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Topic: Hidden Information
Started by: Thierry Michel
Started on: 2/26/2003
Board: RPG Theory


On 2/26/2003 at 4:16pm, Thierry Michel wrote:
Hidden Information

One way to classify games is to use the criterion of what information is accessible to the player. Chess is an example of complete information game (everyone knows exactly all the available information) whereas in poker, for instance, decision making with limited information is what the game is about, and it wouldn't work with full disclosure of the hands and the deck.

RPGs exist somewhere between those two extremes. For instance, generally players have access to all in-game information about their characters, and none about the NPCs.

A game like Unkown Armies removes the hit points of the characters from the player's information domain, and by doing so - I imagine it is a calculated decision- changes the risk-taking behaviour of players. The treatment of demons in Sorcerer is another -self-conscious- example.

Are there other examples of "unusual" treatement of information ? Can one imagine that the players would want to keep some information hidden form the GM (and other PCs) ?

More generally, I'm interested in the rationale (again !) of providing or withdrawing information from the game participants. So, any thoughts ?

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On 2/26/2003 at 4:34pm, Drew Stevens wrote:
RE: Hidden Information

Amber, as I understand it, removes all character knowledge from the player's domain after character creation.

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On 2/26/2003 at 6:24pm, clehrich wrote:
RE: Hidden Information

In Shadows in the Fog, the players' real power comes from a hand of cards, and the GM doesn't know what they are. In addition, even if you did know, the potential uses of any given Trump are so wide that it would be very difficult to predict what could and could not be done with it.

For me, the rationale is that players have tremendous power over the game-world, and that power cannot be abrogated by the GM. In addition, this power must be creatively deployed if it is to be effective (the Pool also does this, with the MoV mechanic).

The other part of the rationale, and one that I think speaks more generally to secret mechanics in RPGs, is that Shadows is a very secret-oriented game, and I want the mechanics to reflect the fact that the characters have secrets by having the players also have secrets.

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On 2/27/2003 at 12:32am, Andrew Martin wrote:
Re: Hidden Information

Thierry Michel wrote: Are there other examples of "unusual" treatement of information ? Can one imagine that the players would want to keep some information hidden form the GM (and other PCs) ?


In my S combat system for Fudge, player tactics are revealed in reverse initiative order. This forces players to play conservatively (if they want their characters to live), or extreme (if they don't care). In ambush situations, the ambushees reveal their tactics first, the ambushers last.

Another example is revealing/hiding level of character skill. For example, hiding a character's ability to re-roll (my Ratio, Tally and others) to appear less skilled.

Marvel Super Heroes Adventure Gama (MSHAG), my Amber variant, and and my Pulp has the player's hand of cards, with the capacity to hide player resources "cards" from other players. In Pulp (caution! not fully written up!), the characters resource can be hidden (by stacking cards), or revealed by declaration of a flashback.

In the table-top battle system for Cherry Blossoms (tragic romance with Mecha!), players will be able to place mecha on the table-top out of line of sight of enemy mecha (so producing "realistic" surprise in the players) during play (instead of at the start of the game) to better reflect the need for scouting, instead of assuming that what the players see is what the characters get.

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On 2/28/2003 at 5:45pm, Thierry Michel wrote:
RE: Hidden Information

clehrich wrote: Shadows is a very secret-oriented game, and I want the mechanics to reflect the fact that the characters have secrets by having the players also have secrets.


Do you provide in-game incentive for players to discover each others' secret ?

player tactics are revealed in reverse initiative order.


Yes, I didn't think of asymetry of information in the tactical part of the games, but it's true that most use it via asynchronous decisions (again, if I remember correctly, Sorcerer is an exception).

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On 2/28/2003 at 6:03pm, Mike Holmes wrote:
RE: Hidden Information

Have you checked out "SOAP"? All about protecting secrets, and discovering others in an explicit fashion. Also, see the material hereabouts on Scattershot related to Fang's concept of Mystiques. Interelates quite a bit. Interesting topic.

Someone had to mention Shadows. Zak has some theories about games being defined by what in "unknown". You can find those here, too.

Mike

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On 2/28/2003 at 6:45pm, clehrich wrote:
RE: Hidden Information

On Shadows in the Fog, Thierry Michel wrote: Do you provide in-game incentive for players to discover each others' secret ?

It depends what you mean by incentive. You cannot score off someone by finding out his secrets, no. But much of what really goes on in a Shadows in the Fog campaign is a process of discovering lots of secrets, and turning them to one's own advantage. That includes other PCs' secrets. So indirectly, yes.

I don't know that that answers your question, though. Take a look at the game here and see whether that makes any sense.

I think the big danger of some of this secret-keeping is that it too often ends up one-sided: too often all the secrets remain with the GM, promoting us-vs.-GM mentalities. This isn't all bad, by itself, but I think that whether mechanically or in terms of story, it helps a lot if the PCs and perhaps players have secrets they keep from each other. Ideally, you would also have some secrets from the GM. That's tricky to implement, long-term, but maybe that's the direction to push. Any ideas on this?

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On 3/1/2003 at 9:59pm, Le Joueur wrote:
I've Acquired a Certain Mystique

Mike Holmes wrote: Also, see the material hereabouts on Scattershot related to Fang's concept of Mystiques. Interelates quite a bit. Interesting topic.

Mystiques are a difficult topic to explain. On the one hand, they're something the 'owner' has rights to (especially when intruding into 'the sphere of it's interest). On the other, everyone else is expected 'to play along' without actually being given specific information 'within' the Mystique. On the third hand, and perhaps most important, they must be chosen such that they generate intrigue; who cares why Hamlet's death affects the price of tea in china. (That may be why I was invoked here; unfortunately, intriguing Mystiques are of the same 'art from' as flirting, I can't instruct there.) Finally (on a fourth hand?), it is actually possible to run a Mystique without anyone knowing it's contents; I think InSpectres and Donjon function famously this way.

Fang Langford

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On 3/3/2003 at 11:34am, Thierry Michel wrote:
RE: Hidden Information

clehrich wrote: This isn't all bad, by itself, but I think that whether mechanically or in terms of story, it helps a lot if the PCs and perhaps players have secrets they keep from each other. Ideally, you would also have some secrets from the GM. That's tricky to implement, long-term, but maybe that's the direction to push. Any ideas on this?


A few general ideas (but probably not appropriate to your Victorian setting. I have to read the rules more in depth, though).

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On 3/3/2003 at 11:03pm, clehrich wrote:
RE: Hidden Information

A few general ideas (but probably not appropriate to your Victorian setting. I have to read the rules more in depth, though).

Setting aside whether your ideas can be implemented within my game setting, want to give us a taste?

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On 3/4/2003 at 2:13pm, Thierry Michel wrote:
Well, it's not structured but here's my line of reasoning

The problem is how to treat a (long-term) character secret, that would be hidden from the GM and other players (other types of secret are easier to handle)

I would start from the question: what happens after the secret is out ?
If the game is about the secrets, then obviously it would be hard to play the character after that event. So why not retire it once the secret is out ?

Then the secret would be a device to allow the player to "close" the character. Could be a prophecy in a fantasy world (becoming a king, slaying a dragon, dying defending a friend etc.), a problem from the chracter's past that need to be solved (family stain, atonement for a violent past, unsavory acquaintances, etc.) or another internal drive (almost any type of ambition would do).

Fulfilling the secret would be a kind of victory condition, allowing several players to collaborate for a joint "victory" (including manipulation/blackmail of a player by another), and surprising the GM by retiring unexpectedly a char.

Now for completely unstructured ideas: differentiate secrets relative to the past/future of the char, maybe by putting the former in GMs hands and the latter in the player's hand ; allow the other players to have an input in the player's secret (write them secretely, he'll pick one, but which one ?) etc.

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On 3/4/2003 at 3:03pm, Ron Edwards wrote:
RE: Hidden Information

Hello,

I am having a terrible time understanding this thread, because I see in-game secrets (held by PCs or NPCs from one another) as a very different thing from metagame secrets (held among players or GM from one another). Can someone explain to me which of these is under discussion, or, if it's both, how they are perceiving them to be related?

Best,
Ron

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On 3/4/2003 at 3:29pm, Thierry Michel wrote:
RE: Hidden Information

Ron Edwards wrote:
Can someone explain to me which of these is under discussion, or, if it's both, how they are perceiving them to be related?


The thread started with the concept of asymetric information as a game mechanism.

Now, the topic has drifted a bit to "in-character" secrets that are also players secrets, as specific examples, but only a subset of, asymetric information.

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On 3/4/2003 at 4:39pm, Le Joueur wrote:
Now I've Been Keeping Secrets

Thierry Michel wrote: The problem is how to treat a (long-term) character secret that would be hidden from the GM and other players (other types of secret are easier to handle).

Lessee, you sure got a lot of load in that loaded question. Let's look at some of the assumptions being made here.

First of all, I'm not entirely sure what you mean by 'secret.' Some conclude that 'what a character plans to do' is a secret. Others imagine a 'deep, dark secret' about the character. Still, the problem of secrecy itself remains.

I mean, okay, you can keep a secret, but to what end? I can decide my character is secretly a gypsy, but if it never comes up, how does it 'add to the fun?' I rather think most of the fun with secrets is 'walking the fine line' between keeping them and losing them. Every 'near miss' adds tension; 'the perfect secret' (one never told, nor even guessable) would be boring (I think). Even if only the player keeping the secret has this 'almost lost it' feeling, it's still fun. But otherwise?

That's why we went to so much trouble in Scattershot to 'rename' them Mystiques. A Mystique is like a secret people know you have (in this case the players, but perhaps the characters too). It is also, and very importantly, a matter that attracts their interest. I think that if no person 'at the table' is interested in your Mystique, it is of relatively small value. Otherwise, 'keeping it from them' becomes the pleasure.

And then there is the whole matter of the scope of the 'secrets.' I mean, 'I have a crush on Barbara' is a fine "long term character secret," but so is 'I'm the offspring of the Major Villain.' The problem is I don't see these revelations as 'game breakers.' Prophecies would be, but I'm not so sure they belong in the hands of a single player (who doesn't share it with the gamemaster). Certainly the 'bigger' the 'secret' the more likely it ends the character (if not the game), but what about going 'the other way?' When does a "long term character secret" fail to be the obvious 'closure point' for the character?

I'm not even going to try to answer that one. Why? Because I don't think objectifying 'secrets' to this level is that useful. It creates a false dichotomy; sure there are 'secrets' that 'big,' but for the most part (and I think Hollywood's 'sequel-itis' bears this out), you can 'get past them.' (Unless the character's 'place in the world' is so 'superficial' that they only exist for their 'secret.') That being said, I would almost think that 'medium to small' "long term character secrets" would therefore be the most fun.

Conceiving of a character based solely upon the solution of its 'secret' can be quite fun (would such a 'ending-based' character 'secret' really qualify as "long term?"), but dealing with all 'secrets' in the fashion that only supports that would hamper what a lot of people would do with 'secrets,' I think. What about 'secrets' that function as 'the opening?' With those their revelation actually functions as 'the beginning of the story,' turning all previous play into a prelude. ("Luke, I am your father," springs to mind; that certainly doesn't end the story, if anything it only just starts it.)

I mean, you make it sound like the only 'secrets' playable are those that anticipate 'an ending' (if not for the game, for at least the character). Then you talk about a "game...about the secrets." Surely a game like that ought to allow for more than just 'character-ending secrets.' Doesn't this sound suspiciously like how many soap operas operate? Everybody has secrets, lotsa secrets; the whole text of some show is jockeying 'around' these secrets, determining their existence, extorting them, hiding them, and revealing them. No, I think it's a little too abstract to think in terms of only 'character-ending secrets.' (Heck, soap operas might provide lots of suggestions, not only in 'secret' maintenance, but also in the creation and manipulation of them.)

Then there's the whole idea of arbitrary limitations like 'past secrets' are only for the gamemaster, 'future secrets' are only for the player. I dunno, that seems awfully restrictive. (Consider a 'secret' shared one player and the gamemaster or by two players alone.) Personally, I rather like a player revealing a 'secret' out of their character's past; if they're careful about the stuff that 'gets into the game' being 'okay' with their secret (that's the basics of Mystique Proprietorship in Scattershot), there's no reason anyone else need be involved. I also think that a prophecy ought rightly 'belong' to the gamemaster. It exists 'in his domain' and before the characters show up, they learn about it from the gamemaster and (I hope he isn't planning who will do what 'by name') he is the one who orchestrates how 'it comes to pass.'

Right now, we wrestling with Scattershot Online: a version of Scattershot for play in chat rooms and email circles. The first thing we identified was the pointlessness of...well, hit points. What to use as 'interest points' to 'get people involved?' Secrets. Whether played like a soap opera or a murder mystery, we realized that Mystiques would be a better stock and trade than 'life or death' issues like hit points online. (I remember many a time where some conscript filled with youthful exuberance – I'm being kind - launched into an interesting and complicated scene only to attempt to murder the apparent center of everyone's interest. Short of creating all kinds of 'anti-Gamist' programming elements - which get farther and farther from 'interpersonal play' - we decided something else was necessary.) So we've been thinking a lot about 'secrets' recently.

Fang Langford

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On 3/4/2003 at 5:42pm, Thierry Michel wrote:
Re: Now I've Been Keeping Secrets

Le Joueur wrote: So we've been thinking a lot about 'secrets' recently.


I can see that ;)

Just note that I was rambling about the following problem
Ideally, you would also have some secrets from the GM. That's tricky to implement, long-term, but maybe that's the direction to push


My assumptions come from this constraint: can a player gain new secrets in play if they are to be kept hidden from the GM ? If not (but there is probably a way), then somehow the character is limited by the stock of secrets he starts with (though one big secret might be too restrictive), that's why I was envisioning secrets as closure.

Hope this makes sense.

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On 3/4/2003 at 6:41pm, Le Joueur wrote:
RE: Re: Now I've Been Keeping Secrets

Thierry Michel wrote: My assumptions come from this constraint: can a player gain new secrets in play if they are to be kept hidden from the GM?

Makes perfect sense. It also depends upon how much 'Director Stance' a game allows. If I can toss in non-player characters as I wish, in with them I can also insert new secrets. On the other hand, new secrets could be 'created' between players (after which the game only begins to reflect these 'discoveries').

However, if you assume that a player is not allowed to add major details to the background, then yes, it will be hard to do much other than 'dread secrets from the past.' Even then you could always 'dredge up' another.

Fang Langford

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On 3/5/2003 at 9:16am, clehrich wrote:
RE: Hidden Information

I really think we're getting a bit over-specific about this idea of "secrecy." If it's valuable to specify, we've got to have a number of categories, not keep implicitly redefining "secret" each post.

For example, Thierry is thinking about the issue of secret-revealing effecting closure for a character. It happens, quite a lot, and it's often deliberate. You construct a character of whatever sort around a particular secret, and that character climaxes -- and then burns out -- when the secret is revealed. But if you can just happily construct secrets right and left as a Director Stance thing, then you can readily construct a "fact" or a new revealed secret that invalidates the secret someone else has been working on for months. Sounds like a recipe for disaster to me.

Certainly I'd agree with Fang that a secret that never comes out and never influences play is no fun. But that's your own problem: you have to make the secret relevant (assuming the GM doesn't actually block this). That way when it gets revealed, everyone will respond with a satisfied, "Ohhh, so thaaats why!"

So if this sort of thing is going to be fun, you have to delay and hint for quite a while. But in the meantime, if everyone can invent anything he or she wants, you can get your careful setup destroyed in front of you.

The basic distinctions I'd draw are (1) buildup and hinting, and (2) aftermath. As in, do either or both of these things matter?

1. Secret with no buildup and no aftermath: spring-loaded monster in cellar. Boingg! Arrgh! Whackety-whack fight fight crunch. Fun, but really pointless if done often.

2. Secret with buildup but no aftermath: murder mystery, whodunnit? Once you know the answer for sure, the mystery is over. The buildup is the whole finding out part.

3. Secret with no buildup but a lot of aftermath: "Luke, I am your father." There's minimal warning for this, so the whole shtick happens afterward.

4. Secret with buildup and aftermath: after a lengthy search, the PCs work out (1) that there's a monster in the basement, and (2) how it got there; they track it down, and kill it --- only to discover that all those hints and whatnot that they have figured out were missing one vital clue, and now they realize that the monster is actually the twin brother of a member of the party. But the party goes on, with everyone always looking over his/her shoulder, and the party-member necessarily always trying to prove that really he's on the right side, and so forth.

As far as I'm concerned, any secret with much buildup should not be undermined, however accidentally -- that needs to be prevented. Any suggestions, apart from letting the GM hold all the strings?

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On 3/5/2003 at 3:37pm, Mike Holmes wrote:
RE: Hidden Information

Well, one can build up to an unknown secret. That is, events can be determined that give partial information about what something is without anyone actually knowing what the secret is. Then, at a critical moment, the nature of the secret can be invented on the spot.

Such a secret cannot be undermined, as it's nature is determined by whatever leads up to it. This is exactly what happens openly in InSpectres. The players add a bit of data in research. They invent equipment that turns out to be uesful or not. They add information on successes looking around for stuff in the field. Eventually the picture starts to resolve until at some point, somebody just decides what a cool secret would be that fits all the facts, at which point they "reveal" it.

Universalis is entirely that way. You never expect anything that's happening, despite the fact that you are making it up. Because even as you decide something, it's being made on the most recent information. And you surprise yourself with what you've come up with. This was the weirdest thing we discovered playtesting the game. The effect was itself unexpected (by me at least). I created a beastie called a Dragonthane in a game a few nights ago. No idea where I got that (anyone think of a place where the term is used)? A total surprise that such a creature was behind one of the plots going on.

So, Chris, all I can see are these two methods. Either one player holds the power to maintain an objective universe, and therefore can "protect" secret information decided up front, or the information must be created on the spot (and a good Illusionist GM can make the second look like the first if he wants to). I can't really see any other ways of accomplishing this; but then again, maybe I'm just not trying hard enough. :-)


Mike

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On 3/5/2003 at 4:42pm, bowlingm wrote:
RE: Hidden Information

Mike Holmes wrote: Well, one can build up to an unknown secret. That is, events can be determined that give partial information about what something is without anyone actually knowing what the secret is. Then, at a critical moment, the nature of the secret can be invented on the spot.


I think there's a third way to have buildup, and that is a *known* secret. I first came across this idea in a Theatrix playtest. Basically, the GM/player gives away the secret right off the bat to the players, without giving it to their characters. One way is through a quick cut-scene, e.g., cutting to the villain describing his devious plans for hypnotizing dogs through commercials and using them to take over the city. Now, there can be buildup in investigating strange dog incidents, and suspense can be created simply by introducing a dog into the scene. This may not be the greatest example, but still suspense movies do it all the time. They cut to the danger ahead so the audience knows what the oblivious character does not... and it is the audience knowledge that gives the secret its suspense.

I suppose this could fit into the taxonomy above by saying this is just a no-buildup secret where the aftermath of the secret invovles eventually revealing it to the characters. But I think it is qualitatively different than the example of Vader's revelation to Luke.

So, if it is different, then I think there's another way to classify secrets. (1) Planned, Unrevealed (as per Scattershot mystiques). (2) Unplanned, Unrevealed (as per Mike Holmes' post), (3) Planned, Revealed (the new one). Revealed here means whether the group as a whole (not their characters) know the secret. The other possible combination of words makes no sense since it would require revealing an unplanned secret.

I think the combination of unplanned secrets with planned and revealed secrets can be enough to create mystery and suspense. That is, its a reasonable alternative to Scattershots propriety rules for mystiques.

Mike

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