Topic: In the beginning, there was dysfunction...
Started by: Cadriel
Started on: 7/12/2003
Board: RPG Theory
On 7/12/2003 at 11:17pm, Cadriel wrote:
In the beginning, there was dysfunction...
This is split from the thread Something by way of a counterpoint because, well, I got intrigued by one of the thoughts that was going on.
Specifically, in Justin Dagna's post, I saw an assumption that bugs me (though I believe one of Marco's referenced it earlier): starting players are often better off with dysfunctional or lesser games. I've seen hints of it here; I've also seen it a lot in places like RPGnet. And I don't buy it.
I'm not going against Justin by way of saying that every new player should read all of Ron's essays and understand every thread on the Forge before coming to the table. What I'm saying is, why are new players given crap? Why is it that gamers who hate D&D or Vampire will say that they're good introductions to the hobby?
There is more to this, too. I think that a lot of people tend to assume that their way into the hobby is somehow necessary to get to where they are; in other words, that you have to go through bad roleplaying games to get experienced enough to play the good ones. This system, I think, perpetuates the mindsets of the current RPG hobby (which I obviously don't find too satisfactory as a whole). It drags them through the same system of expectations (the basic stats and skills, combat systems, single-event resolution system, GM absolutism) that I don't think are necessary or beneficial. The experience also weeds out many of those not in tune with the hobby as it stands; in other words, it keeps the status quo alive.
I think, especially with regard to indie games, there should be more of a thrust toward introducing people as equals, as people who, once they get the hang of the game, will be participants on the same level as everybody else. I just wonder what methods are best used.
-Wayne
Forge Reference Links:
Topic 7142
On 7/12/2003 at 11:44pm, Bruce Baugh wrote:
RE: In the beginning, there was dysfunction...
Agreement here, and this (I think) ties into one of my long-standing pet peeves - the notion that you must somehow "earn" the right to play what you really want to. People who like baseball don't have to start off watching minor-league teams, and then work their way up to those in the bottom of their bracket, and so on before being allowed to watch last year's World Series winners. People who want to read literature can skip right by Bulwer-Litton and late Hemingway. And so forth and so on.
The whole point (for me, anyway) of diversity among games is to have a better chance of getting a game that's close to players' wants and needs. And new players should absolutely be encouraged and helped with whatever seems closest. It doesn't matter what's popular overall or what has been significant in the past - it matters what's likely to be fun and rewarding for them, right now.
Now, we could end up disagreeing on what is in fact good choices for them, and the reasons for those choices, but that's a separate matter. (And of course we do - there are quite a few circumstnaces in which I'd recommend D&D and/or Vampire, and I'm obviously working in a different set of assumptions.) The key thing for me is that nobody should ever have to put up with unsatisfactory gaming, nor do they have anything to prove beyond willingness to give it a try.
On 7/13/2003 at 12:47am, Marco wrote:
RE: In the beginning, there was dysfunction...
I dunno if you're referencing me or not (directly)--but I don't believe any of that.
I think people who point out VtM as a good game for beginners do so because they like it and/or they think it'll be accessible and interesting to people not interested in a dungeon crawl. I didn't say the posters thought it was crap.
I don't think anyone should put up with any dysfunctional gaming at all. I think those that do for any period of time are getting something out of it.
I suspect that game-mastering is a skill (as is playing) and it takes a while to get really good at it.
That's all.
-Marco
On 7/13/2003 at 1:32am, Comte wrote:
RE: In the beginning, there was dysfunction...
Well I like using D&D for introducing new people to the game. Rules wise it is fairly awful, but with a few stradigys that I use it really isn't so bad. The thing I like about using D&D though is the fantasy adventure motif. When you say it is set in a fantasy world it essentialy means nothing, in both a postive and negative sense. You are given little idea of what you can do, or should do, but the opposite is also true. In many of the fantasy campians I've played in we have travled from little town to little town seeking out adventure and fortue. In the back of the player's minds they know that they could massacar the entire little village they past through without breaking a sweat and no one would be around to stop them. Unlike a game that takes place in our world were wwe have cops, fbi, army, and other painful things. The players are free to persure thier leagal and not so leagal activities without any real fear of getting caught. After all since the King hired them to kill the dragon it is obviouse he has no one better than them to do it. It is with this sort of confidense that the players stride acrost the world doing their little things. Not because they are forced to but out of benevolent kindness.
I have noticed that this confidence is sapped by any game setting that has an organization of people that is generaly more powerful than the player charecters. But by the time they make that switch they make the switch to the other game, they will already know how to roleplay, they will already have learned one very complex game system for teaching a diffrent easyer one should be a breeze, and while the confidence is sapped it can be regained once they find thier footing in the game world.
Do non standard games work? Sure they work wonderfuly, but I have had to get the players over the hump of not worrying so much about some law enfoment agency and to just have fun. In fantasy...and even vampire that really dosn't excist so much.
On 7/13/2003 at 3:31am, Dr. Velocity wrote:
RE: In the beginning, there was dysfunction...
Thats a good point by Comte, and I also got started with D&D, but I also agree that it really ISN'T what I'd recommend starting people out on, and if I tried to get a group of newbies together, it would quite honestly be over a free PDF or something with rules-lite and straight-forward mechanics.
On 7/13/2003 at 4:36am, Bankuei wrote:
RE: In the beginning, there was dysfunction...
Hi Cadriel,
Have you ever considered that many of the people who advocate such systems(ones they don't like) as "good entry points" may not have left the land of dysfunction?
That is to say, functional play is really about a working social contract in which folks can have fun with a minimal amount of hassle from such issues as vying for ego dominance, emotional bullying, throwing "mini-fits" for attention, or the basic fight for power(usually as a result of differing views based on GNS goals), etc.
Most people play without any sort of conscious thought about Social Contract. At best people grasp vague ideas, such as "action", "story", "adventure", etc to poorly describe their real style of play. And they go through dysfunctional play, over and over, and maybe, they find the right combination of players and GM that are close enough in styles that it works.
Basically, trial and error, without any sort of forethought.
If this is your expected method, dysfunction(error) naturally will be the place to start. And if you go with the "most popular" games, you are more likely to sort through the same issues in deciding your own style of play, all the flailing about with house rules, nightmare groups, etc, until you maybe get a stronger sense of what you want, and sift through the masses to find others who also want the same.
Notice that in this method, functional play is more a result of luck, than personal effort.
Not that I'm saying that folks should learn any kind of theory stuff to start off roleplaying, I personally prefer to expose someone to a lot of different games, and let them see the variety and options and go from there. But if you assume that trial and error is the only method, it will seem to be the "best" method for learning roleplaying.
One of the big red flags of dysfunction is the inability to clearly analyze or recognize what is actually going on. Many of the advocates of games they dislike couldn't really give solid reasons why in the world anyone should start with a "bad game". The second red flag is to just accept something without any possible questioning of the premise. And starting with a game you don't like is blind acceptance.
Chris
On 7/13/2003 at 8:09am, Andrew Martin wrote:
RE: In the beginning, there was dysfunction...
Marco wrote: I don't think anyone should put up with any dysfunctional gaming at all. I think those that do for any period of time are getting something out of it.
I'd suspect that something is like non-physical sadism and masochism or dominance and submission games.
On 7/13/2003 at 12:41pm, Marco wrote:
RE: In the beginning, there was dysfunction...
Andrew Martin wrote:Marco wrote: I don't think anyone should put up with any dysfunctional gaming at all. I think those that do for any period of time are getting something out of it.
I'd suspect that something is like non-physical sadism and masochism or dominance and submission games.
Could be. But doesn't have to be that extreme. From what I've seen the big one is a self-validating sense of superority ("look at all these dysfunctional people!") Could be feeding a mild persecution complex. Any of a number of mundane reasons why people engage in garden variety self-destructive behavior.
-Marco
On 7/13/2003 at 5:37pm, hyphz wrote:
RE: In the beginning, there was dysfunction...
Marco wrote:Andrew Martin wrote:Marco wrote: I don't think anyone should put up with any dysfunctional gaming at all. I think those that do for any period of time are getting something out of it.
I'd suspect that something is like non-physical sadism and masochism or dominance and submission games.
Could be. But doesn't have to be that extreme. From what I've seen the big one is a self-validating sense of superority ("look at all these dysfunctional people!") Could be feeding a mild persecution complex. Any of a number of mundane reasons why people engage in garden variety self-destructive behavior.
Umm, it's the "functional" players who are the ones who say "look at all the dysfunctional people".
For what it's worth, it could be notable that many of the dysfunctional groups I've ever seen have welcomed new players, although not necessarily treated them well once they're in; the "functional" style play groups have been entirely closed.
On 7/13/2003 at 5:51pm, Marco wrote:
RE: In the beginning, there was dysfunction...
hyphz wrote:Marco wrote:Andrew Martin wrote:Marco wrote: I don't think anyone should put up with any dysfunctional gaming at all. I think those that do for any period of time are getting something out of it.
I'd suspect that something is like non-physical sadism and masochism or dominance and submission games.
Could be. But doesn't have to be that extreme. From what I've seen the big one is a self-validating sense of superority ("look at all these dysfunctional people!") Could be feeding a mild persecution complex. Any of a number of mundane reasons why people engage in garden variety self-destructive behavior.
Umm, it's the "functional" players who are the ones who say "look at all the dysfunctional people".
For what it's worth, it could be notable that many of the dysfunctional groups I've ever seen have welcomed new players, although not necessarily treated them well once they're in; the "functional" style play groups have been entirely closed.
I don't think that if you're consistenly showing up and not having fun and going "man is my group dysfunctional" you've got a strong claim to being the "functional" one.
I've got no problem with trying to fix things. And I certainly don't expect a person to bail on a single bad experience--but there comes a point where the person is still in the situation, still feeling victimized, and still pointing fingers. At that point the person has an equal share in the problem.
-Marco
On 7/13/2003 at 6:06pm, Cadriel wrote:
RE: In the beginning, there was dysfunction...
Guys...
If you have to hash out general dysfunction issues, feel free to start a new thread based on that. This one is specifically focused on the beginning role-player and dysfunction, and I'd like to keep it that way.
That said, I'm really intrigued by hyphz's comment:
For what it's worth, it could be notable that many of the dysfunctional groups I've ever seen have welcomed new players, although not necessarily treated them well once they're in; the "functional" style play groups have been entirely closed.
Has anybody had experience with this correlation? I've found that, in general, even letting experienced players who were not in the beginning of a game into the middle can create dysfunction or exaggerate existing dysfunction to new lows; I suspect, but cannot confirm, that it is related to social contract issues. But is this observation accurate? Does it imply that coherent play will always benefit from closed groups?
On a wider scale (which I've wanted to discuss all along), how can we get new players in and into coherent play with relative quickness? Are there any theories or experiences that could help us with this problem?
-Wayne
On 7/13/2003 at 6:18pm, Bankuei wrote:
RE: In the beginning, there was dysfunction...
Hi Wayne,
Consider this:
-Group as a Band metaphor-
A band gets a groove on, everyone knows how the other people play, and work off of each other. Throw in a new member, its going to take a while to gel into a group again. Same thing happens when you add new members to basketball teams. So, for most groups, there will be a period where everyone's testing each other out, and it will be weird and awkward, and then, hopefully, things will shake out.
-Functional and Dysfunctional handle things differently...-
During this shake out, a functional group is usually re-establishing social contract, and familiarizing the new player(s) to it, and perhaps making some alterations. A dysfunctional group is enforcing its dysfunctional power structure onto the new players, so that they can fit into the heirarchy. In one case a new player is learning, and being asked to participate in the social contract. In the other, the new player is being indoctrinated, and power struggles may occur.
-Closed or Open?-
You'll find that many functional groups have gelled together through luck. They'd rather not take the chance of losing that cohesion, and so, close the group to outsiders. You'll also find that a dysfunctional group, that has settled nicely into its power structure, also doesn't want shake ups, which may alter, change or openly reveal the dysfunctional behaviors going on.
On the flip side, some functional groups are open, but usually very quick to establish basic Social contract rules, or let people know when they're getting too far out of line. That is, easy in, easy out. For dysfunctional groups, particularly ones that drive away a lot of people, they're constantly trying to get replacements in the hope of gaining some sort of consistancy.
Overall, I'm not sure to the numbers of functional or dysfunctional being open or closed, since most of the closed ones just aren't available for general observation. They could be functional ones trying to protect their situation, or dysfunctional ones attempting to maintain the status quo.
Chris
On 7/13/2003 at 6:28pm, cruciel wrote:
RE: In the beginning, there was dysfunction...
Cadriel wrote: Has anybody had experience with this correlation? I've found that, in general, even letting experienced players who were not in the beginning of a game into the middle can create dysfunction or exaggerate existing dysfunction to new lows; I suspect, but cannot confirm, that it is related to social contract issues. But is this observation accurate? Does it imply that coherent play will always benefit from closed groups?
Our group is closed, and I consider it quite functional. Sure, we have the occasional taste, priority, and personal conflicts, but such is the nature of any social interaction. It's being able to address and resolve the conflicts while they are little non-issues that makes a group functional.
The most dysfunctional group I ever played in was very open. I don't know exactly how many players it had, but I think it was over twenty; with no more than ten ever showing up at once. Play time was basically distributed by speaking volume. The GM's main draw to play seemed to be screwing with the characters. "Rules" (Cyberpunk), I hesitate to even use the word, where sort of on an individual 'convince the GM how they apply to your character only' process. If there was either story or challenge I missed it. I know we had chips and salsa, though.
If there is a correlation, I don't think it's that deep. A closed group is probably composed entirely of friends, meets regularly, and puts more thought into their game. A more open group may be less committed; there may be less trust between players and hence less social guidelines and personal investement in resolving conflicts; and they may simply not think about it as much. Please note the 'mays'. No absolutes here, just speculation.
EDIT: Cross post with Chris...don't have much to say about it other than that I agree.
On 7/13/2003 at 6:49pm, Comte wrote:
RE: In the beginning, there was dysfunction...
Well, I've seen new players who have entered into the group and have compleatly revitalized the game. They come in with fresh ideas and new perspective that reinvigorates everyone. I have seen this happen in both old and new players.
I have also seen new/old players cause the damage you speak of. I think that this by and large depends on the players that you bring in, and the play group that you already have.
I could take the cop out answer and just blame it on player quality but I'll dig slightly deeper than that. I think it is also how much a player is willing to learn about the game. I have observed that people find rules easyer to coprehend then ideas. For may of the people I have dealt with they are far more willing to read about the option martial arts system that is overly complicated and stupid, then rather what is thier leagal rights within the game world. I can explain rules on the fly, it isn't hard. But when someone tries to explain something in the light of the game world it all goes to hell. Why this is I don't know. But I have seen this time and time again in roleplayers both old and new, that they would rather read a book of rules then 5 pages of background info. In general rules are easyer to teach they aren't subjective nor are they ideas. I've brought new players into the hobby and after two nigjts of barrowing the book they know the rules better than I do and they still don't know anything about the game world. Personaly I am just the opposite.
Now I feel it is from this obersvation that the disfunction might stem from. A new player has a lot to learn, depending on the way they learn, sometimes it happens on the fly and sometimes pacients is required. Sometimes they despite your best efforts they get frusterated and they act out in ways that are inapropraite for a gameing table. I mean not only is there a sepcial set dice to determain how you act, you are pretending you are in an alien world, heck we have our own social contract. Often times these are radicaly diffrent from what a person is used to and somtimes they may get the wrong idea of what is appropriate behavior for the table. For alot of people it is a major adjestment to make and sometimes they get the wrong impression and dysfunction occurs. What is someones natural responce to a stressful situation may cause him to become an out cast hence the not being treated so nicly once you are let in comment. When in reality it is all just a new player trying to find thier niche. Or I could be compleatly wrong.
On 7/13/2003 at 7:06pm, Marco wrote:
RE: In the beginning, there was dysfunction...
The only time I've ever played in a "closed" group is one that was "too big." We've usually tried to find a way to fit in an interested participant one way or the other.
It has been my experience that bringing in a third player into a two-player game has some deterimental effects of the new guy "not being part of the existing group"--so while I'll do it--I usually find it better to start another game.
I recently started running a game for a group that had been unable to get anything together for several months and was on the verge of dissolution. Our first playsession was last week and it was judged unanimously a big success: we'll see how it goes. While I'd be careful about characterizing the guys as "dysfunctional" I would say they were not, in any way, getting good gaming together despite repeated attempts. Games lacked longevity (more than 2 sessions was a shocker--and one was making characters). It was not (AFAIK) characterized by a lot of bad-temper amongst them--but I can't say for sure.
I'd also characterize them, GNS-wise, as all over the board.
The system they wanted to use was Savage Worlds.
At least two of the 6 I would classify as "begining Role-players." One is "not very experienced at all." One I don't know about. Two are very experienced (although for one of them I think his mode of play doesn't match mine much at all).
So it's a begining group, that didn't have things working, that was (at least to me) open.
I dunno what conclusions to draw from that other than I'm not sure the open-closed group thing is *especially* relevant.
-Marco
On 7/13/2003 at 10:48pm, efindel wrote:
RE: In the beginning, there was dysfunction...
Comte wrote: Well I like using D&D for introducing new people to the game. Rules wise it is fairly awful, but with a few stradigys that I use it really isn't so bad. The thing I like about using D&D though is the fantasy adventure motif.
<snipping a bunch>
Do non standard games work? Sure they work wonderfuly, but I have had to get the players over the hump of not worrying so much about some law enfoment agency and to just have fun. In fantasy...and even vampire that really dosn't excist so much.
This seems to me to be more an element of setting, though, then of system. One could just as easily run, say, Donjon, Sorcerer & Sword, or Tunnels & Trolls in a fantasy world with no strong central authority. The bit about Vampire applies equally well to any modern setting where the PCs exist or are acting "outside society" -- so it could apply to, say, Sorcerer, most superhero games, Buffy the Vampire Slayer, etc.
--Travis
On 7/14/2003 at 12:46am, jdagna wrote:
Re: In the beginning, there was dysfunction...
Cadriel wrote: Specifically, in Justin Dagna's post, I saw an assumption that bugs me (though I believe one of Marco's referenced it earlier): starting players are often better off with dysfunctional or lesser games. I've seen hints of it here; I've also seen it a lot in places like RPGnet. And I don't buy it.
I'm not going against Justin by way of saying that every new player should read all of Ron's essays and understand every thread on the Forge before coming to the table. What I'm saying is, why are new players given crap? Why is it that gamers who hate D&D or Vampire will say that they're good introductions to the hobby?
First, let me start by saying that you're misrepresenting what I said. You're still assuming that the gaming manifesto represented advice for dysfunctional play. My argument was to point out that the manifesto left dysfunctional play open as an option, but generally gave advice that new players would identify with more readily than something on the GNS level. I also do not believe that Illusionism and The Impossible Thing are inherently bad; they're merely unsuited to some people's preferred styles of play (such as my own).
I DO NOT believe that new players should start with dysfunctional play. I DO NOT believe they should be given crap. I DO believe they should be given material that's at their level. I DO believe they should learn the games that most of their peers are playing.
When I started taking piano lessons, one of the first songs I learned to play was the "Happy Birthday" song. Why? First, everyone knows it - they know the tune, the timing, everything. This knowledge lets them focus on things like where their hands are and which keys they're pressing. Second, it's something they're more likely to use in real life. When was the last time your family sung something by Beethoven?
But, would anyone argue that the Happy Birthday song is good? Probably not - there's little going on there of musical merit. But it's simple and its easy, and its a good starting point. Starting off with the masters would be intimidating and self-destructive. Furthermore, the Happy Birthday song isn't necessarily bad - it's just usually sung that way by untrained and unenthusiastic singers. Ever heard a trained singer do it with a little flair? It's a totally different experience.
In the same way, I would absolutely not recommend that new players begin with GNS theory. I would absolutely not recommend that new players start off with most indie games. Vampire or D&D are actually fairly decent places to start, ESPECIALLY if it's understood that they are starting places only. They are good starting places for the same reasons as my first piano song - they're easy to learn and played by many people.
Furthermore, as much as I do not like either game, they do not necessarily produce dysfunctional play. There are perfectly functional groups having a perfectly good time playing both of them. Just because YOU played them dysfunctionally doesn't mean that EVERYONE does. If a guy has happily played OD&D for 30 years, who am I to suggest that he needs to do anything else?
I think there needs to be a wake up call on the Forge. BAD OR INCOHERENT GAMES DESIGN HAS NO ONE TO ONE RELATIONSHIP WITH DYSFUNCTIONAL PLAY. So much of dysfunctional falls entirely outside the realm of game systems. I can pick up any game here on the Forge and play it dysfunctionally.
Hell, I can use Donjon to perpetrate the Impossible Thing if I want to, and what's wrong with that if we enjoy it?! Clearly we'll be fighting the system every step of the way, and you know what? We'll probably conclude that its a "dysfunctional or lesser" game, just the way you've decided that D&D and Vampire are. We'll conclude that it produces dysfunctional play and offers really stupid, lousy advice. Then, we'll probably bump into D&D or Vampire and feel like we've finally come home.
Don't mistake me as saying that system doesn't matter. It does (and I think the previous paragraph should make that clear). What I'm saying is that a bad/incoherent/lesser system does not produce dysfunctional play by itself. It may support it, and there may be better systems. But I have never seen an RPG that could not be played in a functional and enjoyable manner.
On 7/14/2003 at 3:17am, efindel wrote:
RE: In the beginning, there was dysfunction...
jdagna wrote:
Vampire or D&D are actually fairly decent places to start, ESPECIALLY if it's understood that they are starting places only. They are good starting places for the same reasons as my first piano song - they're easy to learn and played by many people.
I'll agree that they're played by many people... but are they easy to learn? D&D3e is layered with tons of stuff to learn -- what the races are and how they're different, what the classes are and how they're different, saving throws, how skills work and what they do, various feats, a magic system where each and every spell is its own individual rule, etc. Indeed, D&D3e is complicated enough that WotC produces the "D&D Adventure Game" to help people learn it. Vampire has a lot of complications as well, with things like the various disciplines and what they do and lots of subsystems.
As far as game mechanics go, Donjon and Sorcerer are both simpler than D&D3e and Vampire, I'd say. And you could simplify things greatly with Sorcerer by leaving out demons at the start -- say, doing Sorcerer & Sword with no one having a bound demon yet at the start.
And of course, there are games which are deliberately designed to be simple, like Fudge and Risus.
--Travis
On 7/14/2003 at 5:32am, jdagna wrote:
RE: In the beginning, there was dysfunction...
Travis, I agree that there's a lot of complexity in D&D, and most other major systems. However, in teaching games to new players, the question I get most often is "OK, now what do I do?"
D&D usually provides an answer, partly as a result of its complexity. Donjon does not provide an answer - in fact, what you can do isn't even limited to what your character can do. This is generally more difficult for newbies than deciding between a dozen different feats.
Furthermore, does a game like Donjon prevent dysfunctional play any more than D&D? Do you know what my friend's first question about Donjon was when he read it? He asked "So... how do I keep players from messing up the story?"
On 7/14/2003 at 5:46am, Bankuei wrote:
RE: In the beginning, there was dysfunction...
Hi Justin,
I think you're focusing on a strong Creative Agenda as your reasoning for stuff like D&D being a good starter game. And I agree that a strong, clear, creative agenda is vital for newbies. I think that is, in part the reason that the first question always asked at the Forge is, "What is your game about?".
Although, I think this is where we're going to differ. I think Inspectres and Donjon are just as strong Creative Agenda-wise as any of the old hands. But let me point something out-
Do you know what my friend's first question about Donjon was when he read it? He asked "So... how do I keep players from messing up the story?"
This is a gamer assumption, about story being "GM only" domain, not necessarily a newbie assumption. A gamer assumption usually passed down orally through playing some of those old hand games.
Most of my gaming experience has been introducing newbies into gaming, and few have had any trouble with games without prescripted plots, particularly since they had no idea that it was considered a "standard" of play by many people.
Chris
On 7/14/2003 at 11:40am, Tony Irwin wrote:
RE: In the beginning, there was dysfunction...
Cadriel wrote:
That said, I'm really intrigued by hyphz's comment:
For what it's worth, it could be notable that many of the dysfunctional groups I've ever seen have welcomed new players, although not necessarily treated them well once they're in; the "functional" style play groups have been entirely closed.
Has anybody had experience with this correlation? I've found that, in general, even letting experienced players who were not in the beginning of a game into the middle can create dysfunction or exaggerate existing dysfunction to new lows; I suspect, but cannot confirm, that it is related to social contract issues. But is this observation accurate? Does it imply that coherent play will always benefit from closed groups?
That's a really interesting point, and I think there's a match with my own experience. When RPGs were part of our ongoing social disfunction "Who's at the top of the ladder" problems, we freely invited and accepted all and sundry to our games.
When things really clicked for us(what I'd now call functional play), whether exploration of setting in L5R, or our much later narrativist play in L5R, or exploration of colour in Seventh Sea, we realised we had something wonderful on our hands and stopped inviting new players and became very secretive about when and where we would meet.
My best example of that is probably SLA industries, where I'd now say we were doing sim exploration of colour and setting. We had been "in the zone" for a month or more. A friend came along and wrote up a depressed alcoholic med-specialist to join our team of PCs. It only took two (admittedly brief) monologues about what his character was feeling and thinking, before we stopped the game and took turns to shout at him (my god what were we like?) and insist he write up a new character. We couldn't verbalise it back then but we were deeply loving exploration of setting and colour, this guy came along wanting to explore character and we immediately sensed a clash.
Why so protective/closed? I think part of it is the inability to articulate play preferences. We couldn't specify exactly why things were going so great so we were loathe to mess with the mix. Closed to newcomers can also mean closed to house-rules/revised editions in that respect. We couldn't tell people (though we got better at it) why and how we played without relying on meaningless terms like "story", "rules-lite/rules-heavy". Since coming to the forge I've become much better at identifying games that I know I just won't gel with. I'm better at articulating what I'm looking for and much less likely to bring disfunctional play (due to differing GNS priorities) along with me.
So back to your question - I don't think closed groups will help develop coherent play, but I think once coherent play is achieved, closing the group comes as a heart-felt attempt to preserve it.
Tony
On 7/14/2003 at 3:22pm, hyphz wrote:
RE: In the beginning, there was dysfunction...
Tony Irwin wrote: [So back to your question - I don't think closed groups will help develop coherent play, but I think once coherent play is achieved, closing the group comes as a heart-felt attempt to preserve it.
And thus it's guaranteed that new players will be welcomed to incoherent play, as all the coherent groups are already closed...
On 7/14/2003 at 3:59pm, cruciel wrote:
RE: In the beginning, there was dysfunction...
Tony Irwin wrote: So back to your question - I don't think closed groups will help develop coherent play, but I think once coherent play is achieved, closing the group comes as a heart-felt attempt to preserve it.
I suppose that could be one reason. For me, other reasons dominate.
1) Our group is full. We have six people and seven has been proven to just be too many, expecially with the number of characters under each player's control (I have nine at this exact moment, but I swear it isn't my fault, I'm only supposed to have four...the characters keep collecting my npcs).
2) Comfort levels are well established. Especially with some of the subject matter that floats through our game, comfort level can be important. I don't really like worring about offending people more than I have to.
3) Time commitment is high and scheduling is difficult. We play every week, mostly on time...probably the most difficult thing to get a gaming group to do. More/different people mean more scheduling hassle.
4) No one wants to leave, hence no free space. If we lost a player for some reason we would be willing to let another person in, but we'd be really picky about who because of the above reasons. Though, experienced gamer is not one of the criteria; I think group preference would actually be for a newbie.
So, I see some desire to protect our functional play above...but I think it's a relatively small part.
On 7/14/2003 at 4:14pm, Marco wrote:
RE: In the beginning, there was dysfunction...
I agree with Cruciel.
I play in 2-4 groups. Two are full and functional (I think). Both include new players (one is her first time ever playing). Both are *full.* That's the reason for closing the group there.
In the other two there are 1-2 players and they'd be classed as open for people who were interested. Motivated new players would be especially welcome (but the maximum size would be fixed at 3, for those).
I've never met a player who I considered so dysfunctional that their presence would implicity wreck the game. One of my closest friends and I have clashed *badly* in the past (and there can still be friction in the present)--our GNS modes are probably diametrically different.
Neither of us is a saint.
Our conflicts have wrecked games in the past.
He's playing in all four groups.
I don't think new players are consigned to dysfunction.
-Marco
On 7/14/2003 at 4:17pm, Jack Spencer Jr wrote:
RE: In the beginning, there was dysfunction...
What Jason said sounds an aweful lot like what's going on in the group I used to be part of, see various threads in actual play, with at least one addition, Jerry still likes to allow people in the game. I think this stems from his need for power, as I had mentioned elsewhere. However, at this point, he may be considering closing the group. Truth be told, for 4 years I wasn't able to play thanks to scheduleing. He should not have let me back in this group once the new memebers developed their comfort levels, because I recognize and hate them. Brian, I don't think he even recognizes them.
On 7/14/2003 at 4:42pm, cruciel wrote:
RE: In the beginning, there was dysfunction...
Jack Spencer Jr wrote: What Jason said sounds an aweful lot like what's going on in the group I used to be part of, see various threads in actual play, with at least one addition, Jerry still likes to allow people in the game. I think this stems from his need for power, as I had mentioned elsewhere. However, at this point, he may be considering closing the group. Truth be told, for 4 years I wasn't able to play thanks to scheduleing. He should not have let me back in this group once the new memebers developed their comfort levels, because I recognize and hate them. Brian, I don't think he even recognizes them.
Heh, don't know if I like being compared to your horror group ;).
This addition is interesting: 'Jerry still likes to allow people in the game.'
Certainly makes it sound like it's Jerry's decision and not that of the group...not that I want to turn this into a 'Jack's old group is suxxor' discussion... For this group there would probably be a functional play benefit to closing it.
On 7/14/2003 at 5:28pm, Jack Spencer Jr wrote:
RE: In the beginning, there was dysfunction...
Some comments on the comfort level and Jack's old soxxor group, whatever the heck soxxor means.
At one point, when Jerry was running at the local store, the group had 19 people in it plus the GM, or it would is I was there, but I rarely was. from this group, the current group was paired out. As a result, they developed some comfort levels. TBH I don't think they developed them so much as Jerry & Kat did. Some items were "backed up" by the character background. They use Central Casting from Task Force Games so more than half the group was enslaved at some point so slavery = bad even in later games with characters who have no history with slavery. Self-perpetuating moral compass. This became a problem later in metalfire. Brian's character was a summoner, a magic-type that can summon creature and bind them to her will. But this was considered slavery and so he wasn't allowed to use this ability. He tried it once and the group stole the item and released the item.
The problem illustrated by this is that there's a ill-advised permissiveness and some kind of asumption that the comfort levels won't be violated. I really don't understand what the deal is with slavery, personally. Everybodies white. Another good question is why the hell did Jerry let Brian make up a character with an ability he had no intention of letting him use. Same could be said of my character, who was essentially a Sorcerer character, so the same thing just a little different. In many ways nastier. (I wound up not participating at all and then two weeks later I was gone)
The whole issue seems to seem from this morality which comes primarily from Jerry, but I suspect Kat is behind it as well. Her and their religion. Wicca, I think. I really don't know. Which one has Halloween as a big end of year thing?
This is part of the reason why the game was switched to V&V. Jerry wants the PCs to be "heroes" whatever that means and he seems to think that putting them in long underwear will fix this. It ain't working.
So, to make a more general summary, when it comes to comfort levels, the big question is who has set them? One player? the group? the GM? and what are they based on?
On 7/14/2003 at 5:56pm, talysman wrote:
RE: Re: In the beginning, there was dysfunction...
Cadriel wrote: This is split from the thread Something by way of a counterpoint because, well, I got intrigued by one of the thoughts that was going on.
Specifically, in Justin Dagna's post, I saw an assumption that bugs me (though I believe one of Marco's referenced it earlier): starting players are often better off with dysfunctional or lesser games. I've seen hints of it here; I've also seen it a lot in places like RPGnet. And I don't buy it.
I hate coming into this thread so late in the game to toss out something that might derail the discussion, but reading the original question makes me ask: does anyone recommend dysfunctional games for beginners?
because, you see, I don't think a game can be dysfunctional.
explanation time: when we use "game" in our discussions here, it can mean a variety of things. it could mean "game system" (what the designer designs,) or "game text" (the published incarnation of the game system,) or "game play" (what actually happens in a group.)
dysfunctional play, as described in Ron's essays and in teh Actual Play forum here, has always been exactly that: play. game play, in other words. dysfunction is what happens in an interaction between players; game texts and game designs cannot be dysfunctional, because they are not made up of individual players with clashing goals, but are made of mechanics, rules, and explanatory text.
game systems and texts can be incoherent, which means that the system can be interpretted in more than one way. if not everyone in a play group interprets the system in the same way, and if their individual interpretations lead to play styles that clash, that leads to dysfunction. but if a group has a unified play style and interprets incoherent game text/system to match their style, there will be no dysfunction.
I have not seen anyone seriously recommend dysfunctional play to beginners. I have seen people recommend incoherent game designs, on the theory that a group of newbies will have an easier time of finding a play style that works for them if the game is not designed for a specific play style.
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On 7/14/2003 at 6:18pm, cruciel wrote:
RE: In the beginning, there was dysfunction...
Jack Spencer Jr wrote: Some comments on the comfort level and Jack's old soxxor group, whatever the heck soxxor means.
Heh, I dunno. I'm just trying to stay hip!
Jack wrote: So, to make a more general summary, when it comes to comfort levels, the big question is who has set them? One player? the group? the GM? and what are they based on?
Comfort levels are based on respecting the personal boundries of the individual, not the individual impossing their morality on you. So, the individual decides his comfort level, and you don't cross it. Though, if you are like me and want things more adult, you might push it a little to make it more flexible (careful here). Does this have the same end result? I suppose so, but you are making a decision to respect the other person, they aren't making the decision for you. It's the big difference between 'slavery is wrong, and you're all supposed to be the good guys' and 'I have a young child, so please noone play a pedophile'.
In play, for me, that means if I want my character to be kidnapped, chained in a wooden box for two weeks by a psychotic hill-billy in a trailer home who rapes her; so I can explore the impacts of the psychological damage, how people treat the person differently afterwards, and the healing process; I can do that. However, if that makes you uncomfortable I don't do it to your character. Or if it makes you really uncomfortable I tone down the parts I need to until I'm not emotionally violating you.
So, I guess the group sorta decides it, but it's really an individual process. Just like the rest of life, where you interact with those wierd people thingies.
I actually think it's very important to play with people on the same comfort level; taste issues are hard to resolve...if not impossible. Which, to just barely be on topic here, is a way I could see closed groups assisting functional play (for those people where comfort level is a sticky spot, anyway).
On 7/14/2003 at 7:15pm, Mike Holmes wrote:
RE: In the beginning, there was dysfunction...
I agree in general that the most commonly suggested games for newcomers aren't at all simple or easy to learn. And to that extent, I'd agree that they're being recommended for bad reasons.
But, oddly, I think I understand why D&D and VTM are often proffered, and there's a kernel of truth to suggesting them, IMO. And that is, they are easy to get into because they have "Chinese Menu" style chargen. That is, select a race, and a class in D&D, and you're off to the races often with little more preparation. Mike Mearls opened my eyes to the fact that this is the best way to make a game accessible.
Make only two selections for all of chargen. Have ten options each. Makes 100 combinations assuming all are functional. That's plenty of variety for beginner play. Then have one single system for resolving everything, using some "go-like", simple-yet-impossible-to-master mechanic.
That would be the best for an "intro" game. No designer wants to build it, however, for some reason. They all want more "open" generation, or more complex mechanics or both.
Mike
On 7/14/2003 at 8:42pm, Lxndr wrote:
RE: In the beginning, there was dysfunction...
Isn't that pretty much how UnderWorld is built, when you get down to it?
Pick a "race," tweak that race's few fiddly bits. Pick a "class," tweak that class's few fiddly bits. Then pick one more fiddly bit from The Big List. One single system, "flip coins, count the heads" resolves everything. It's not quite go-like, but it's still really, really simple.
(And it's one of the reasons why I think UW would make such a good intro game.)
On 7/16/2003 at 1:58am, talysman wrote:
RE: In the beginning, there was dysfunction...
Mike Holmes wrote: But, oddly, I think I understand why D&D and VTM are often proffered, and there's a kernel of truth to suggesting them, IMO. And that is, they are easy to get into because they have "Chinese Menu" style chargen. That is, select a race, and a class in D&D, and you're off to the races often with little more preparation. Mike Mearls opened my eyes to the fact that this is the best way to make a game accessible.
Make only two selections for all of chargen. Have ten options each. Makes 100 combinations assuming all are functional. That's plenty of variety for beginner play. Then have one single system for resolving everything, using some "go-like", simple-yet-impossible-to-master mechanic.
That would be the best for an "intro" game. No designer wants to build it, however, for some reason. They all want more "open" generation, or more complex mechanics or both.
I'd do it.
I don't want complex mechanics (just simple mechanics that can be applied recursively for more complexity, if desired.) and although I want the capability for open generation, I think it's a great idea to build a "chinese menu" frontend for newbies, which can become less restricted when they become veterans.
in fact, I think I will steal that idea and work it into the "fantasy inversions". I sort of have a basis for it already; in the "fantasy inversions", I basically replace attributes with "classes". I have:
• mystic: someone who uses magic to solve problems
• hero: someone who pushes physical talents to solve problems
• genius: someone who pushes mental talents to solve problems
each of these has an adjective that goes with it (mystical, heroic, ingenius.) I need a fourth adjective/noun pair for someone who uses relationships to solve problems; I thought of "leader", but there's no nice matching adjective similar to the others.
you can pair an adjective with a noun to describe an archetypical character's primary and secondary areas of expertise. the mystical hero is primarily a warrior or athlete, but with a bit of magic; the heroic genius is an intellectual giant who can throw a punch or leap a chasm if need be.
now, instead of using a point-buy system to set the scores for these "attributes", assign a score of 15 to the primary, 10 to the secondary, and 5 to the remaining attribute. since I'm using a "roll 3d6 for average challenges, add or subtract dice to adjust the difficulty" technique, that means a heroic genius will have about even odds when solving an average challenge with physical means, but a very good chance of solving such a challenge with craft or intellectual skills.
and there are 6 basic character types. 12 if I can think of a decent social equivalent. 20 if I can think of one more very general archetype.
and then there are the talents. there will be a short list for the beginners, and instructions on how to add more talents for the veterans. in fact, the beginners might get "background packages" of three talents each, which would be closer to the way class and race work in original D&D. ten simple background packages for each setting, 12 archetypes, and you have 120 character types for beginners, which is about in the target range.
it would be so simple, the beginning chargen would be grouped with the description of conflict resolution, all in one simple chapter, instead of the typical approach these days of having one chapter for attributes, class, and race, one for skills, one for feats or advantages/disadvantages, and one for how to start playing the game. four chapters! just to begin!
On 7/16/2003 at 5:07am, Green wrote:
RE: In the beginning, there was dysfunction...
talysman> Perhaps "prince" or "diplomat" would be good names for that fourth category?
On 7/16/2003 at 12:27pm, Jack Aidley wrote:
Re: Mike's ideal intro game.
I've got to disagree Mike. I'll tell you what my perfect introductory game is, in fact it's the one I've used on all my most succesful introductory games. Here's what I do:
I start with a well-known and pretty basic setting. I.e medieval knights (arthurian stylee?) or Secret Agents (James Bond stylee?).
Each player picks a name for their character, two things their good at, and one thing they're bad at. (Sometimes I vary these numbers slightly, or get them to pick an important piece of equipment as well). I gives suggestions, and arbitration on these good/bad things. That's it. That's all the rules. I sometimes get them to roll dice to decide whether what happens is good or bad. Otherwise I just rule.
I then run a game that matches up with the kind of stories they've come across before, i.e. a murder mystery, a bad man trying to destroy london, that kind of jazz.
I find this an extremely succesful method, and I think I know why. It takes roleplaying down to the good bits, and the intelligable bits. There's no rules to learn, no new setting to understand, hardly any jargon to get into. A story that lets them have an understood role, and yet use their own intelligence to solve problems in it. It doesn't have the 'er, why?' nature of simplistic dungeon bashes (which I seen far too many people use as the standard introduction to role playing) or the required knowledge of something like WhiteWolf. In short, it's accessible and understandable.
On 7/16/2003 at 9:10pm, Mike Holmes wrote:
RE: In the beginning, there was dysfunction...
Freeform is certainly good for getting people used to the idea of roleplaying in general. But if you want people to eventually be using more system, then I think you want to start out with a modicum of such things as resolution system, and ability mechanics.
I'd be afraid to lose them permenantly to the freeform crowd, essentially. :-) I want them to get the gist of what it is that we get from more system.
Mike
On 7/16/2003 at 9:35pm, jdagna wrote:
RE: In the beginning, there was dysfunction...
My problem with using freeform role-playing: for me (and many others) the rules of the game are what made playing it acceptable. After all, by the ripe old age of 12, we're pretty much past the make-believe stage of playing. We've learned that "real games" have rules. As people get older that attitude becomes increasingly entrenched, only to be replaced by the idea that all games are "kids' stuff" and not something a mature person plays. (Sports, of course, are not really games, according to this stage of life).
As wrong as this viewpoint might be, it's very common. It may even partly explain the fact that rules-heavy systems tend to dominate the commercial market.