Finally, and this applies to many other games and games in development, WHEN the mechanic is initiated, to me, seems far more important than the roll itself. For example, someone says they are going to travel over the mountain. In situation A: The GM wants them to, so he nods it through, while in B: He doesn't want them to, so he initiates the mechanic. Alot of people act like the conflict resolution is what's guiding the game, but really the whole initiation is far more significant in controlling it and it's not uncertain at all/there is no game to it. It's a situation that leads to unintended illusionism, where the GM is controlling things as an illusionist, but genuinely believes since people are rolling, that's guiding the game. Say yes or roll isn't so great.

Beyond that, as I understand it your mechanic elegantly determines the moment. As said though, perhaps too elegantly for the purpose/does so without the beneficial clutter of fictional memes built into the mechanics. But also as said, you'd make the call on that.

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On 11/21/2010 at 12:20pm, SortableBadger wrote:
RE: Re: Wager based game idea!

To compound from what Callan posted, if the GM doesn't want you to do something, s/he is almost forced to wager a significant amount of story points which means that eventually the GM can't control the story at all. All a player would have to do is repeatedly attempt the impossible with minimal wagers and hope the GM doesn't demand character death.

The wager mechanic, as presented here, would only be advisable in games without a dedicated GM.

Since the OP raised the issue that perhaps this game doesn't need a GM, the issue then becomes who is causing the conflict? In the sample combat above, who is the goblin? If there is no GM, the goblin has to have been summoned, as it were, by another player. This seems to mean that the players are in conflict. While not a bad idea in and of itself, the apparant lack of restraint on the players makes PvP doomed to break the game. If I don't have values and dices and whatnot telling me whether or not I can decapitate the goblin, then every time a player causes conflict with me I will wager some amount that I decapitate that player's character. This appears to be bad for both the game and friendships.

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On 11/21/2010 at 4:57pm, izlear wrote:
RE: Re: Wager based game idea!

And this is the conundrum I am kind of fighting through.  There could be limits or "stats, what could add tops and maybe even bottoms of wagering.  and rules for a "GM" to go by in terms of wagering.  I havn't really fit that out. 

As I was seeing the gmless game, I was thinking something more akin to round robin story telling, where all the players have "characters" but thay also act as GM during the actual game play of other characters.  Now of course there would have to be some kind of rules put to that.  but like I said this is all kind off the top of my head with put a lot of thought being put it to it,  I do see how it would all break down really quickly.

The idea (and maybe I can retain this) is that the system would let people bid on actions, Actually entire scenes could be created collaboratively via extended bidding back and forth.  and scenes would go by quickly as every little action would not have to be played out.  My example above is not really good as I don't think it would be much of a combat game.  There could possibly be a dice mechanic built in as well.  And the GM would only be able to prevent players for doing things as long as e had the story points to do so, as if he wins a wager he has to give those story points to the player he is wagering against.

The idea is collaborative story telling and less of a "This is the GMs world the GM is more of a moderator , a "banker" if you will, but he does have input into the story.

I have been playing with characters not unlike characters from the PDQ system  where stats are descriptors, but there are numbers (have a few ideas for what the numbers do) which go down to represent "hit points"

I appreciate the feedback , and there are some valid points, I think your right that the mechanics as I present them are broken.  but I'm gonna keep playing along and see what come out of it.

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On 11/21/2010 at 10:40pm, Noon wrote:
RE: Re: Wager based game idea!

It might not be relevant to izlear, but to Badger, I think your drawing on examples that aren't part of a creative process. I mean, someone just repeatedly trying the impossible?

As I'm thinking about this, all parties want to creatively add to the overall project. The wager or whatever is there to see who's creativity is added. Say we were building a sandcastle and I want to add towers and you want to add sea shells. Both of these are creative outcomes. We roll or wager to see whether you do your thing or I do mine.

Someone repeatedly trying the impossible simply as a currency soak (without even a future creative vision) haven't got something they want to add at a creative level - they are just enacting a pure power struggle in a way that doesn't even seem like gamist fun (ie, it never climaxes at a win). It's just sheer, bloody minded power mongering. I would think the mechanism that avoids that is that it's shit, so either no one does it because it sucks or anyone who keeps indudging in it simply ceases to be invited (as in interesting side note, winning in gamism is not actually a creative outcome, but the power struggle does end and the person who wins wins adulation from their peers, which is the constructive outcome).

Izlear, I think the thing to watch out for is hording of points. Perhaps make a maximum amount someone can hold. Also your idea of having stats which control the maximum you can bid sounds really good!

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On 11/22/2010 at 2:15am, Bill_White wrote:
RE: Re: Wager based game idea!

You might take a look at Polaris if you haven't already. It has players proposing actions to which other players may accede, propose modifications, or reject. The other thing I'd suggest is tying the currency of wagers to character abilities, such that a high Warrior pool, for example, gave you lots of points to propose fight-related actions, while a high Magic pool gave you points to propose spell-casting actions. Mortal Coil actually does something like this, although its pool points reflect intensity of effort or commitment and are not "wagered" per se. Other people have noted the game-breaking strategy of proposing stupid or crazy things so that the GM will have to resist, which is another argument for making the game GM-less. But look at some of the discussions of how Capes because of its GM-less, free narration mechanics can result in many players doing wacky shit just because they can, at least when they first start playing the game. Still, the idea is worth pursuing.

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On 11/23/2010 at 3:07am, izlear wrote:
RE: Re: Wager based game idea!

Ok, so I've been thinking about this and I am beginning to see what some of the others were saying.  I wonder if there are any thoughts on how to keep the the players from always bidding the maximum possible.  As others have said I would hope people just wouldn't but I think there should be a mechanic that sets it up so that you don't always want to or need to.

I guess what I want to push is that the game is about telling a story not necessarily at succeeding all of the time. 

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On 11/23/2010 at 3:35am, Bill_White wrote:
RE: Re: Wager based game idea!

One thing you might do is divorce the currency of the wagers from the outcome of the in-game action--if you think about, that's tantamount to saying that the guy who bets the most money always wins. Instead, you might give the players options like "Play It Safe" and "Play the Long Shot" (and make them describe taking conservative or foolhardy in-game actions in order to do so). Then you roll the dice or whatever and they tell you whether you lose all or part of your stake of "Action Points" (or whatever) or whether you get a little or a lot back. Then you use Action Points (or whatever) to buy game-mechanical outcomes as in Otherkind dice: safety for your character, injury for another, narration rights, task success or failure, advancement toward the conflict's resolution, and so forth. That could work.

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On 11/23/2010 at 6:55am, Noon wrote:
RE: Re: Wager based game idea!

I'm not quite sure I see the problem with them always bidding the max? I'm tryin to guess and wondering if it's some dread thing about just playing the system directly without any fictional component?

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On 11/23/2010 at 1:16pm, izlear wrote:
RE: Re: Wager based game idea!

Callan,
I am using my normal gaming group as an example.  Me personally I prefer to play the fiction, but a lot of my players prefer to play the game, and that is my fear.  I think if the group was interested in telling the story that would be fine.  Aldo though the reason I would like people to not always spend the max is because it takes any suspense out, and maybe that it the flaw of the system that it is not a random system, but instead a system that is designed to shift narrative power. . . so once I figure out the balance, I think i will be good.

Bill, I keep coming back to this thought of adding a more traditional dice mechanic in with it, but then I think so many games already do that, BUT if the story point mechanic was part of the normal roll mechanic it might work.  I'll keep playing with something like that.

I keep seeing the mechanic being based on fate but thats just in my head not stuck on it. 

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On 11/23/2010 at 11:25pm, Noon wrote:
RE: Re: Wager based game idea!

Do they honestly play just for the game? I mean, when I play monopoly, it ends up with a fictional element. Chess as well. Are you sure they don't, or do they just not think in terms of fiction as much as you? If so, perhaps its not fair to say they only play the game mechanics?

It might just be that they can max bid all the time AND it's part of a story falling into place.

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On 11/24/2010 at 3:05am, Bill_White wrote:
RE: Re: Wager based game idea!

izlear wrote: Bill, I keep coming back to this thought of adding a more traditional dice mechanic in with it, but then I think so many games already do that, BUT if the story point mechanic was part of the normal roll mechanic it might work.  I'll keep playing with something like that.


Well, let's think about how it might work straight. The idea is that you get the thing you want even in the face of opposition if you want it badly enough; it's a way to resolve conflicts in the fiction (Character X wants to overcome Character Y) or at the table (Player A wants something to happen that Player B doesn't) or both.

At the table level (two players in conflict), the danger of Arrant Silliness is something to consider, especially if the tone you're striving for doesn't bear up well when things get over the top. More broadly, you worry about people gaming the system to gain a game-mechanical advantage.

Player A: "And now monkeys come flying out of my butt!"
Player B: "Dude, that's stupid. I pay for that not to happen." [forks over a story point]
Player A: "Cha-ching! Thank you very much."

To a certain extent, there's a degree of "moral hazard," in the sense that players have little disincentive not to break genre for game-mechanical advantage. It's not a problem if the players are committed to a particular vision of the game world, or if you give the GM a veto on what players may propose. Universalis has an explicit "social contract" that lets you veto input that breaks any mutually agreed-upon rule, and Mortal Coil defers to the most skeptical player in a given instance. You may be able to get by with just a "don't be a dick" rule. But it would be nice if the rules did a little more to help you.

Alternately, you can just disallow buying off at all. You want to introduce something to the fiction? Okay, spend enough and it exists. No one can pay to make it go away, and the points you've spent are gone, so you better really want it, though. The question then becomes, okay, well, what do you do with it?

Since you mentioned FATE, it would be possible to treat player-introduced elements as Aspects. You get a free tag the first time you invoke it; subsequently, you have to pay to use it (and other people have to pay you to use it, which motivates you to create "compelling" Aspects, if you get me).

But that seems kind of clunky.

Let's see how else this could work. Imagine you give each player 20 points to distribute among 4 pools. Call them King, Warrior, Magician, and Lover (a nod to Jungian archetypes filtered through the men's movement of the 90s; female characters get different pools, naturally--maybe they're Crone, Mother, Sorceress, and Maiden). Now, in play, you pay points to establish different things from each pool: spend King points to lead, rule, or command; spend Warrior points to fight, run, and act physically; Magician, to craft, create, or know; and Lover to charm, woo, or ingratiate.

(Aside: you could perhaps tie the "strength" of a declaration to points spent on it via the IIEE cycle--so that if you spend 1 point, the declaration is mere intention, if you spend 2 pts, it's initiated; spend 3, it's executed; 4, it's effective. Each turn, you get to add 1 point to any "in-progress" act--but the GM can add "shadow" points, which twist the action around some. You also get a refresh every so often--maybe each turn--and take damage by reducing one or more of your pools.)

I'm just spitballing, but there's something there. You just have to figure out what you're going for.

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On 11/25/2010 at 7:22am, SortableBadger wrote:
RE: Re: Wager based game idea!

Callan wrote:
It might not be relevant to izlear, but to Badger, I think your drawing on examples that aren't part of a creative process. I mean, someone just repeatedly trying the impossible?

I'm sort of pre-empting playtesting. Take the mechanics and purposefully try to break them, like a hardcore player would, to maximum advantage.

You simply cannot design a game with the idea in your mind that people won't try to find holes, workarounds or other methods to gain advantage over others and uphold your vision of what the game should be. You must find a way to address that potentiality. Even if the way a player does it isn't fun, creative, etc. they have the motivation of advantage. Maybe you want towers on your sandcastle, and maybe somebody else wants seashells, but there's always the kid who just wants to kick it in. So, prepare for that kid.

Besides, that whole post was an argument for why the game needs to be GMless, not why wagering won't work/shouldn't be used/etc. I'm pro-wagering, just not in a game with a GM.

wrote: Ok, so I've been thinking about this and I am beginning to see what some of the others were saying.  I wonder if there are any thoughts on how to keep the the players from always bidding the maximum possible.  As others have said I would hope people just wouldn't but I think there should be a mechanic that sets it up so that you don't always want to or need to.

I guess what I want to push is that the game is about telling a story not necessarily at succeeding all of the time. 

For the same reasons wagering can be abused, wagering self-regulates that strategy. If Steve wagers to disable a trap, and Mike set the trap, Mike has a choice: 1) Try to out-wager Steve in order to have the trap go off and kill/hurt Steve or 2) perform a minimal bid knowing that Steve will wager a lot and hoard SP so that later in the game others cannot resist. Jenny, however, is a clever person and sees this choice while Steve and Mike debate and decide the result of their actions. So, now, Jenny is wagering smaller amounts to try and get actions through cheaply and reduce her personal losses to the hoarders. As the game progresses and hoarders dominate max-bidders, and now moderate bidders start doing well against hoarders, change-ups start happening. People switch roles relative to who has what.

The reason this does not apply in the case of a GM game is because once you run somebody out, you have removed their voice at the table. Doing that to a GM is dramatically overpowering. In a truly GMless game, the wagering will sort itself out over time. There will be some casualties along the way, but that isn't too bad to deal with.

Perhaps, players should have their SP levels replenished every so often. Or perhaps there can be a way for players with no SP can still resist the other players a little. One thing that springs to mind is benefits to wagering for other players. So maybe in the above, Jenny wagers for Steve to disable the trap but instead of giving all of her SP to Mike, she only gives half of it to Mike. This way, you inspire co-operation in what would otherwise be a highly contentious game, AND you can reduce the downside of running out of SP.

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On 11/25/2010 at 9:11am, Noon wrote:
RE: Re: Wager based game idea!

Even if the way a player does it isn't fun, creative, etc. they have the motivation of advantage. Maybe you want towers on your sandcastle, and maybe somebody else wants seashells, but there's always the kid who just wants to kick it in. So, prepare for that kid.

You don't see musicians include someone into the band who just smashes their gear or just shouts over the rest of them. The traditional gamer pattern of thinking is 'ostracizers are evil', so you invite everyone. I'm talking from the paradigm of not inviting that kid (have to add a sub note to that: What might look like a kicking in might be a person wanting to use a boot as part of the sandcastle instead of sea shells - and as kinky as that is, it's weird but is still constructive. Had to put in a note about not identifying any transgression of ones own preferences as automatically being destructive - it might just be being different. Actually come to think of it, I guess I rely on that understanding alot...)

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On 11/25/2010 at 6:23pm, SortableBadger wrote:
RE: Re: Wager based game idea!

Callan wrote:
You don't see musicians include someone into the band who just smashes their gear or just shouts over the rest of them.

That's exactly what the Sex Pistols did with Johnny Rotten. He'd get so drunk and wild on stage that after a while they'd just unplug his amp. He was still in the band and given that virtually every punk band that came after the Sex Pistols had to acknowledge their contribution to the field, I'd say it didn't exactly hold them back.

The traditional gamer pattern of thinking is 'ostracizers are evil', so you invite everyone. I'm talking from the paradigm of not inviting that kid (have to add a sub note to that: What might look like a kicking in might be a person wanting to use a boot as part of the sandcastle instead of sea shells - and as kinky as that is, it's weird but is still constructive. Had to put in a note about not identifying any transgression of ones own preferences as automatically being destructive - it might just be being different. Actually come to think of it, I guess I rely on that understanding alot...)


I've noticed a trend on these forums that when people speak from a game designer perspective and reference player behavior, the immediate response involves the social contract. The goal of a game designer, I'd assume, is to get the game played by people we don't personally know. Therefore, the social contract as it exists between players and GMs never exists for us. I cannot, for example, write into the rules of a game, "If you know people that want to bend rules to gain personal advantage in a way that is unfair and not fun for the group, don't invite them." Not only is such a 'rule' not conducive to making a game - as it doesn't actually define the game - but its impact would be adverse to good business. When making a game, even a free one, the goal is to get MORE people playing, not less. It isn't that ostracizers are evil, it's that ostracizing is counter-productive.

But, we've strayed from the topic at hand, which is the potential use of wagering systems to resolve conflicts in a narrativist game. The issue, of course, is that some people will not have a strictly narrativist agenda. The choice of whether or not to include them is up to the GM, not the game designer, so I would recommend considering the fact that people who are not story-centric players might play your game. What does that do to your system? How can hardcore players break your game? Is there enough tools for a GM to create a world to placate a Simulationist player that wants to tool around doing nothing related to the story? You don't have to market the game to everyone, or cater to every need, but you do need to think about whether or not certain people will ruin the game because that will impact your marketshare.

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On 11/25/2010 at 11:26pm, Noon wrote:
RE: Re: Wager based game idea!

I think it's on topic in atleast as a design concern of izlear's, that people would play sans any fiction at all. In terms of 'ostracizing', it is counter productive to certain goals. It is not counter productive to all goals. For example, not so many years ago 'good buisiness' including selling narcotics like cocaine to children to 'quiet' them. So as my suggestion I wouldn't treat any mention of 'good buisiness' as something one would automatically want to do/copy. There are different types of 'good buisiness', which have varying (and not always compatable) goals. I think weve described some goals izlear could possibly choose from, or not, as he wishes.

In terms of design tools, of which the wager is kind of embedded in (a smaller part of)

"If you know people that want to bend rules to gain personal advantage in a way that is unfair and not fun for the group, don't invite them."

I'd agree you can't write that, but mostly as it's kind of useless as there is no measure of this unfairness (well, to be exact we have already skipped 'have they followed the rules' as a measure). It's based on nothing but feeling, which is wank - otherwise since being hit by a dodgeball hurts a bit, being hit in dodgeball is unfair (and so begins a spiral of madness).

I think you can write "Estimate if someone has no creative inclination to bring to the table. If so, do not invite them. Note: You might be wrong in your estimate and they do have a creative inclination they will bring to the table, but it's just so funky and Salvidore dali'ish or Warhol'ish you don't recognise it as creativity (more things on heaven and earth, Horatio...). But regardless, as much as a guitar isn't designed to cater to someone who wants to smash it, this game isn't designed to cater to someone who has no creative inclination and/or has no inclination to bring that creativity to the table".

As author you can actually control things alot, simply by whether you recognise someone has played the game or not. If I wrote a game that insisted you wear fez's while playing and you did not, simply by me saying 'you did not play my game, you played something else as you did not do what was clearly required and clearly measurable', that person can't say they have played your game. That's a powerful control right there. Maybe the other person screams and shouts they did play the authors game and tries to scream the loudest...maybe that'd convince screamers. But no, as author you do actually have a fair wack of control - simply from the end users own desire to play 'your' game.

As said, the wager is embeded in that. I hope I don't sound off topic to talk about having a good solid chasis when the subject is seats. If the chasis is weak, the seats will just end up falling out on the ground somewhere.

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On 11/28/2010 at 6:09pm, SortableBadger wrote:
RE: Re: Wager based game idea!

Briefly:
1) 'Good business' is what makes money. Whether it is moral, makes sense, etc. is irrelevant. The point to conducting business is to make money, and RPGs make money based on the number of people buying the books. Telling people not to include others or telling people they cannot be included are directly opposed to this end. More people included should equal more people buying, which does equal more money. Text book good business.
2) Many people's "creativity" when approaching a game is in finding the way to gain greater advantage. Video games are probably the best source of examples. Competitive, paid tournaments are played with fighting games, for example, where the winner is decided based on who can execute their 'juggle combo' first and most often. While it may not be creative in the sense of story-telling, getting to the point of being clearly better than everyone else at the table takes a good deal of effort dedicated to that goal and hopefully a little out-of-the-box thinking. If I can theoretically break this system based on a description on a web forum, imagine what real players would do to it after product launch.
3) The claim of authors not controlling anything is based solely on the fact that Gygax on down did not set social norms into place. If I say that my game is only played when players agree to sit cross-legged on throw pillows, fine, I can claim people didn't play my game when they sat at a table. More importantly, though, if I say that my game is only played when all players agree to play with a narrative creative agenda, I think no one at all would have played my game even if I sold a million copies. We, at the author level, cannot predict, select or enforce what type of play is used by people who use our products any better than an automobile manufacturer can predict, select or enforce what approach to driving is used by the people who buy their cars. I can market a truck to construction workers and maybe construction workers are proven to be defensive drivers (ha!) but as soon as their teenager borrows the vehicle to go out with friends, all control is lost. Maybe the OP's game draws narrative people to buy it but, do all of their players feel the same way? We cannot, as authors, tell people not to bring their friends. We could warn them that maybe certain people would ruin the fun, but how often do people listen? Next thing you know, the handful of reviews about your game online are all negative and people stop expressing interest in your product. See point 1 above.

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