Topic: Storyteller Heartbreakers
Started by: Jack Spencer Jr
Started on: 3/30/2003
Board: RPG Theory
On 3/30/2003 at 8:50pm, Jack Spencer Jr wrote:
Storyteller Heartbreakers
This idea recently occured to me. I'll see if I can express it properly. With the fantasy heartbreaker articles, there has been some discussion over whether there are other types of heartbreakers out there, particularly Vampire Heartbreakers.
I think there might be several types of heartbreakers that come from VtM. One might be the Goth heartbreaker. I don't deal well with goth, so we'll let those who can discuss it.
I think that another sort of heartbreaker is the storyteller heartbreaker. Vampire is long on it's focus on "story" or "storytelling" in the text but the actual mechanics support Gamist play. I know that The Window is similar in this respect. Stating a Narrativist goal but not backing it up with mechanics.
So the question is, is this a form of heartbreaker you have seen? If so, where? If you disagree, explain.
On 3/30/2003 at 9:56pm, Lugaru wrote:
RE: Storyteller Heartbreakers
I think most people will say no, since its in fashion.
Here's my view on the subject:
Lots of creators worship all those rpg's written in the 70's even though the games themselves have been re written a dozen times by the companies themselves. Thechnically they are very proficient and complete games. Still by considering them "untouchable" the "fantasy heartbreaker" thing came up.
Then story teller comes along and its like Nirvana... all of a sudden any one can pick up a six stringer and play what's on the radio. Or all of a suden any one can make a "brand spanking new game" with just 2 or 3 paragraphs. The fact that most people where introduced to the system through VTM made them asociate it with dark, occult and evil subjects, causing them to make that kind of a game. Also of course the theme was in fashion... just like any other theme is at a time.
On 3/30/2003 at 10:16pm, ThreeGee wrote:
RE: Storyteller Heartbreakers
Hey Jack,
The short answer is, "Heck, yes." It is so painful to see games obviously derived from the Storyteller System. The source games are so incoherent that they just cry out to be "fixed", and lots of people try it. Unfortunately, most of them have never played anything else, except maybe some D&D. I really do not want to name names, but I will say that I personally know too many people who have fallen to this lure.
I want to point out that I do not mean the style of writing where you start with cliched prose and proceed to talk for pages about stuff the characters will never do. I mean the whole package: classes disguised as splats, d10 dice pools, power points, the whole nine yards of insanity.
Later,
Grant
On 3/30/2003 at 10:58pm, Paganini wrote:
RE: Storyteller Heartbreakers
Jack, of course. Countless freebies, and at least some published small press games exhibit this heartfelt fallacy. It stems from a very simple underestimation of what RPG rules are for, and what they can do. The Window is a prime example.
You've got a bunch of people with a perfectly legitimiate and passionately defended gaming ideal: the "story-based" role-playing camp. These guys have come to the conclusion that "story is the thing." You'll often find them on forums making the implicit or explicit statement that "role-playing is about storytelling." I've been there myself. "Everyone makes a story when they game. That's what gaming *is.* That's what we *do* when we game." (Ever see this discussion before?)
Story here is used in the "sequence of caused events" sense. Members of the "story-based" camp maintain that the sequence of caused events should be as interesting as possible to the participants. This is certainly a worthy goal in and of itself. Along the line, though, they make several key errors.
The first, of course, is that they latch whole-heartedly onto the Impossible Thing Before Breakfast: The GM is the "storyteller" who tells *his* story to the players, who participate via the actions of their characters. There's quite a bit of this difficult text in the Window.
The big error in system terms is two-fold. They correctly realize that the mechanics of games like D&D and GURPS do not facilitate their style of play. Couple this with the detrimental assumption that RPG exist in only one form - that of ing the game reality - and they reach the conclusion that fewer rules are better. So you end up with tiny games with vaguely abstract physics-modeling mechanics.
Note: Vampire *claims* to be exactly what they're looking for, but the inevitable crash and burn is discouraging. I view Vampire itself as a "storytelling heartbreaker."
On 3/31/2003 at 1:14am, Lugaru wrote:
RE: Storyteller Heartbreakers
See... for the last few years (at least 6) my roleplaying style was always like this:
You create a character. I create problems. You tell me what you want to do. I tell you what happens.
I just dont know how to convey that into a rule book for less imaginative guys, because they will diffinatly never have to deal with my imaginative rpg troup.
But like I said is bottom line it never came down to "you get a call" or "some one kidnaps your girlfriend". Somehow the players usually got themselves into tons of trouble on their own.
On 3/31/2003 at 2:12am, Jack Spencer Jr wrote:
RE: Storyteller Heartbreakers
I'm not sure what you're talking about, Javier. I'm talking about what Nathan describes:
Paganini wrote: The big error in system terms is two-fold. They correctly realize that the mechanics of games like D&D and GURPS do not facilitate their style of play. Couple this with the detrimental assumption that RPG exist in only one form - that of ing the game reality - and they reach the conclusion that fewer rules are better. So you end up with tiny games with vaguely abstract physics-modeling mechanics.
Or basically games that claim a focus on story yet have little if anything in their system to fascilitate the creation of a story. I don't see what you mean.
On 3/31/2003 at 1:24pm, Rob MacDougall wrote:
RE: Storyteller Heartbreakers
One of the most interesting things for me about the Fantasy Heartbreakers articles (and about the Fantasy Heartbreakers, I suppose) was how elements of those games offered definite, and often quite innovative, solutions to specific problems people had had with D&D (for example, all the different magic systems), while not challenging 95% of the larger assumptions of the game.
Rather than rehashing the GNS of VtM, maybe some people who are familiar with a couple of Storyteller heartbreakers could talk about the sorts of things that tend to be innovative in Storyteller heartbreakers and the sorts of things that never are? What parts of VtM (or whatever) did heartbreaker authors see as crying out to be fixed, and what parts were never critically examined?
Rob
On 3/31/2003 at 1:41pm, Jared A. Sorensen wrote:
RE: Storyteller Heartbreakers
Rob MacDougall wrote: Rather than rehashing the GNS of VtM, maybe some people who are familiar with a couple of Storyteller heartbreakers could talk about the sorts of things that tend to be innovative in Storyteller heartbreakers and the sorts of things that never are? What parts of VtM (or whatever) did heartbreaker authors see as crying out to be fixed, and what parts were never critically examined?
Rob MacDougall wrote: Rather than rehashing the GNS of VtM, maybe some people who are familiar with a couple of Storyteller heartbreakers could talk about the sorts of things that tend to be innovative in Storyteller heartbreakers and the sorts of things that never are? What parts of VtM (or whatever) did heartbreaker authors see as crying out to be fixed, and what parts were never critically examined?
There are no Vampire heartbreakers, just Vampire clones. Other games (including other WWGS games) take the 'tude and the mood but keep/copy the same rules. Games like Darktown, Witchcraft, Armegeddon, the Seventh Seal and all those other "dark" games...they have similar styles but give eff-all about "rules" (it's all about storytelling, man).
And while I love to poke fun, the whole Vampire=Goth thing is just...not there. The game uses quotes by Shriekback and Ministry and SoM and such but only because a) Vampire is quintessentially an 80's genre movie game (ala Terminator, Highlander, The Hidden, The Hunger...rain slicked city streets at midnight, crumbling stone facades and lots of neon with a bass heavy new wave playing in the background) and b) Rein*Hagen and his cohorts were into the punk vibe (musics from that vibe -- Siouxie Sioux, Robert Smith, Carl McCoy, Peter Murphy and Andrew Eldritch -- are vampiric lookin' -- black clothing, pale skin, dark hair).
- J
On 3/31/2003 at 3:18pm, Paganini wrote:
RE: Storyteller Heartbreakers
cruciel wrote:
Well, as I doubt the authors of VtM believe in GNS they certainly aren't claiming Nar. They are claiming story, universal to all modes. VtM is fairly metagame-lite, and actor stance is the obvious preference. So, I'd say all that story and moral struggle they are talking about is just Sim:Sit/Char.
OK, I'll buy that. I've heard it said, though, that the VtM mechanics encourage powergaming in that the system has breakpoints and exchange rates and such, which would encourage Gamism. I've only read it, not played it. Would you agree with that assessment?
(Raven? I don't see a post by Raven. Are you guys doing the PM thing? I claim conspiracy to derive an unfair advantage! ;)
On 3/31/2003 at 3:56pm, Lugaru wrote:
RE: Storyteller Heartbreakers
Oh... what I was previosly saying though is that I dont see why a system should be what is needed to facilitate story telling instead of the chemestry between players.
I mean with us it was all about the story, about cliffhangers and plot twists and stuff... and we used a pretty gamist system. All that "kill 'em and take their stuff" stereotypes that some game's have is just an exuce that story tellers use to cover up lack of chemestry with the players or lack of imaginative play. If you give the players the option to have more fun with words than numbers, they will deffinatly do so.
So yeah, story teller and VTM clones are just taking the same stuff and making it even more simple to take away the option of seeing it as a game at any point. But I dont think minimalization promotes story telling, I think chemestry does so. And frankly Im not sure how I could make that chemestry contageus on my website.
On 3/31/2003 at 4:12pm, Paganini wrote:
RE: Storyteller Heartbreakers
Lugaru, you're falling into the same trap that the designers of VtM themselves did. What you're talking about is what Ron calls "drift." It means playing in a particular style that is not encouraged by the mechanics of your game. Take a look at the Window, for example. The text of the game is full of instructions to prioritize story, prioritize character, etc. etc. But the system itself does not help you or encourage you to do that. It just "gets out of the way." Remember this paragraph from my previos post?
Paganini wrote:
The big error in system terms is two-fold. They correctly realize that the mechanics of games like D&D and GURPS do not facilitate their style of play. Couple this with the detrimental assumption that RPG exist in only one form - that of modeling the game reality - and they reach the conclusion that fewer rules are better. So you end up with tiny games with vaguely abstract physics-modeling mechanics.
That's exactly what you're doing. You're saying "just get the system out of the way and player chemistry will provide storytelling." Well, okay, sure you can drift any game. But wouldn't it be nice if you had a game that actually promotes what you're trying to do via the mechanics? Go check out System Does Matter in the Articles section. Read the bit about Herbie carefully. :)
Beware of the implicit assumption in your post that there's something wrong with the "kill them and take their stuff" style of play. That style is only a problem if it's *causing* problems in the group (I.e., conflicting play priorities). If a particular group enjoys that style of play, and you come along with a post like that, the members of that group will be justifiably upset at your attack of their perfectly valid play style.
Edit: Whupps, this post should actuall be in this thread. Sometime between then and now it got splitted off.
Forge Reference Links:
Topic 5779
On 3/31/2003 at 4:41pm, Mike Holmes wrote:
RE: Storyteller Heartbreakers
What Nathan's saying is simply to reiterate the notions conveyed in the System Does Matter essay. Basically that if one wants to have a story, one ought to have rules that support that. And one can.
Put another way, Javier, you say that you can't convey to other players in the text how to play like your players. Well, we'd agree. Instead of trying to cajole people into this style of play, why not just have rules that cause it to happen anyhow.
For example, how do you think your players would react to The Pool?
Jack, why does every sort of game have to have a heartbreaker category assigned to it? I mean, sure, we can just make a blanket statement that all areas of design suffer from designers not paying attention to the state of the art in design. Wouldn't that cover it?
To say that every designer should be aware of the design theory here is really pushing things, I think.
Mike
Forge Reference Links:
On 3/31/2003 at 7:45pm, ThreeGee wrote:
RE: Storyteller Heartbreakers
Hey all,
While I think it is great that some of you all have not suffered under the lash of the Storyteller System, I would like to point out that in my neck of the woods, White Wolf ownzers j00. It kicks down your door, locks you in the closet, takes your kids, shoots your dog, and lights your house on fire. It is the One System to Rule Them All.
Why make your own system, when clearly the Storyteller System can be adopted to anything. Just look at Vampire, Werewolf, Changeling, Wraith, Mage, Hunter, Demon, Trinity, Abberent, Adventure, Streetfighter, and a whole lot more, many of which also come in larp format. Except for that one little thing, they are all perfect games.
Or so the argument goes. The games are long on talking about story, but the story is obviously the incoherent metaplot that the characters will never affect. The characters are either clones of each other, or they stab each other in the back constantly, and the best way to resolve a conflict is to kill the other character. Under the latest edition of most of these games, the best way being to make a brick character with truckloads of whichever physical discipline allows for the most heinous abuse. In short, a gamist system pretends to be heavy-handed sim pretends to be fluffy goodness-and-light narrativism. I sometimes wonder no one has been killed arguing about how the game "should be played."
When you cannot get away from White Wolf products, you tend to think in their terms, and a lot of people around here have hardly played anything else. Is it any wonder that folks reinvent the wheel in their own image? Think Vampire would be great, if only the combat twinks didn't ruin everything and that darn metaplot weren't so laughable? Then just nerf the combat disciplines and write your own plot. Think Aberrent is a great supers game, but the characters are just too powerful and the setting is too dark? Then just fix the numbers to something a little more human scale, and add four colors and a sense of honor.
And the larps around here are the worst offenders. After many, many years of playing Mind's Eye, everyone knows every loophole in the rules and the bestest, most effective way to do anything. So, when a new larp starts up, the first thing that happens is the rules are rewritten, practically from scratch. These "house rules" inevitably resemble a Frankenstein's monster made from bits of second edition Mind's Eye, third edition Mind's Eye, and third edition tabletop, with just a little bit of horse sense thrown in for good measure. These games are inevitably more coherent, but they still ignore the fact that there are better ways of playing in any mode you might want. A leatherman is still not a hammer.
Anyway, I am done ranting for the moment. Please, carry on your regularly scheduled conversations.
Later,
Grant
On 4/1/2003 at 5:39pm, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
Um.
Okay, I admit to the obvious prejudice: I've written most of a million words for White Wolf, co-developed one game and am developing another for them because I like their stuff. So obviously I can't claim to be a neutral observer. Not that I'd try, because I disbelieve in neutrality on these matters, but I don't want anyone thinking I'm ashamed of or trying to hide my biases.
I admit to a bit of croggling when I see words like "inevitable" thrown around, in phrases like "inevitable disillusionment". Someone needs to point out that WW remains in business precisely because this disillusionment isn't inevitable at all. Just as D&D genuinely does offer what a lot of folks are interested in gaming for even when it's not my cup of tea, so with WW. I have long thought that any analysis of gaming which places too high a value on coherence as a desirable quality is going to fail the reality test of the market at large, because in fact what a lot of folks want is a highly adjustable hodge-podge.
Most gamers - very much including most of WW's customers, there's no claim of superiority being smuggled in here - do not think deeply about their gaming. They may think a lot about their gaming, but it's like hamsters on a treadmill. The view doesn't change much. They want stuff that'll be fun and cool and that probably offers them enough scope to tweak and try new things within an existing framework. They don't particularly have many easily articulable specific goals, and in my experience there comes a point in most discussions when they respond poorly even to friendly efforts to sort out overlapping imperatives.
There are limits to how far you can understand what tissues do by poking at the properties of cell organelles, just as a firm grasp of electron orbitals proves of only limited value in understanding how elements act on the macroscopic scale. A lot of gamers are looking for the game on the level of emergent properties, and if you go much below the surface you just get chaos.
This isn't to say that the games I've worked on are perfect. Hoo boy is it not to say that. But I also don't think that an exchange deriving largely of folks who either not happy in the first place or disappointed for relatively esoteric reasons is likely to get at an understanding of how or why the games actually do work for rather a lot of customers. And without that understanding, suggestions at fixes aren't going to do much good, either. Bad diagnosis makes good treatment difficult. Not impossible - people have been healing each other with the help of all kinds of bogus, incomplete, or misapplied theories, after all - but harder.
On 4/1/2003 at 5:42pm, Clinton R. Nixon wrote:
RE: Storyteller Heartbreakers
Bruce,
I think it's important to note that the work that you've been in charge of doing for White Wolf is some of the most coherent, focused stuff ever to come out of there. (This isn't sucking up - as an avid member of the "White Wolf messed up my RPGs" club, I was shocked to find I loved Adventure!) From the looks of your newest work for them, it seems you've taken an old stew-pot full of everything that could be thrown in, and made a game with pretty extreme focus, which is a task I wouldn't want to undertake, but you've seemed to do extremely well.
On 4/1/2003 at 5:44pm, Ron Edwards wrote:
RE: Storyteller Heartbreakers
Hi Bruce,
Most of the comments, I think, are derived from experiences from the early-mid 1990s, using early editions of Vampire and Mage.
There're a lot of Adventure! fans at the Forge.
Best,
Ron
On 4/1/2003 at 5:54pm, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
Wouldn't surprise me, Ron, but I see a lot more present than past tense, and not always in cases where I can check. I know, for instance, that WW switched to an official policy of "only quotes in the public domain" in 1996/1997 - I had to lobby for a single exception in a Werewolf book a couple years later. So anyone who "sees Sister of Mercy and Shriekback quotes is seeing them in older books. But in other cases...I don't know, and I...
Ah, undeclared personal history time. :)
Some years ago I was in a comics amateur press association. It was interesting, and it included Tom and Mary Bierbaum, who were co-writing the then-just-started infamous Giffen & Bierbaum run on Legion of Super-Heroes. (Non-superhero fans may treat this as "yadda yadda". :) ) Trying to discuss things with them proved very difficult. It eventually turned out that they both had this policy: if you write something that they think is just nonsensical and obviously wrong, they'll try to work out what they think you must have intended and respond to that. So if they didn't want to accept a criticism as is, they'd work up some mental model and go respond to that instead. This is of course not a good strategy for actual dialogue.
I came away from it with a horror of second-guessing of that sort. I'm probably over-compensating in the direction of responding to the text I see, and figuring that it's fairly close to the poster's intent. Given that sometimes we all do make mistakes, I'd rather go "oh, I see" in response to a clarifying follow-up than try to insert my own speculations about motive into the first post.
I do realize that sometimes this can be annoying, but I find it overall safer, particularly in an environment I'm still new to with lots of folks whose circumstances I don't know. I'm always open to acquiring the context, as going "oh, I see" and even "oops" and "sorry" when needed along the way.
On 4/1/2003 at 6:08pm, Ron Edwards wrote:
RE: Storyteller Heartbreakers
Good call, Bruce.
Folks, please be more careful about just what White Wolf "stuff" you're referencing. Like D&D, WoD games provide something of a moving target in discussions, partly due to local variations in play and partly due to changing policies and designs of the game itself over time.
Best,
Ron
On 4/1/2003 at 6:18pm, Paganini wrote:
RE: Storyteller Heartbreakers
Ron,
I think Bruce may be misreading this thread. We've been discussing Storyteller System, with the specific, named, example of VtM. The topic is how the game does not live up to its claims, and how "storyteller heartbreakers" have tried to repair it, but have failed to do so by buying into bpgis preconceptions. I see only one post that might be in danger of over-generalizing.
Bruce, I've never encountered your work, but I've heard lots of good things about Adventurer, so I hope you don't feel personally attacked by this thread in any way. Certainly, none of my posts were intended as such.
On 4/1/2003 at 7:56pm, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
Paganini, I've written a lot for Vampire, so folks' thoughts about what it does and doesn't do, in various circumstances, are of both personal and professional interest to me.
And I'll say again: I have seen some really excellent, highly dramatic, very literary-feeling Vampire play that makes heavy use of the rules to support the intent of the folks playing the game to accomplish this kind of thing. I've also seen efforts at such - and at other styles of play - founder badly. But as long as the successes are there and I keep hearing from happy customers, I won't accept "it doesn't do this" without a lot more qualifications.
I try not to say of any of my games "it does this" without qualification, for the same reason. The nature of the players and the circumstances of the session and series matter so much in this sort of thing. I believe people who tell me "it didn't work for us", particularly when they can tell me as much about the game as some of the really good complaints I've read over the years have. It's just...well, I get just as much detail from some folks whose campaigns did work out. So there are more things at work here.
And yes, I really do mean it about people using the rules as written to support the sort of shared dramaturgy they were interested in. This isn't "you can get a great game if you ignore the rules". That's a true but useless statement. :) I mean people saying things like "the chargen process gave me a better sense of who I was playing, and the Nature/Demeanor split ended up generating plot hooks with efforts to find out what would actually strengthen characters in moments of crisis, and the contrast of different characters' reactions to the same issues since they were at the same Humanity gave us the hothouse war-within-the-coterie flavor we wanted at that point," and so forth on down the line. I really do mean the rules producing results of interest to people concerned with the development of their characters and of long-term plotlines built around the evolution of those well-developed characters.
On 4/1/2003 at 8:00pm, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
I should add that I find the general question "Why do folks have success accomplishing goals I share with a game that just doesn't work for me?" a fascinating if often frustrating one. For me, it's listening to folks talk about games of narrative and dramaturgic interest with...nah, no need for the digress. Suffice it to say that I do find myself on the "but it doesn't do that for me" side often enough to wonder just what the heck is going on sometimes.
On 4/1/2003 at 8:16pm, cruciel wrote:
RE: Storyteller Heartbreakers
Bruce,
Well, I feel kind of sheepish. Adventure! is one of the few WW games I haven't read cover-to-cover (not planning on reading Demon and Street Fighter). I actually haven't seen it, which is sort of funny because I always think of the Aeon/Trinity line as the beginning of major system improvements. But, that isn't actually applicable to the question as I simply see the system changes as refinements instead of any kind of fundamental alteration.
The one serious, and legitimate, mechanical problem in the WoD line I see is the Stance incoherency - the text encouraging player narration (Director or Author stance, who knows) while at the same time sticking to the preplanned adventure, Actor stance only, GM tells you what happens to you and what you're allowed to do model (which I think is connected to the Impossible Thing, Golden Rule, and GM is God principles). I've yet to be convinced that the broken part of the WoD line that everyone refers to is anything other this or a dysfunctional playing group.
My understanding is that Adventure! includes player narration mechanics (Director Stance mechanics) - fixing this problem. Is this true, do see this problem and see it fixed?
Case in point, 7th Sea. You can definately make a case for Storyteller influences (you'd have to ask Mr Wick, I've just got conjecture) - but includes player control mechanics and other tools to increase player authorship rights. It bills itself as a cinematic, story telling game, and I think it pulls it off. No problem here. If such a thing as Storyteller heartbreaker exists, it definately isn't one.
(One side note on Ron's moving target issue. I've always though VtM was the most coherent of the line. If I was going to single one out, it would be Mage.)
On 4/1/2003 at 8:21pm, greyorm wrote:
RE: Storyteller Heartbreakers
Bruce Baugh wrote: I won't accept "it doesn't do this" without a lot more qualifications.
Ahh, but no one here is saying "it doesn't do this," because everyone here realizes that it can indeed do that. We agree: what you argue it can do can and does happen, but what is being discussed is that the rules could be better designed to support that goal of play in the first place.
Simple Forge lingo: the Incoherency in the design requires a certain amount of conscious or unconscious Drift to enable the sort of play you mention.
These put together are an answer to your following statement:
I do find myself on the "but it doesn't do that for me" side often enough to wonder just what the heck is going on sometimes.
On 4/1/2003 at 8:37pm, cruciel wrote:
RE: Storyteller Heartbreakers
Bruce,
Yeah, cross posting.
The truly successful VtM game (as in 5 years successful) I've seen basically involved dropping the combat system and damage rolls (when I dodge I roll, when I attack I roll, what's a round anyway?). Game flow was basically illiciting 'what do you want to have happen' feedback from players. Fairly like story telling. The players were relatively fresh, so they didn't come with 'what an rpg is' assumptions. No problems here except the combat rules didn't fit with their flow.
The way I see it the Stance incoherency issue springs up with people who've already got assumptions about what an rpg is. Bringing the GM vs player, GM is God ideals into the game and the mechanics not contradicting that. If you read the text with those assumption in mind it seems to support the GM is God.
On 4/1/2003 at 8:46pm, Mike Holmes wrote:
RE: Storyteller Heartbreakers
Yeah, here I am trashing WW products and Josh (a guy who GMs for me and posts here occasionally) just recently ran a game of Adventure! in which I played a very fun Mad Scientist named Emil Weisskopf who had to save the United Nations from certain death by diffusing a blast of Telluric energy using the Eiffel Tower as a giant antenna.
Realize, Bruce, that a lot of the theory here comes around as a result of the reports of people who played WW games and found some problem with them. This is, in part because of the WW design philosophy of "everyting but the kitchen sink" that you mention above. Which works for players who are able to figure out what to use from it. But for many of your "treadmill" sorts of players, this just causes confusion at times. Most times simply because there are mutiple player types simply gravitating to the different types of play that the rules support. This causes one player to annoy another, and dysfunction can occur.
With a GM who has strong control, they will choose one mode and play to that. If the players don't like it, then dysfunction again.
I think a lot of Storyteller play is about tying to "get it right". There's a sense that players have that they know how to play it correctly but others just aren't playing right. So, it's definitely an attractive system, but one marred by the potential for player conflict of interest. Which is hardly unique.
From a design perspective, GNS is simply about trying to ensure that these sorts of problems do not occur, or that at least the players understand the problems that can arise so they can address them on their own.
Interestingly, Adventure! seems to address these issues relatively well (as do some of the later editions of the other games, as Ron points out). Hence the enthusiasm for it here. And yes, this isn't bootlicking, you can do a search for Adventure! and that ought to show the enthusiasm for the game well before your arrival.
If you want, I can let you in on what I see as continuing problems with Adventure! in another thread, just to prove that we aren't trying to stroke you. :-) In fact, I commented to Josh when we played that, while I thought that Adventure! was the best WW game I'd played, it still had some baffling inconsistencies.
But then, as you've said, you're already aware that it's not perfect (and what game is?). So that may well be a redundant conversation. The point is that there is no bias here against WW (Grant's outburst aside which is really about player inflexibility more than anything else; sometimes people vent). We consider their designs with the same critical eye that we examine any system. It's just that, as a popular system, and one that led to much of the theory on this site, it attracts a lot of attention and commentary.
Anyhow, the thread is meant to point out how, following on the successes and failures of Storyeller, players went off trying to "fix" Storyteller, much as other's had tried to "fix" D&D a generation before. Which has inevitable problems (one of them being that from a certain perspecive, these games aren't broken to start with). Instead of "fixing" they should have taken cues from games like Whispering Vault (that stood on the shoulders of Storyteller), and created more innovative games from scratch.
Mike
On 4/1/2003 at 8:50pm, Jack Spencer Jr wrote:
RE: Storyteller Heartbreakers
greyorm wrote: Simple Forge lingo: the Incoherency in the design requires a certain amount of conscious or unconscious Drift to enable the sort of play you mention.
cruciel wrote: The truly successful VtM game (as in 5 years successful) I've seen basically involved dropping the combat system and damage rolls (when I dodge I roll, when I attack I roll, what's a round anyway?). ...snip... No problems here except the combat rules didn't fit with their flow.Just pointing out that the second quote illustrates the first quote.
On 4/1/2003 at 9:46pm, ThreeGee wrote:
RE: Storyteller Heartbreakers
Hey Bruce,
So we understand each other, I have nothing against you or White Wolf in general. Ron mentioned D&D, which is a perfect analogy. Many, many cooks have been in the kitchen, and the brew sometimes tastes a little funny. I love Streetfighter and first edition Mage. Masquerade was great. Vampire was not my style, but I appreciated the game for what it was. I hear nothing but good things about the latest stuff out of White Wolf, and I eagerly anticipate Gamma World.
However, this thread is about heartbreakers. Even now, I am trying to gently convince someone that his game should be more than a Vampire clone with kewler powerz and a couple rules changes. Vampire deserves better, and so does his design. I cannot count the number of different larp systems I have played that were based on both tabletop and Mind's Eye rules, but did not use either strictly. Just like D&D, the whole Storyteller line is so popular that a fanbase has sprung up, either decrying the system while blatantly copying it or praising it as the one true system while changing the parts that the fanboy does not like.
The nature of popularity is such that it spawns imitation where innovation would be better. Vampire et al has that kind of popularity. The cat is out of the bag, and no amount of effort will change that. The original should not be judged by the fans. If someone starts a thread focusing on a specific rules-set, we can talk specifics there.
Later,
Grant
On 4/2/2003 at 2:51am, Paganini wrote:
RE: Storyteller Heartbreakers
Just to clarify, Raven's post about "drift" is what I was getting at with my comments about "inevitable disillusionment." The VtM rulebook has a lot of text explaining that the game is all about story, theme, drama, etc., which looks very story-centric, and even Narrativist in the Forge sense of the word (dealing with difficult moral quandries). Upon closer inspection, though, the mechanics do not encourage this style of play, or even make it easy by "getting out of the way." VtM can be played exactly as it describes itself - that's a given. Any game can be played in the style described by the VtM rulebook. Heck, D&D can be played that way. The only requirement is that the players decide to do so. They will ignore anything that gets in the way, including rules if neccessary. Such is the nature of drift.
This natural chain of events is what leads to heartbreakers. "Oh, of course," says the drifting gamer. "We had to ditch such and such rules to get the game to work for us. Obviously rules are bad. The fewer rules the better!" And he goes on to design a rules-lite, freeform game like The Window. Or he says "Obviously, we need to replace these rules with better ones," and goes on to design a VtM clone from the ground up with custom tailored mechanics. When what the gamer should have been doing was throwing out the preconceptions implicit in the game in the first place, and looking for (or designing) a game that is custom tailored to his play style.
On 4/2/2003 at 3:08am, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
I'll have to admit this: I honestly don't see the appeal of coherency in the GNS sense. It's not what I'm looking for in a game, and it doesn't seem to have any bearing on features of games I do like.
If folks reading this want to say that I'm tone-deaf to it, I would not feel at all insulted by it, and would agree. I'm used to life with a very limited sense of smell, and with allergies and metabolic problems that mean I can't eat Thai food or drink booze, just to grab a couple of examples. I will only ever (short of strong gene therapy) appreciate these things in an intellectual way. I can't know how single and blended malts compare, and if I write fiction with characters who do, I have to rely on second-hand information for them. I've long since gotten used to be being a finite being. :)
But conversely...
Paganini, you seem to be saying that the sort of people I describe (and am), who find the Vampire rules have supported strongly narrative and dramaturgic play, are wrong, that as a matter of objective fact they don't do that. I can only say, um, you're wrong. Because they did it for me and others, and I could adduce examples until the cows come home. I think very few Storyteller system mechanics are uniquely desirable or suitable - those tend to operate at the level of discipline definitions and the like, where they exist at all. But I think that many of them do in fact work to accomplish their stated aims for many players.
Obviously they don't for all, and I'm interested in the comments of folks who can say "this bit here didn't work for me because of X". As long as you're willing to realize that I am saying "I can't tell X from Y" for a fairly broad range of cases. I genuinely can't meaningfully answer some questions, and some answers convey no information to me beyond "according to people referring to a model which remains opaque to me, there is a distinction here I don't see which matters a lot". I seldom do anything calculated to drive a customer away, and I'm here in part precisely because I'm trolling for insights to get me out of some ruts. It's just that there will be limits.
I do hope not to be a pest about this. If it ever becomes unclear that I do draw a distinction between categories that work for me and categories that work for anyone ever, lemme know and I can sort it out. I'm willing to disagree, but I do not intend to insult anyone.
On 4/2/2003 at 3:12am, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
Oh, yes, back at the point. :)
Yeah, I agree a lot that doing Storyteller knockoffs is silly. One of the real virtues of the d20 license is that it's saved us from D&D clones, mostly. :) I operate on an aesthetic inspired in part by comments of Scott McCloud in Understanding Comics - there should be clear reasons for the work to be in the medium it is (game rather than novel, for instance), and there should be features specific to the work at hand. Retreads may be good learning exercises, but why bother inflicting them on the public? If it's a new work, it should be, you know, a new work; otherwise it should be a supplement, official or otherwise, to something that already exists.
On 4/2/2003 at 3:57am, Paganini wrote:
RE: Storyteller Heartbreakers
Bruce,
We're starting to drift off topic, but into some really interesting issues that would be cool to explore. I'd be happy to go over just why I feel that Vampire fails to meet its stated design goals in another thread, if you're interested in my opinions at all. (No reason you should be, but there it is. :) Plus, the idea of GNS cohesion that I mention below could certainly be explored more fully in its own thread as well.
Anyway, on the topic at hand, I don't mean to imply that people can't have fun with Vampire as written. I do think that Vampire misrepresents itself such that many people go into play with certain expectations that are not met. This leads to the creation heartbreakers as described. I agree whole-heartedly with Jack on this, because I've seen so many games that pipe "Story is the thing! Fewer rules for better stories!" Heck, I used to do it myself.
IMO, Vampire itself is a link in a chain of heartbreaker type games that stretches across RPG history. Such games recognize particular play goals (sometimes even admitting that such a style is merely "different" and not "the one way to game") but fail to realize those goals mechanically. This is really all GNS cohesion is about: Identifying play goals, and crafting mechanics to actively address those goals, rather than hindering or "getting out of the way."
On 4/2/2003 at 4:06am, greyorm wrote:
RE: Storyteller Heartbreakers
Bruce wrote: Paganini, you seem to be saying that the sort of people I describe (and am), who find the Vampire rules have supported strongly narrative and dramaturgic play, are wrong, that as a matter of objective fact they don't do that. I can only say, um, you're wrong. Because they did it for me and others, and I could adduce examples until the cows come home.
That, however, is where you're wrong! (Heh)
This is like saying D&D's rules support dramatic, narrative play because this group or that group did it -- heck, MY D&D group does it (as I've written about over in Actual Play a number of times)! The flat answer to that, and the one I give as well, is D&D does not support dramatic, narrative play.
This may seem like a no-brainer given "what D&D is," but stick "Storyteller" in there in place of "D&D" and compare the two statements and you'll see what I'm getting at.
I would bet my left sock every one of the groups you mention or examples you can cite are the result of Drift. Certain rules of Vampire (or any Storyteller game) are geared to provide Narrative focus, unfortunately, the rest of the system then gets in the way.
BTW, I think we need to come to a description of what "narrative" or "dramaturgic" play mean in the context of what we are discussing, because we may easily be talking past one another. What is your objective definition of narrative play and dramatic play, and how are they concretely told apart from other forms of play?
On 4/2/2003 at 5:20am, szilard wrote:
RE: Storyteller Heartbreakers
This is like saying D&D's rules support dramatic, narrative play because this group or that group did it -- heck, MY D&D group does it (as I've written about over in Actual Play a number of times)! The flat answer to that, and the one I give as well, is D&D does not support dramatic, narrative play.
It isn't quite the same.
I believe what Bruce was saying was that the group acheived dramatic, narrative play due (at least in part) to certain rules (notably Humanity and Archetypes) that exist in Vampire. If his only point was the one you had we could just refer him to "System Does Matter." He knows that system matters.
I guess that my point would be that, yes, certain rules in V:tM support more narrativist play. Other rules, however, might get in the way of it. Would V:tM have been a better game if it were more coherent - if all of its rules supported (or at least didn't hinder) narrativist play? For some people, yeah. I suspect, though, that it wouldn't have sold nearly as well as it did...
but that's another point, entirely.
Stuart
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On 4/2/2003 at 8:25am, greyorm wrote:
RE: Storyteller Heartbreakers
szilard wrote: I believe what Bruce was saying was that the group acheived dramatic, narrative play due (at least in part) to certain rules (notably Humanity and Archetypes) that exist in Vampire.
Heya Stuart,
That is actually the point I was attempting to make. Frex, I could as easily state that D&D's alignment system and Charisma-based skill checks supported dramatic results and our group achieved it because we used them. This doesn't make D&D any more suited to narrative play, however, no matter the existance of singular rules.
On 4/2/2003 at 1:24pm, Valamir wrote:
RE: Storyteller Heartbreakers
I think perhaps there are a few misconceptions about coherent play that are muddying up the discussion.
First, Coherent play does not mean "can only do one thing". Therefor arguements about prefering Incoherent games because one like to do different types of things are a fallacy.
Second, there is NOTHING absolutely nothing that group A can do with a coherent game, that group B can't do with an incoherent game. Therefor examples of "but my group does all kinds of play like that with this game so there for this game must not be incoherent like you say" is also a fallacy.
Third, Incoherent does not mean broken crappy mechanics. Some of the mechanics subsystems in Vampire were brilliantly innovative at the time they were first released. Quality of the underlying mechanic has no bearing on Coherent or Incoherent.
Coherent IS NOT a euphimism for "good game" or "a game we like". Incoherent IS NOT a euphimism for "crappy game" or "a game we don't like".
Group B can have exactly the same roleplaying experience with an incoherent game that Group A has with a coherent one.
The difference being that group A is doing it because of the system, and group B is doing it despite the system. Or more precisely, group B is doing it despite those elements of the system that are fighting against what they're trying to do.
On 4/2/2003 at 3:31pm, Paul Czege wrote:
RE: Storyteller Heartbreakers
I believe what Bruce was saying was that the group acheived dramatic, narrative play due (at least in part) to certain rules (notably Humanity and Archetypes) that exist in Vampire.
Didn't Jared once say that you could make Narrativist Vampire with Nature, Demeanor and Humanity? The attributes and skills are noise in an otherwise nicely realized Narrativist system.
Paul
On 4/2/2003 at 3:35pm, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
greyorm wrote: BTW, I think we need to come to a description of what "narrative" or "dramaturgic" play mean in the context of what we are discussing, because we may easily be talking past one another. What is your objective definition of narrative play and dramatic play, and how are they concretely told apart from other forms of play?
I'm still not entirely happy with any taxonomy I know for this kind of thing, so this is a good chance to clarify. That is to say, "I'm glad you asked that!" :)
White Wolf games present themselves as suitable for creating characters who begin with interesting personalities and who have the potential to evolve in ways that fit the emotional and spiritual ambience of the game world as well as the characters' personal histories, and as suitable for playing games where external events in the game world mesh with the characters' internal development and also conform to expectations shaped by literary and other inspirations.
Of these, I think they're weakest on the details of plotting. Well, the games do well for a lot of folks in producing play that leads players to look back and say "that was cool and appropriate and it hangs together" - the after-play evaluation of events, that is. The games do not provide much advice at all when it comes to planning a sequence of events in advance, particularly in the core books. Some of the mechanics and advice in Adventure reflect Andrew Bates' and my interest in setting up interesting environments and then just turning the characters loose in them. If I'm feeling overt in my metaphorage, I say that I like to build games like a mobile that gets pushed into motion as play begins; if I'm feeling more esoteric, I say that I run a Situationist game rather than a plotted one.
But when it comes to character creation and character development through attempted action and internal and external response, the games seem to work precisely as advertised for quite a few players.
One way, of course, players feel satisfied with a game is by adjusting expectations downward. I got started in gaming back when we were all waiting for the second two volumes of AD&D to appear (anyone remember the Warlock house rules/supplement?), because I was (and am) a big swords & sorcery fan, among other things. I had little interest in dungeon crawling, but I put up with it because that was about what the system did. I never really got reconciled to it, though, which is why I stopped playing D&D after a while, a fair chunk of my professional work these days has as one of its subtexts "this is what I wanted when I was 13". I want to make it clear that I do know that there are folks who come to the WW games with high expectations that, for whatever reason, never get fulfilled in play, and so they end up settling for what they can get or leaving. I'm specifically not talking about that resignation, but about the experience of players who say "I wanted a game about <some sort of supernatural beastie> that would give me room for melodrama and action and introspection and exploration of exotic physical environments and social milieus, and I got it in play; this is what I wanted."
Now, in a world where there are hard-core SenZar fans, I realize that it's hard to draw any absolute lines. But even allowing for a bit of fuzziness in boundaries - what's the system, what's the blessing of a good group, what's the luck of particular circumstances of play, and so on - I have myself had good play that I attribute to good support from the system toward accomplishing its goals, and I've seen this happen for others. Keeping in mind that I test out most of what I write and also play stuff for fun, and that I end up in touch a pretty wide range of folks about their experience (as a fairly visible contributor, I end up as one of the de facto net reps), I think I have a good handle on the relative frequency of various failure modes.
One thing that the stock WoD system really doesn't do well is atmospheric combat. Adventure improved on it, and my friend and recurrent partner in crime, er, writing and dvelopment Geoff Grabowski and his crew improved a lot more on that for Exalted. Exalted combat is both crunchy and atmospheric, I think. But I don't get the impression that we're concerned here primarily with that. And when it comes to the interesting and suitable development of characters and the unfolding of interesting and suitable changes in their environment, then I'd have to say that the system seems to work pretty well a goodly fraction of the time.
On 4/2/2003 at 3:37pm, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
Paul Czege wrote: Didn't Jared once say that you could make Narrativist Vampire with Nature, Demeanor and Humanity? The attributes and skills are noise in an otherwise nicely realized Narrativist system.
I've wondered about that from time to time ever since I saw how much you can get done with no-skills Tri-Stat. I'd want a few categories besides Nature, Demeanor, and Humanity, but not many more - not so many I'd have to go barefoot to count them all.
On 4/2/2003 at 4:30pm, Mike Holmes wrote:
RE: Storyteller Heartbreakers
See, that's the point, Bruce. "It works well a goodly fraction of the time", translates to us as, "when the players all share the same play goals, it works great". When play is coherent in WW games, it's a pretty good system.
The problem is that you're anecdotes are, I'm guessing, about play with like-minded indviduals. Perhaps some of who had a hand in the games' designs? Anyhow, we wouldn't expect problems from such a group.
The problems arise when Gamist player A does something "gamey" (like. perhaps committing diablerie, because "it's the only way to get more powerful") and it annoys the Sim player ("But you're not considering the ramifications when the Camarilla finds out").
The problem with the design is that it supports each of these decisions equally. So each player feels justified in playing their way. This is Incoherent play. And it's a leading cause of the end of games, or at least of the odd player dropping out. I'm sure you're aware of what I'm describing.
So, sure, lot's of VtM play is quite coherent, and people enjoy it. Nopbody's saying it can't happen. All we're saying is that if the system had been designed to support only one mode, then you might not have as many dissaffected players. OTOH, you might have fewer players overall, because only a smaller proportion would like the mode supported.
So the question is, are these games designed to produce the best possible play for a small group, or to cater to the desires of the largest number of players despite the fact that play may get messed up by that wide appeal?
The second option explains both the games' success, and the reports of dissafected players.
OTOH, the storyteller system is no different than 90% of games out there in this. Perhaps more pointedly problematic from a GNS perspective than most, but not markedly so. Consider the vast number of games that are Simmy, but feel the need to put in rules to limit "gamist creep". These are classic examples of games that often lead to incoherent play.
Mike
On 4/2/2003 at 4:59pm, Paganini wrote:
RE: Storyteller Heartbreakers
The thing to keep in mind is that Vampire has conflicting statements of play goals before we even encounter any mechanics. Vampire devotes a lot of space to describing the game in terms of play-style and content, without mentioning specific mechanics. Here's a quick summary of the important GNS theory:
The act of role-playing is essentially an act of collective imagination. Ron has labeled this concept Exploration. The participants, as a group, create a fictional reality, shared by all, through a combination of their individual imaginings. The extent to which any given participant may exert control over the shared reality must be defined by some regulatory agent. The ability to influence the shared reality is called Credibility. The regulatory agent is System. This is what the Lumpley Principle is about: all role-playing mechanics define the limit of each participant's Credibility to a greater or lesser degree. System may be as simple as an unstated agreement (Social Contract) or as complex as a set of detailed algorithms.
Vampire's stated goals are in absolute conflict with themselves. The Impossible Thing Before Breakfast basically says that simultaneous Credibility may not exist, yet Vampire proposes exactly that. Furthermore, thematic play in morally difficult situations, causal events, and tactical decision making may not be simultaneously prioritized. When these elements arise during play, the participants will have to determine which one is important. If all of the participants are of like mind then this will be no big deal - drift happens unconciously and automaticaly. If the participants are not of like mind, then conflict will ocurr as Mike describes. The rules can not resolve such conflict, because they fallaciously assume that such conflicts will not arise, that the play goals can coexist.
Here are some quotes from the second edition to showcase the conflicts:
Rules:
"They are used mainly to avoid arguments . . . and to add a deeper sense of realism to the story. Rules direct and guide the progress of the story, and help define the capacities and weaknesses of the characters."
Storyteller:
". . . the person who creates and guides the stories."
"The Storyteller describes what happens as a result of what the players say and do, and must decide if the characters succeed or fail, suffer or prosper, live or die."
"[the Storyteller] doesn't simply tell the story; instead, she must create the skeleton of a story and then let the players flesh it out by living the roles of its leading characters. . . . mostly she must decide what occurs in reaction to the words and actions of the characters - as realistically, impartially and creatively as she possibly can."
Player:
". . . you are inside the story and not just watching it. You are creating it as you go along, and the outcome is always uncertain."
"That is what this game is all about: not stories told to you, but stories you will tell yourself."
"Vampire is not only a storytelling game, but a roleplaying game as well. You not only tell stories, but actually act through them by taking on the roles of the central characters. It's a lot like acting, only you make up the lines."
"You decide what risks to accept or decline. Everything you say and do when you play your character has an effect on the world."
"To some extent, you are a Storyteller as well as a player, and should feel free to add ideas and elements to the story, though the Storyteller may accept or reject them as she sees fit.
"As a player, you try to do things which allow your character to succeed, so as to "win the game." This strategic element of the game is essential, for it is what so often creates the thrill and excitement of a dramatic moment."
"Although Vampire is a game, it is more about storytelling than it is about winning."
"There is no single "winner" of Vampire, since the object is not to defeat the other players. To win at all, you need to cooperate with the other players. Because this is a storytelling game, there is no way for one person to claim victory. In fact, Vampire is a game in which you are likely to lose, for it is difficult to do anything to slow your character's inexorable slide into madness. The whole idea is to hang on as long as possible and eke out the most drama from the ongoing tragedy."
It's important to realize that the above quotes are from Vampire's discussion of actual play. That is, if this is the first time you've encountered an RPG, this is the part of the book that tells you "how an RPG works." With these statements, the designers are describing how they intend Credibility to be aportioned by the mechanics.
It's no wonder that after wading through this tangle of vague and contradictory statements that so many players come away with confused notions of what the game is intended to prioritize. It seems as though the designers themselves didn't even really know.
On 4/2/2003 at 5:16pm, Mike Holmes wrote:
RE: Storyteller Heartbreakers
Paganini wrote: It's no wonder that after wading through this tangle of vague and contradictory statements that so many players come away with confused notions of what the game is intended to prioritize. It seems as though the designers themselves didn't even really know.
Uh, isn't that a little harsh, Nathan? I mean every game text before that point had stuff like that. The idea that the Impossible Thing was impossible only occured with the advent of the theory (note: theory) of this site. The designers had a very good idea of what they wanted. They were just not aware that in the attempt that problems would be caused. Do we blame them for trying?
Further, your statements about the Impossible Thing are likely to be misinterpereted. You make it sound as though one cannot have the GM control the world, and the players control their characters. They can, of course. The control that can't be shared is of creation of "story" in the Narrativist sense. Bruce, I hope you see the distinction.
Mike
On 4/2/2003 at 7:10pm, cruciel wrote:
RE: Storyteller Heartbreakers
Well, to give a couple actual ideas instead of high brow GNS flim-flam.
If you wanted to make VtM promote cooperative storytelling more I've got some frightening ideas.
1) Remove split dice pools. Arguement can be make that split dice pools encourage tactical thinking, particularly in the combat system.
2) Gut the combat system. I don't mean rewrite it, I mean remove it. See this here thread.
3) Ditch game balance. By this I mean ditch points (starting, experience, or freebie). Just fill in the dots to make the character you want for the story. Some vampires will be better than others, that's normal for vampire fiction. Still keep all those backgrounds and personality/concept merits and flaws as character concept seeds, just don't charge for them or reward for them. If you want to learn something new, play it out (which the game already encourages you to do).
Now, these are just my opinions and I seriously doubt you could create a popular game by doing this. After all, now it's a 'broken' system. There are, I'm sure, a zillion other ideas floating around in people's heads here - I just picked the scary ones to highlight Mike's point about coherency and marketability.
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On 4/2/2003 at 7:11pm, Paganini wrote:
RE: Storyteller Heartbreakers
Mike Holmes wrote:
Uh, isn't that a little harsh, Nathan? I mean every game text before that point had stuff like that. The idea that the Impossible Thing was impossible only occured with the advent of the theory (note: theory) of this site. The designers had a very good idea of what they wanted. They were just not aware that in the attempt that problems would be caused. Do we blame them for trying?
Hmm, well, I see what you're saying Mike. I guess if you just looked at this thread it would seem a bit like bashing. Just be aware that I say this stuff about all kinds of games . . . AD&D, frex. And just this week I was examining Don't Look Back (didn't post about it, didn't seem worth it) with similar conclusions.
The only reason Vampire bugs me more than any other such game is it's presentation as something different, something better for story gamers, etc., but it makes the exact same mistakes as the predecessors it was trying to overcome.
Edit: Cruciel, simulpost with you.
Well, no, it's not a broken system. Now it's a vampire clone of the heartbreaker variety that's just exactly what Jack was talking about in the ver first post. "Aha," you say. "These rules don't work! Can them, and everything is fine!" OK, great. But why use the system at all now? Why not just play freeform? Or use the Window. It's basically what you describe. (I.e., free chargen, no combat system.)
Wouldn't it be better to design a game that will actually help you do what you want to do, rather than just gutting the hindering elements out of an existing system?
On 4/3/2003 at 5:28am, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
*shrug* Okay, I don't have much to say in response to assertions that my experience is impossible. I disagree, or I wouldn't think it was my experience, but I'm also not here to piss in other people's beer about interpretative frameworks. I note the disagreement and move on.
I do agree that it makes more sense to start from scratch with fresh projects. Take inspiration, sure, but building fresh lets you avoid a lot of baggage.
On 4/3/2003 at 10:34am, cruciel wrote:
RE: Storyteller Heartbreakers
Paganini wrote: Well, no, it's not a broken system. Now it's a vampire clone of the heartbreaker variety that's just exactly what Jack was talking about in the ver first post. "Aha," you say. "These rules don't work! Can them, and everything is fine!" OK, great. But why use the system at all now? Why not just play freeform? Or use the Window. It's basically what you describe. (I.e., free chargen, no combat system.)
Wouldn't it be better to design a game that will actually help you do what you want to do, rather than just gutting the hindering elements out of an existing system?
Well, I won't argue with that. I was just throwing out how I would fix VtM to be more narration oriented, for more concrete examples of what might be considered incoherent in VtM (without breaking its Simminess). No suprise that that creates the alleged heartbreaker (which is just trying to fix a game instead of starting fresh).
On 4/3/2003 at 3:41pm, Mike Holmes wrote:
RE: Storyteller Heartbreakers
Bruce Baugh wrote: *shrug* Okay, I don't have much to say in response to assertions that my experience is impossible. I disagree, or I wouldn't think it was my experience, but I'm also not here to piss in other people's beer about interpretative frameworks. I note the disagreement and move on.I don't think anybody is actually saying that. Mostly we're all talking past each other because we have different definitions of what the terms all mean. Obviously your experiences have occured just as you've related them. It's just that some here wouldn't consider what you've related to be at all contradictory to the idea that there o certain sorts is some play out there which is problematic. Not all play, just some. You're described examoples don't contradict those examples at all.
It's like we've said, "cars are not trucks", and you've replied, "ah, but I've got an El Camino," to which we'd respond, "but that's not a truck either." It's all a matter of perspective. Until you see the limited version of the definitions that we're discussing, then you will, of course, disagree. You might even continue to disagree afterwards, but you can't even possibly agree until you understand our admittedly esoteric definitions of terms like story, Narrativism, Credibility, etc.
The point is, that the phenomenon we describe may not be as pronounced or important as we think it is. We certainly don't have any empirical data to back it up. But it's a subject of some concern to some of us in general terms (not so much how it applies to WW games, but to gaming in general).
As Ron has often said of GNS, if your gaming ain't broke, then GNS isn't going to fix anything. GNS is a tool that identifies problems that occur in play.
I do agree that it makes more sense to start from scratch with fresh projects. Take inspiration, sure, but building fresh lets you avoid a lot of baggage.Well said.
It's the most common failing of first time designers to create a game by adjusting off only one model, and accepting most of the assumptions of that model (all except those they intend to change) implicitly.
Mike
On 4/3/2003 at 3:58pm, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
I did take time to read through the available articles, on the grounds that if hosts think them important or interesting enough to put up, I as guest should go take a look. :) I suspect that a lot of it is definitions built on different assumptions (My Definition, My Enemy! written by Stan Lee, drawn by Jack Kirby), yes, and I would freely confess to having a highly idiosyncratic approach to some matters myself - constructing theories with a deliberately colloquial style is just part of it.
On 4/3/2003 at 6:55pm, greyorm wrote:
RE: Storyteller Heartbreakers
Bruce Baugh wrote: *shrug* Okay, I don't have much to say in response to assertions that my experience is impossible.
Bruce, I think this is the heart of the problem. No one is saying your experiences are impossible or didn't happen, we are arguing with your interpretation of those experiences, mainly because many of us have been there before.
Of course the rules supported the results, or seemed to.
If you go searching to find the threads related to my D&D games, you'll note that I claimed I was playing regular-style D&D by the rules and getting Narrativist results with it. In actuality, there was some arguable Drift occuring there in regards to how I was playing.
And again, it isn't that the rules can't, which it seems to me you're hung up on as the counter-argument, but that the rules aren't suited to it, and there's a huge difference between those two ideas.
Example: someone tells you that using a saw to cut down a tree is going about things the wrong way, that it is the wrong tool for the job. You, knowing of no other tool better suited to the task, say that the tool is well-suited to the task and you can cut down trees with it, and go on to list the trees you have cut down with this saw, the friends you have who have cut down trees with their saws, and so forth.
In point of fact, you're right, but the point the other individual is trying to make is not that the tool doesn't work, but that the tool isn't well-suited to the job as compared to another tool.
Throw in the fact that goals exist for the activity: for example, the speed at which the tree is downed, the wear on the tool used, the personal effort to use the tool to get the job done, etc., and you can see how, depending on the goals of the activity, the saw might not be the best tool to use.
Same thing here: yes, you can and do get the results you describe using the rules as written -- ie: your experience isn't impossible -- but that doesn't mean they are the best rules for the job.
On 4/3/2003 at 8:02pm, Blake Hutchins wrote:
RE: Storyteller Heartbreakers
I suggest the term we might be looking for is "optimized." White Wolf rules - I'll focus on Vampire and Mage here - as written are not optimized to produce the kind of play the storytelling sections point toward. They may produce that play under certain circumstances with certain groups, but they contain - and I think I read something you wrote earlier in this thread, Bruce, that essentially concedes this point - a certain amount of static.
I've had a hell of a lot of fun with WW games over the years, but at the same time, have experienced significant frustration when the rules appeared to hamper play rather than enhance it, leading to modification or jettisoning of those rules. My experience is certainly not universal, and speaks to my own group's dynamics, but I don't think it's uncommon. I can readily believe some groups are having great play with the rules working straight from the book.
Are we now chasing tails here, or is this topic sufficiently drained of blood?
Best,
Blake
On 4/3/2003 at 8:37pm, cruciel wrote:
RE: Storyteller Heartbreakers
Bruce wrote: I'm also not here to piss in other people's beer about interpretative frameworks.
Maybe none of this doesn't needs to be stated, but...
There is a whole forum entitled 'Piss in Ron's Beer' (err...GNS Model Discussion). Nothing wrong with leaking, it's a natural process (and easily concealed in beer).
All these Forge-brand (TM) theories and models are primarily useful for facilitating discussion - getting to the meat instead of trying to figure out what everyone is talking about. Joe Butt can boil his experience with VtM down into a little string of jargon, and Sally Ass can counter with her own completely contradictory string of jargon. Other uses in design and play abound, but I think that's the real point.
Sounds to me like your angle is that this incoherency doesn't exist. Which I personally agree with on the GNS level (supports a single goal), but for many people may not be true on the Stance level (who's in control and when).
Or...
There ain't nothin' wrong with an incoherent game. Which, has been tossed around aplenty. Normally starting with 'incoherent games are more fun for most people' and ending with something like 'ok, you're right as long as it's a hybrid (supports multiple modes without conflicting with itself), congruent (cannot tell which mode it supports because functional play can be approached from many angles), abashed (must be drifted, but is set up to do so)'. Arguement can certainly be made for VtM being abashed.
On 4/3/2003 at 8:43pm, Bruce Baugh wrote:
RE: Storyteller Heartbreakers
Blake, yeah, if we're talking about a spectrum of "does this well" to "does this not so well", then that's fine. I will admit to a persistent skewing because of my commercial interests, weighing "might do this better' against "but then wouldn't do that well", but that's me.
Cruciel, I'm not so much saying incoherency doesn't exist as saying that I do not, on any very useful level, grasp the content or desirability of coherency. I mean, I can tell people want it, but like I said in an earlier post, I feel like a color-blind person listening to others discuss two colors which are similar or identical in the qualities I can detect. I am cognitively impaired in some ways thanks to auto-immune and neurological problems, so the analogy isn't a flippant one. I genuinely do recognize the existence of distinctions I cannot percieve. One of the things I'm doing is seeing how much of this sounds like stuff I want to try translating into a framework that I could work with.
On 4/3/2003 at 10:31pm, John Kim wrote:
RE: Storyteller Heartbreakers
Blake Hutchins wrote: White Wolf rules - I'll focus on Vampire and Mage here - as written are not optimized to produce the kind of play the storytelling sections point toward. They may produce that play under certain circumstances with certain groups, but they contain - and I think I read something you wrote earlier in this thread, Bruce, that essentially concedes this point - a certain amount of static.
I've had a hell of a lot of fun with WW games over the years, but at the same time, have experienced significant frustration when the rules appeared to hamper play rather than enhance it, leading to modification or jettisoning of those rules.
I have limited experience with White Wolf games, but I have observed similar cases with other games. However, my experience with "drift" (aka house rules) is that it will frequently go in different directions -- even for people who value story of the sort described. For example, I am currently running a RuneQuest game, which is strongly focussed on story that I am quite satisfied with. Now, I do have quite a number of house rules -- but I suspect they are pretty different from what someone else might do with the system.
I think that because of differing styles, different people find different rules to be "hampering" to the process of story creation. For example, one of the rules which I found hampering to story in Storyteller was the use of "scene" in mechanics. I found this very frustrating for my storytelling style, such as the case when someone asks in-character "How long can you remain Obfuscated for?"