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Topic: DM-therapy!
Started by: Tomas HVM
Started on: 10/28/2003
Board: Indie Game Design


On 10/28/2003 at 1:16am, Tomas HVM wrote:
DM-therapy!

Hi,

I've translated one of the minor RPGs of mine to English, and posted it on my site. It's a short read. Please comment!

Pervo
If you are a games master, you should read this. If you need to relax with some hardcore violence; if you need to get even with your players; if you need to pump up your abilities as a DM, please try Pervo. Pervo RPG is great therapy for flustered game masters. I promise you will never be the same game master, after playing Pervo!

You will find it here:
http://www.fabula.no/pervoEng.html

It's free! It's hardcore! it's violent and sexy! And it's to be played with a lot of players (10-20).

Go for it!

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On 10/28/2003 at 5:02pm, Mike Holmes wrote:
RE: DM-therapy!

What would you like comments on?

It looks to me like this is a (slightly, but not really elaborate) joke. That is, the thought of playing such a game is supposed to make the GM feel better or something. You don't actually think that people will play this, do you? Doing so would then require you to write a game for players go get back at GMs, then. ;-)

Anyhow, as it's not playable, I guess it would be classified as a "Thought Game" or Gedanken Experiment. As such, it makes a very limited statement about how GM's sometimes feel. I suppose that a frustrated GM could show it to players in order to display their feelings, but I think that they'd be better off talking. Because the game doesn't tell anyone why the GM is unsatisfied, just that he is.

Interestingly, more refined versions of this show up at Cons all the time. The game is played in various manners and under different names (I remember one "Death Ring" game). In the versions that I've seen, the players gather in a large ring, allowing any passeby to join on a whim. The GM (or GMs, sometimes the do tag-team) stands in the middle points to a player who then hops into the ring. The GM presents some situation, often the same as the last player's, and the player must instantly respond with what the character is doing (hesitation is instant death in most cases). The GM usually finds some quick way to kill the character by fiat: "When you open the door, a 2 ton anvil drops on your head and kills you." That player then leaves the ring, and the GM selects another victim.

Some of these seem to have a goal, such that players learning from the deaths of prior players seem to get farther. In most cases, clever responses earn anything from extended play time, to instant death for having thwarted the GM. In some cases, there seems to be no point to play other than seeing what interesting ways the GMs can come up with to kill characters, and potentially to see how large a death count they can rack up in the allotted time.

Anyhow, is your game supposed to be tongue in cheek like this? If that's understood, that's actually playable. But I'm still not sure what the point is, precisely of your version. Why the paper, etc?

Mike

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On 10/29/2003 at 12:06am, Tomas HVM wrote:
RE: DM-therapy!

Mike Holmes wrote: What would you like comments on?
Comments? Why, nothing else than how you like the idea, possibly. I've made a game, and seriously would like people to try it out.
Mike Holmes wrote: You don't actually think that people will play this, do you?
Mike; I know for a fact that people will play this. people have paid me to write down the rules on a napkin, just to be sure they did not forget the essentials of this game. People want to play this game! A lot of people have played it, and enjoyed it. Try to understand why...

Mike Holmes wrote: Anyhow, as it's not playable,
I'm sorry to say that you do not know what you are talking about. The game is playable, and it is quite efficient in design, the design pertaining to the goals of the game. The goals are twofold; directed at both the GM, and the player.

On the other hand; I may have duped Mike into believing that the game is what it present itself to be. The text on and in the game on what it's philosophical basis and practical aim is, is not to be taken at face value. You have to read this game very carefully, and play it with no care at all, to get the point. And you will not get the point only by reading it (not Mike, anyhow). It is not a "Thought Game". It must be played.

The arguments presented by Mike, on how the game relates to the GM, is totaly off target.

Mike Holmes wrote: Interestingly, more refined versions of this show up at Cons all the time.
Interestingly, Mike goes on after this rather arrogant presumption, to describe "games" of no refinement, and not even close to what Pervo is.

Pervo may seem unrefined, but I assure you; it has given me and others some very "refined" experiences, and raw. The game-text and design is deceptive, and meant to be. The gameplay is both fun, obnoxious and thought-provocing. Mike should read it anew, and try it out properly, before he jumps to conclusions.

Mike Holmes wrote: I'm still not sure what the point is,
Why then, are you so sure in your characteristics of it? How can you talk about "more refined versions" of a game you admit not to understand? You have clearly misunderstood the whole point of it, even to the degree that you can't perceive the real and simple playability of the game.

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On 10/29/2003 at 12:56am, Gordon C. Landis wrote:
RE: DM-therapy!

Well, you asked for reaction/comments . . .

"Interesting game. The only winning move is not to play."

Though I suppose a GM who's able to make each death interesting and/or amusing might hold some folks attention for a while. Not mine, though. I feel like reading the game provides me everything I need - and it was an interesting and/or amusing read. Giving the DM the power to take Cleverness from one player and bestow it upon others is an interesting little twist to get the players in "keep the DM happy, no matter the cost to others" mode, but most people will see through it fairly quickly, I'd think. Rule Three, even if kept secret, will become obvious before long.

<inserting tounge into cheek> I would like to know a bit more about Zader, Mazorg, and/or Zader-Mazorg. If they have a position on the afterlife, I might be able to continue to play my character after he gets killed - that might make actual play more interesting to me. A supplement, maybe? <smile>

Gordon

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On 10/29/2003 at 7:52am, Tomas HVM wrote:
RE: DM-therapy!

Gordon C. Landis wrote: Well, you asked for reaction/comments . . .
Yes, and though I consider Mike to be totally off the mark in this instance, I do appreciate him taking the time to reflect upon the game.

Gordon C. Landis wrote: Though I suppose a GM who's able to make each death interesting and/or amusing might hold some folks attention for a while. Not mine, though. I feel like reading the game provides me everything I need - and it was an interesting and/or amusing read.
Thank you! And certainly; I do not expect everyone to be thrilled by such a game.

The GM is not required to make each death interesting. He is only required to kill the characters, making it gory. He may repeat himself or make bad descriptions as much as he wants to, in Pervo.

However: actual play show that when you have murdered a handful of characters, the players start to catch on, and begins to participate in the grotesqueries, murdering eachother (possibly with the intention of being the last one standing, or avoiding conflict with the all-deadly NPC). That's when the game get's interesting.

Gordon C. Landis wrote: Giving the DM the power to take Cleverness from one player and bestow it upon others is an interesting little twist to get the players in "keep the DM happy, no matter the cost to others" mode, but most people will see through it fairly quickly, I'd think.
Yes. And the game is usually played in an open mode. I myself usually explain the three rules before game start, in short. It's the garishness of the descriptions, and the obnoxity by which you expell players, that come as a surprise to most participants.

Gordon C. Landis wrote: I would like to know a bit more about Zader, Mazorg, and/or Zader-Mazorg. A supplement, maybe?
Originally this was a supplement, now worked in as a part of the "core-game". There's another supplement, giving the method for playing Pervo with a normal game group (3-6 players). It's called "Pervo Ped", and leans heavily on some kind of psychotic pedagogy. Earned me a mark as Norways best GM back in the early nineties, that supplement did (broad smile).

I may add that "enthusiasm" is one key tool for the GM in Pervo. Be overly enthusiastic about the gore, and make the world come alive in a kind of enthusiastic minimalism. Add elements at your own whim, craft the existing elements rudely and crudely, and smite the players with your enthusiasm.

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On 10/29/2003 at 4:08pm, Mike Holmes wrote:
RE: DM-therapy!

Tomas HVM wrote: Comments? Why, nothing else than how you like the idea, possibly. I've made a game, and seriously would like people to try it out.
If you check the sticky at the top of the forum, you'll note that it indicates that it's good form to ask specific questions. I was only trying to help you get better feedback by asking what you were looking for.

Note how simply asking for "comments" got comments that weren't useful to you from me. Not that I wasn't trying.

Mike Holmes wrote: You don't actually think that people will play this, do you?
Mike; I know for a fact that people will play this. people have paid me to write down the rules on a napkin, just to be sure they did not forget the essentials of this game. People want to play this game! A lot of people have played it, and enjoyed it. Try to understand why...
I guess I'm being dense. I can see why a GM might want to run it, but I can't see why players would want to play it. I really don't see the point. But, hey, that's probably just me. Could you lay it out for me so that I get it?

Mike Holmes wrote: Interestingly, more refined versions of this show up at Cons all the time.
Interestingly, Mike goes on after this rather arrogant presumption, to describe "games" of no refinement, and not even close to what Pervo is.
To clarify, by "refined", I mean, narrowed down. Less broad, as in the refining that's done to oil to make kerosene. Not better, neccessarily, except possibly for their specific goals. I meant no insult by the use of the term, certainly.

I seem to have incensed you. I was merely trying to get some discussion of the concept going. I hope that by not taking your insults to heart, you can see that I'm being earnest.

Mike

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On 10/29/2003 at 9:56pm, Tomas HVM wrote:
RE: DM-therapy!

Mike Holmes wrote: I guess I'm being dense. I can see why a GM might want to run it, but I can't see why players would want to play it.
Well, they do, by some reason. Maybe roleplayers are a bit more open to experiments than we usually believe them to be? Or maybe they always appreciate a good gore? Or is it the novelty of a GM trying to get rid of you? I don't know, actually, but it works!

Mike Holmes wrote: To clarify, by "refined", I mean, narrowed down. ... Not better, neccessarily, except possibly for their specific goals. I meant no insult by the use of the term, certainly.
I'm sorry, but I felt a bit insulted by it, yes, and could not understand why you would post such an arrogant statement. Thank you for the clarification.

But still you are wrong: pervo is more narrow in focus than the games you refer to, and got something the haphazard convent-game usually don't have. By applying Pervo in the right way, with the right amount of audacity and enthusiasm, you may release feelings and powers in the players not normally let free under a roleplaying session. This is especially true for players of an academic persuation, but pertains to most types of players, actually. And it is hilarious fun, for both players and GM.

Mike Holmes wrote: I seem to have incensed you. I was merely trying to get some discussion of the concept going. I hope that by not taking your insults to heart, you can see that I'm being earnest.
Yes, your answer did provoke me, and I answered in the same tone I perceived you to write in, even though I tried to curb my pen. Sorry!

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On 10/29/2003 at 10:09pm, Mike Holmes wrote:
RE: DM-therapy!

Tomas HVM wrote:
Mike Holmes wrote: I guess I'm being dense. I can see why a GM might want to run it, but I can't see why players would want to play it.
Well, they do, by some reason. Maybe roleplayers are a bit more open to experiments than we usually believe them to be? Or maybe they always appreciate a good gore? Or is it the novelty of a GM trying to get rid of you?
To clarify, then, do the players actively try to thwart the GM's intentions, or are they "complicit" in the attempts to off their own characters? Given the GM authority to do what he likes, it seems to me that competition is out of the question on the player level. Or have I missed something again?

But still you are wrong: pervo is more narrow in focus than the games you refer to, and got something the haphazard convent-game usually don't have. By applying Pervo in the right way, with the right amount of audacity and enthusiasm, you may release feelings and powers in the players not normally let free under a roleplaying session. This is especially true for players of an academic persuation, but pertains to most types of players, actually. And it is hilarious fun, for both players and GM.
To be even more specific, by refined I meant efficient. That is, these convention games usually take no longer than 30 seconds or so to kill of a character if that (else they'd never get through all the players). In Pervo, it seems that the characters might last a little longer - must be, given that they can kill other characters. It seems that there's supposed to be something that happens in Pervo in the interrim. That said, I'm a little fuzzy on what that's supposed to be.

Could you give an example of play? Again, this is probably a strength of the design, but I'm just not getting it. Certainly the absurdity of the Con games in terms of character lifespan detracts potentially from some of the effect.

OTOH, it seems to me that the energetic enthusiasm is exactly what the Con games are all about. Everybody stands. Everything is shouted so that the whole crowd can hear. Players fall to the ground flailing when they're "killed". So, from that POV it seems very similar to what you describe.

Mike

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On 10/30/2003 at 8:33am, Tomas HVM wrote:
RE: DM-therapy!

Mike Holmes wrote: To clarify, then, do the players actively try to thwart the GM's intentions, or are they "complicit" in the attempts to off their own characters? Given the GM authority to do what he likes, it seems to me that competition is out of the question on the player level. Or have I missed something again?
The players are in all respects normal, in a game of Pervo. They only come in one model; trying to keep their character alive as long as possible. Many players perceive initiative to be very dangerous in this game, and tend to develop a passive "wait and see" attitude. This perceived danger is indeed true, but only in the initial stages of the game. As the game develops, the passive characters are much more likely to take the brunt of the GM (Godman), and the other characters.

Pervo caters for very sharp and direct competition between players when the initial stages is over with. In an environment laden with doom such competition is very easily pushed towards the bloody and violent mode, and then pushed some more... into a gory paraphrase on sado-masochism. The GM stop his wanton killings, and leave the players to off eachothers characters in spectacular ways, and preferably dying with grace.

Pervo may be characterized as a "joyful carnival of death".

Mike Holmes wrote: It seems that there's supposed to be something that happens in Pervo in the interrim. That said, I'm a little fuzzy on what that's supposed to be.
That's the reason you got to have so many players; otherwise the game would be over in an instant. When the inital killings are done with, the leftover players tend to get the idea. They usually take the cues given by the GM, going on about Zader and Mazorg at each death. So they try to start their own killing spree, perceiving that the one murdering the others will be the one surviving to the end.

Then the thruth sinks in; that there is no "surviving" this game. There is only "ways to go", so it's not necessarily killing that makes the day, it is dying with grace. That is; soon the players understand that it is essential to enjoy your own pain, lick your own wounds, and meet your death with jubilation! That is when the game gets really interesting...

I've seen players of Pervo praying for their characters death, by the hands of other characters, in very creative and convincing ways. This may happen in other games also, of course, but the fervor by which such prayers are delivered is special for Pervo.

And I've seen players banging their heads against the window, very hard, repeatedly, in a hilarious celebration of the pain inflicted upon their characters. It's all about violence, enthusiasm, and fervor!

A deep lesson
I think it is popular amongst roleplayers, being mostly young men, because it delivers them from their throes of deeply rooted anxiety. The con-games you describe is popular for the same reason, but Pervo does this so much more efficient and true.

It has the same effect on game masters, and that is the reason I use it as a tool in my seminars on game mastery. Pervo is a tool used to release them from the anxiety of disgruntled players. It delivers into their hands the power to be real masters of chaos. I tell them you have to be brutal and ruthless in the face of your players, and when facing your own anxiety of failure. All GMs are expected to confront chaos, and will do this the better if not hampered by neurotic second thoughts.

That's the lesson to be had from Pervo.

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On 10/30/2003 at 8:50am, Anthony I wrote:
RE: DM-therapy!

Tomas,

Could you post an example of actual play? I must be missing something, because I can't even begin to see how this plays. I've read the rules- twice- and I just don't "get it". What is theraputic about this? How is embracing your death and pain interesting, or even remotely fun? How is dying by capricious whim done so that it is fun?

I think an example of actual play would definitely help me to understand this better. Would you be willing to post an example?

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On 10/30/2003 at 9:24am, Tomas HVM wrote:
RE: DM-therapy!

I've posted the initial post of this thread on RPGnet too, and it's interesting to see the difference in response.

The lack of response here speaks volumes, of course; this is not the kind of game endorsed by the average members of the Forge.

The response given by Mike and Anthony is bothered with understanding the concept. It seems to be very important for them to picture the game before entering into it.

I propose another way: happily entering the unknown! Boldy go where men has gone before, on their recommendation! It may function when you actually do it!

"Understanding" is not all! The real experience will tell!

(however: you may go to the page again now, as I have entered a new link at the bottom, on "perverted philosophy")

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On 10/30/2003 at 11:00am, Rich Forest wrote:
RE: DM-therapy!

Tomas,

I don't know--I think you might be misinterpreting what's going on here. The lack of responses that you cite isn't necessarily as revealing as you might think. I've seen a lot of games get a lot less responses here in Indie Design. It's not the most active board at the Forge, and "me too" posts are rare. So if someone has already said what I'd say, then I don't post to add any comments. See what I mean?

The other thing that's going on here, though, is that this forum is really for helping people design games by giving them feedback. It's not really meant to be a "look what I did" kind of forum, and that is perhaps a more likely reason for Mike and Anthony's comments. They're coming at this from a, "what feedback can I give" standpoint. You seem to be posting the game not really wanting feedback. In that case, I'm not sure this is the best forum for the post. In contrast, your post on RPG.net is getting more responses in shorter time because the design forum there has a different focus.

So would Mike or Anthony try out this game, if proposed in their game group or at a con? Maybe, maybe not. Their comments here in the design board aren't really indicative of that. Sure, Mike says, "I don't see the point." That's him talking from a design standpoint, not a play standpoint, if you see what I mean.

Sure, it's interesting and humorous. As presented, it seems really to be about forcing players and GMs to think about some aspects of RPGs that are often implicit. In that respect, it might have been more successful as a post in RPG Theory. But as a post here, you really need to think about what help you want on the game. If you don't want any help, and if the design is already finished and you have no intention of making changes, then it's not a post for Indie Design, in my understanding.

Rich

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On 10/30/2003 at 12:11pm, Tomas HVM wrote:
RE: DM-therapy!

Hi Rich,

I do appreciate responses, as stated before, even if they are negative or lacking in understanding of my designer goals. Although I may seem reluctant to listen to critique, I always do, and use it to turn my eyes on my designs in new ways. I never consider a design of mine "complete", although I usually prefer to present it as such, and fight heroically to defend it. There is always room for refinement. So it is useful for me to post something like Pervo here, and to meet some unmitigated critique (and misunderstandings are always a sign that the design is lacking in some respect).

I also consider it a contribution to other gamesmiths, to give them such a game to read. It may help them in ways more subtle than answering their queries on ongoing projects. This also makes it relevant as a posting here.

I prefer to post something like Pervo under the "design"-flag, rather than under the "theory"-flag. A complete game, discussed and dissected, speaks volumes on the relation between game goals and practical design. That is certainly relevant in a designers context.

I hope you understand this point of view, Rich, and may respect that this is my sincere intentions, and as I perceive them; quite in tune with the ramifications of this forum.

Your point on what the lack of posts signify is noted. You may very well be right. I'm new to this group, so my insight in this sphere is limited. I made a speculation, based on very limited material.

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On 10/30/2003 at 1:13pm, Cemendur wrote:
RE: DM-therapy!

I have been watching both threads. I still don't see the point of actually playing this game.

O.K., with another approach, I do see the point of it as a "thought experiment". I especially like the use of meta-game elements that borderline "happenings" or Andy Kaufman or Situationist Theory, esp. the chapter on roles in "The Revolution of Everyday Life". Either that or it is, a la, Kaufman making fun of those of use who "read to much into something".

O.k., I'll quit while I am behind.

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On 10/30/2003 at 1:31pm, Jasper wrote:
The purpose of Pervo

Thomas,

You said:

Pervo is a tool used to release them [GMs] from the anxiety of disgruntled players.


I don't know quite what you mean here. What, as you perceive it, is the benefit of playing Pervo for the GM, and for the players (is there one for the players)? You said you use Pervo as a tool in your workshops...what kinds of people do you have play Pervo, and what are the effects, do you think?

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On 10/30/2003 at 2:32pm, Rich Forest wrote:
RE: DM-therapy!

Tomas,

Ok, I get where you're coming from on posting it here--your heroic defense confused me a bit. It gave me the impression that you weren't really interested in the feedback. It makes sense now.

In the meantime, I've been thinking about the main point people are raising in their responses, which basically boils down to, "I just don't get it." I'm in there a bit. I mean, I think I can get it from a GM's standpoint. If you're a frustrated GM, I can see the therapeutic value of it, sure. You get to take revenge on the players. That seems to be the point. But maybe it isn't, or it isn't entirely.

So let me try to work it out some more. I'm not sure if I get it from a player's standpoint, but here's my stab at "getting it." It's what you've experienced, over and over, in countless games. No matter what you do, ultimately, the GM is in charge of everything and your only real effectiveness is your social effectiveness. In these cases, the rules are an illusion (it's the "Golden Rule," after all, in many a game). So the one thing that ostensibly empowers you as a player, the rules, are meaningless if the GM is fudging and ignoring them left and right. Pervo's the same as this, really, except... you know the GM gets to do whatever he wants. It's right out there in the open. No obfuscation, no sense that maybe, just maybe, you can be effective through the rules. Just the GM's power, and if you are clever enough and effective enough on a social level, you can at least beat out the other players. Same as always, but this time it's explicit.

Am I getting the point here?

Of course, this seems most useful to both GMs and players who have had Bad Experiences (TM). Which I suppose is a lot of people. So maybe the reason I wasn't getting it was that I haven't really had all that many bad experiences of this sort, at least not for a very, very long time. I can see the usefulness of it in challenging or revealing unspoken issues that many players and GMs have with each other.

I'll take a break now and wait to see your response to Jasper's questions, which I'm interested in as well.

Rich

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On 10/30/2003 at 5:26pm, Tomas HVM wrote:
Re: The purpose of Pervo

Jasper wrote: What, as you perceive it, is the benefit of playing Pervo for the GM, and for the players (is there one for the players)?
It's dead simple: when the GM get a game to lead (Pervo), where he is supposed to disregard the fun of the players, and he discovers that they still have fun, he may be delivered from the fear of boring his players.

In my experience GMs who make decisions in tune with the drama, pertaining to method and genre, not as much to players mood and expectations, are generally better off and more popular than other GMs.

To be a good GM you need to be brutal, cynical and creative.

Your brutality promises the players you will not hold back any consequence when their characters deserves it. I talso insulates you from some of the most disrupoting social conventions, which could otherwise suppress your effective action-range as a GM.

Your cynicism create distance between you and the drama, letting you see it from afar or above, and keep the oversight. It also enables you to invest evenly in all kinds of non-player characters, and to be fair in your dealings.

Your creativeness enables you to create surprising twists and turns in the drama. It hightens the quality of your response to player initiatives, and it makes it easier for you to weave the fiction in a "realistic" way.

Pervo is good training of the first two of these principles, but it pertains especially to the "brutality" of the GM.

Rich wrote: ... the rules are an illusion ... So the one thing that ostensibly empowers you as a player, the rules, are meaningless if the GM is fudging and ignoring them left and right. Pervo's the same as this, really, except... you know the GM gets to do whatever he wants.
You certainly got a good point in this. I have never thought on it like this, but it makes sense, and certainly applies to Pervo.

In addition to this, Pervo also is good for the players (and popular because of it) in another way; it enables them to let loose (like in many other improvised games), and to explore anxieties linked to authorities, loss of control and sex. It is really effective in this regard, as you may experience total humiliation within the relative safe context of a game, and still live to tell. It's like a purgatory! The anxiety is burned away!

As the game transcend the social borders, and make use of player insults, it becomes more effective in this respect. At the same time the fairness of it (everybody is killed, and insulted), makes it a positive social experience, and not a private neurotic one. That is a very important point. If you did this to one of the players in another RPG, you would be overly brutal, an evil man, and a bad GM.

All this therapeutic talk is alright, as long as you keep in mind that Pervo is a grotesquely humorous roleplaying game, with therapeutic side-effects (a fact which may surprise you), but still played for the entertainment of it.

Hope that clarified it somehow.

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On 10/30/2003 at 10:22pm, matthijs wrote:
Short notes from actual play

Hello all!

I've been lurking on the Forge for a while now (a good place to lurk), but thought I'd go public and post some comments about how Pervo can be played. I've only played it once, and it was years ago, at a con.

The unpredictable and cynical cruelty of the GM, who didn't seem to care _at all_ what you were supposed to do at a gaming session, was a bit of a shock. The public humiliation took some time getting used to. I remember we all had to write our names down at the top of the paper. A few had sloppy handwriting, and didn't get a lot of Cleverness Points (Flinkhetspoeng). I got severely punished for having a stupid name. I don't remember very much of the actual session - two characters got their bodies fused together, and the players were forced to speak simultaneously, trying to say the same words at the same time, so they were talking rubbish veeery slowly most of the time. One character was forced down onto a large blade and cut slowly in half. We were told we could hand in requests for more Cleverness, if we wanted; nobody dared at first, because we assumed our characters would be killed (and we'd be ridiculed again), but I took a shot at it, and actually received some points. At no point did the GM, who we didn't know (then), show any sign of liking us, or trying to do anything else than inflict pain on the characters and humiliation on the players.

It's one of the more notable gaming sessions I've experienced (top 20 at least). Hard to say whether I actually enjoyed it as such - I guess I did, after a fashion. But I can definitely see Tomas' point that it must do wonders for the GM. After having done all this to a bunch of players, you'll never have to worry that you're too harsh on them again.

I might like it more if I played it again, since now I know both the game and its creator, and would find it easier to take a step back and laugh at the sheer over-the-top cruelty of it all. However, that would take a bit of the fun away from it as well.

I'm not really sure that the written document does justice to the game as it is (was?) played. I'm also not quite sure that it can be pulled off at all by just any GM. It's all about attitude, and is one of those things that's very simple once you get it, but very hard to describe - like "what's rock and roll".

- Matthijs

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On 10/31/2003 at 6:05pm, Jasper wrote:
RE: DM-therapy!

Thanks for posting that play experience, Matthijs, that helped a lot. I agree that the write-up of the game, as it stands, does not really describe Pervo or its funciton, as far as I see it now.

However, I also have to say that I have grave doubts as to the beneficial effect of GMing a Pervo game. Perhaps I'd have to see one to judge it...but this seems like a strange kind of hazing in a way. Personally, I would never want to be a player of Pervo, nor would I want to GM it. Specifically, I fail to see how the GM's cruelty (both to characters and players) will make him a better GM. Matthijs says that perhaps the GM will no longer fear being cruel in the future...that may be true, but I don't see how it helps.

On the other hand, Thomas, you said that Pervo would let a GM learn that players have fun even if without him, so he can stop worrying so much. That might be a noble goal...but I don't see how the GM indiscriminantly killing characters facilitates that.

PS. Please don't take my criticisms too personally. I don't wish to activate the "heroic defense" of Pervo any more than it already has been, since I don't think that will help any of us.

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On 10/31/2003 at 8:32pm, Tomas HVM wrote:
RE: DM-therapy!

I don't take criticism personally. At least I try not to do it.

You may doubt the effects of this game. It's only natural. The sideeffects were not premeditated, but discovered in play. So they are there.

What I'm concerned with is why they are there, and how the experience may be used. I try to use it to strenghten GMs in handling their players. I also try to increase our insight into roleplaying games, by referring to these sideeffects, and giving theories on how they come about.

I think there is knowledge to be had from Pervo, both on a practical and a theoretical level.

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On 11/1/2003 at 9:39am, Rich Forest wrote:
RE: DM-therapy!

Tomas,

I thought I was getting it all figured out, but then Jasper's comments and your response have made me think some more. 'Cause, y'know, it does really seem like a kind of hazing ritual to me, too.

But what really got me thinking was when you wrote: I try to use it to strenghten GMs in handling their players. I also try to increase our insight into roleplaying games, by referring to these sideeffects, and giving theories on how they come about.


Has Pervo primarily used by LARP players/GMs? Given the large pool of players, it seems more practical at a convention and/or LARP oriented function. Was it designed with LARPers more in mind, or table-top players?

I'm curious because the idea of the GM needing to strengthen his ability to handle the players is setting off alarm bells for me, from a mostly table-top perspective. I mean, the GM is just another player. Sure, depending on the game and the group dynamic, he may be the player handing out credibility. But he's still a person hanging out with a bunch of other people. In functional groups of friends, he shouldn't need something like pervo to strengthen his ability to handle the players. He shouldn't be "handling" the players at all, should he? I mean, yeah, the GM has a certain authority in the game. But it's an authority based on trust. I trust him to fulfill his role and to do so in a fair manner, he trusts me to do my part. Certainly, not all GMs and players can be trusted. But I choose not to play with people who I can't trust. If there's one thing I've become conscious of through the Forge, it's that.

Now in a LARP context, I can see this as more of a big deal. There are a lot more people involved, and perhaps the GM does need to practice socially just saying, "No." Or, "the buck stops here." Which is why I'm interested in the context of your design and play of Pervo.

Rich

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On 11/1/2003 at 10:52am, matthijs wrote:
RE: DM-therapy!

Rich,

I mean, the GM is just another player. Sure, depending on the game and the group dynamic, he may be the player handing out credibility. But he's still a person hanging out with a bunch of other people. In functional groups of friends, he shouldn't need something like pervo to strengthen his ability to handle the players. He shouldn't be "handling" the players at all, should he?


This sounds a bit dogmatic. I believe there's a consensus at the Forge that all players are created equal, and that the GM is just another player. However, a lot of people don't play like this - and don't want to. A lot of players are more comfortable with letting the GM have the responsibility for the adventure, and actually expect and enjoy a bit of railroading from that Specially Empowered Individual.

I'm speaking from immediate personal experience here. I'm running a campaign using a game called "Draug", of my own design, set in a folkloristic 1800's Norway, with trolls, little people, and national romantics. I've tried to empower the players, telling them to take charge of sub-plots, create NPC's, feel free to describe events, and guide the action; but they just don't really feel like it. So, last session, I ran a good old railroader, with almost every action pre-planned, and they loved it.

I think one of the reasons they enjoyed this session so much, is that I gave a powerful signal - as a GM - that I was prepared to take responsibility for the game and for the players' enjoyment. I don't believe this is a sign of a dysfunctional group.

In Keith Johnstone's book "Impro", one of the (very many) important points is that the instructor / group leader must make it clear that he/she takes full responsibility for the results; if the group fails, it's the leader's fault. This gives the actors the freedom to improvise without having to make judgements about themselves or the other actors; they have a safety net in case they screw up.

Perhaps the same thing could be said about the GM's role in a group of players...

(Is this considered "off-topic"? I'm used to posting in a fairly anarchistic group, so just let me know if this should have been posted elsewhere...)

- Matthijs

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On 11/1/2003 at 12:31pm, Tomas HVM wrote:
RE: DM-therapy!

Rich Forest wrote: Has Pervo primarily used by LARP players/GMs?
No, never. it is a verbal roleplaying game (my term for "tabletop"). It is well suited for convention play, for the reasons stated before in this thread.

There's no need to sound the alarm, at least not on behalf of game masters who struggle, ask for help, and get it.

You may have a sound and stable relationship to your players, but this is not true for every GM on this earth. To present practical "exercises" by which GMs may earn insights, is one of the best ways of helping them. The sideeffects of Pervo makes it an ideal tool for this, in respect of problems with GM-authority, and sound attitudes towards the chaotic nature of players.

Let loose, and let chaos rule you!
- may be the deepest insight presented by such an exercise.

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On 11/1/2003 at 2:37pm, Rich Forest wrote:
RE: DM-therapy!

Mattijs, you’ll probably be surprised that I don’t particularly disagree with anything you’re saying. We’re probably in danger of talking past each other—I didn’t mean to imply that the power split in play needs to be even between players and GMs. What you’re describing, as long as everyone is in on it, is just fine. The players are putting their trust in you, and you’re doing your best to live up to it. And it sounds like it’s working.

I have no problem with that.

I was skeptical about Pervo, but open and interested, right up until that bit about teaching GMs to handle players. That’s where my alarm bells went off. (They're little bells, by the way, not, "Oh my god, we have to stop this maniac!" alarm bells. More like, "wait a minute, now I have a new question" bells.) Not that the GMs couldn’t be helped in some ways by it—I certainly have no concerns about people asking for help and getting it, nor do I labor under the illusion that all game groups are happy and functional.

What concerned me was the degree that it continues to place the GM in an entirely separate place. So I’ve gone back and read the thread over once more, to try to pin down how this game is valuable to players.

Tomas, you wrote: In addition to this, Pervo also is good for the players (and popular because of it) in another way; it enables them to let loose (like in many other improvised games), and to explore anxieties linked to authorities, loss of control and sex. It is really effective in this regard, as you may experience total humiliation within the relative safe context of a game, and still live to tell. It's like a purgatory! The anxiety is burned away!

As the game transcend the social borders, and make use of player insults, it becomes more effective in this respect. At the same time the fairness of it (everybody is killed, and insulted), makes it a positive social experience, and not a private neurotic one. That is a very important point. If you did this to one of the players in another RPG, you would be overly brutal, an evil man, and a bad GM.

I’ll give you the benefit of the doubt on the first one, having not played the game myself. But there’s an assumption that is still at work here in the part about fairness. Tomas, it doesn’t seem to me that everyone is killed and everyone is insulted. The GM isn’t, is he? It’s fair among the players, I suppose, in a sense. Although you could probably argue that some people likely are insulted more, and this may not be a light matter. But since it’s the fairness of Pervo that transforms it into a positive social experience, I think it’s problematic that the GM stays free and clear.

I never get to get back at him, the bastard :-) See, the playing field still isn’t really level.

I get that the whole thing aims at allowing for a kind of group emotional release, and the release of anxieties allows everyone to go away from the experience with new insights. I’m ultimately not convinced that the release is as effective for players as it is for GMs. In fact, I’m less convinced now about that part than I was before, although I’m much clearer on the potential positive effects that you’ve outlined. I think the issue for me isn’t, “Can Pervo have positive effects for the GM?” Sure, I’m open to that possibility. The issue for me isn’t even, “Can Pervo have positive effects for the players?” I’m a bit more skeptical of this one, but I’ll leave open the possibility that it might have some. I guess the question, for me, is more like, “Does the potential for it to have these positive effects outweigh the potential negative ones?” Here, the answer will vary for different people. For me, the jury’s still out, but I lean toward skepticism.

That said, I think we may have reached a bit of an impasse here. If the only way to understand it truly is to play it, well, we’re hardly going to get past that wall by talking about it.

So I’ll grant you this: I can see it having usefulness in helping some people let loose and not worry as much about staying in control. How’s that?

Rich

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On 11/1/2003 at 2:46pm, Tomas HVM wrote:
RE: DM-therapy!

Hi Rich,

play it! Gather a bunch of people around you (10-20), and let loose!

But please don't play it as some therapeutic experiment. Do it for the heck and fun of it! That's the primary goal of Pervo.

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On 11/1/2003 at 4:37pm, matthijs wrote:
RE: DM-therapy!

Rich,

I agree that there's no fairness in Pervo, in the sense that the GM and players are in two entirely different "places". The one time I played it, I can't say I felt like I could "let loose" either, in the way Tomas describes; there was too much paranoia, and the sense that the GM might pounce on you at any time. It was perhaps cathartic, though I didn't really feel a great sense of release in the end. It was a bit like role-playing through "I have no mouth, but I must scream", as a matter of fact...

- Matthijs

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On 11/2/2003 at 12:53am, Tomas HVM wrote:
RE: DM-therapy!

There is indeed fairness in Pervo; all players are treated equal, and as they, in a context with a elevated GM, must be regarded the true social collective, they all share the experience. This sharing is essential.

The GM is in fact outside this collective, like some sort of joint focal point for the players, and is, if anyone is, the one treated unfair by the game. I mean: the game isn't showing of his sympathetic side...

However; most GMs and players understand this; Pervo is a game, it's allowed to explore such things in a game.

As for Matthijs' experience with the game: it's his, and true to the game.

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On 11/3/2003 at 9:17pm, Mike Holmes wrote:
RE: DM-therapy!

Hi Tomas,

First, consider not telling people that if they don't see the value or reason behind the game that they should play the game. It's very true that the only way to see what a game will do in actual play is to actually play. But that doesn't mean that a game can't be discussed here. Basically, in telling people that they can't argue against you until they've played the game, you eliminate 100% of the dialog until somebody plays. If people make arguments pre-play, debate them on that level. We understand that it's your experience that the game does what you say it does, and we believe you. But that doesn't mean that there's nothing to discuss there.

Consider that, for one, if people reading the rules don't see the point of play that they might not play. Whether or not the game does what it's supposed to do. That ought to merit some discussion right there, and Rich was giving you good feedback on that topic.


I think that I have a better handling on your game now from the posts that you have made that respond directly to the people giving you feedback. And what I'd posit, possibly controversially though that's not my intent, is that what your game is doing is teaching the idea that we term on The Forge as Coherence. That is, the game has a simple and clear direction on how the players and GM all interact. In doing so, as an exercise, I think that it can show people that one can have an understanding between each other of what the game is supposed to be about that's clear. And that, I think, if anything would be what most GMs would take away in terms of a lesson. The "fear" that you speak of, the fear of being unfair or mean to players is precisely the fear that not everyone is on the same sheet of music in terms of what play is supposed to be.

While I think that the game might serve as an interesting excercise, as you put it, I think it also has some potential problems. It seems to me that the players are being sacrificed on the alter of the GM's need for catharsis here. As Matthijs points out, in play he felt trapped (I love the Ellison reference) and paraniod. These elements can be fun, but I'm not sure I see where it would be in this context. Rather, it seems to me that what you get is a GM who can take out his aggressive impulses on the players.

Don't take this as an insult, but that seems like a hypothetical anger therapy session that allowed the angry party to verbally abuse the people in their relationships in order to make the angry party feel better. Which in the long run I'd doubt the effectiveness of, and which in the short run may stress out the abused. If the intent is not to address the GM's issues about his players, then why the particular context?

It seems extreme and unfocused in terms of it's objectives. The "solution" to the problem of Incoherence is generally assumed to be writing games that deliver a coherent means of play. That is, why do the "exercise" when you can play another game that delivers all the other elements of a RPG, and delivers an equally coherent way to play? Why not incorporate the lesson into the game?

Because, other than the lesson, I'm not seeing anything particularly attractive to a game that's about, from what I can see, characters dying greusomely. I can do that in Cthulhu, and get an investigation out of it as well. :-)

This really is more of a Theory discussion that a design discussion...

Mike

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On 11/4/2003 at 1:13am, Tomas HVM wrote:
RE: DM-therapy!

Mike Holmes wrote: First, consider not telling people that if they don't see the value or reason behind the game that they should play the game.
This is not called for. I've listened to arguments alot here, and answered them. I've also refuted some claims on the game, which I consider unfounded, with referral to actual experience of play. It must be allowed to do so.

I've not nubbed Rich in any way, at least I hope he doesn't feel so, by stating that he should play the game. It seemed a reasonable thing to do, as a conclusion to the debate we had, nothing more.
Mike Holmes wrote: I think that I have a better handling on your game now from the posts that you have made that respond directly to the people giving you feedback. And what I'd posit ... is that what your game is doing is teaching the idea that we term on The Forge as Coherence. That is, the game has a simple and clear direction on how the players and GM all interact. In doing so, as an exercise, I think that it can show people that one can have an understanding between each other of what the game is supposed to be about that's clear. And that, I think, if anything would be what most GMs would take away in terms of a lesson. The "fear" that you speak of, the fear of being unfair or mean to players is precisely the fear that not everyone is on the same sheet of music in terms of what play is supposed to be.
I think this is one of the brightest thoughts I've read on this game so far, including my own. Thank you!

I've never thought about "coherence" as an important lesson to be had from Pervo, but you are obviously right. I have talked about "persuing consequences" with Gms though, in relation to this game, and I think that has been my way of offering this point to them.
Mike Holmes wrote: It seems to me that the players are being sacrificed on the alter of the GM's need for catharsis here. As Matthijs points out, in play he felt trapped (I love the Ellison reference) and paraniod. These elements can be fun, but I'm not sure I see where it would be in this context. Rather, it seems to me that what you get is a GM who can take out his aggressive impulses on the players.
I consider Matthijs' game-participation an example of what some players will experience. It is not the only type of experience given by this game, so I have to elaborate on it.

You are supposed to feel trapped by the game, and certainly the GM gives you good reason to feel preyed upon. Players killed in the early stages of the game, are all left with these experiences, and then something (a bit of fun, and the refreshing novelty of it). Even players in the later stages of the game may be left with little more than this, depending on their own attitude; their will or ability to savvy the theme. However; players may come through these initial stages of angst, experience a bloody bloom, or catharsis, and wring themselves inside out. More or less in a controlled manner. As I've seen this happen, and played out with fervor, I am pretty confident some players experience Pervo on a deeper level that the one Matthijs refer to.

The "sacrifice" of players, as you term it, is a new experience to most players. It si not a "sacrifice" as much as it is a real lesson to be killed without excuse and driven from the table. I think it's a good lesson. It may spur some thoughts about what a GM normally is, and is expected to do. It may open your eyes to the fact that RPGs don't have to be all cuddly and nice. It may theach you a lesson on real authority, and what it get away with.

The last thing this does, is to leave players with anything like the emotional wounds a real sacrifice of anyone would create. I have never experienced anyone close to such a state, and never heard of anyone either.

Players tend to love Pervo, however easy they are killed. It might be so because the game is fun in a brutal way, and very refreshing,

Mike Holmes wrote: ... allowed the angry party to verbally abuse the people in their relationships in order to make the angry party feel better. Which in the long run I'd doubt the effectiveness of, and which in the short run may stress out the abused.
You use strong language, talking about "sacrifice" and "angry party", and "abuse". However serious the game may be considered, this language is a bit over the top. I do not consider your description of "angry party"... etc. as relevant to the game. It is not a description close to the reality of the game.

I take it the field is unfamiliar to most roleplayers; discussing a game in relation to angst, sensuality, power, submission and death, and real life lessons related to this. It's all a part of Pervo I accepted when I found it there, and I want to keep it in the game. I consider the game a small gem, in all it's grotesque glory. I think this attitude, my frankness about it, and the provocative game-theme itself, makes it hard to discuss Pervo. But it also makes it worth our time to discuss it.

In the short run the players tend to get on very well with the game, even after they've played it.

It is a excercise I recommend to GMs in want of guidance on certain aspects of GMing (authority/dramafeeding and brutality/consequence). I don't recommend it as a GM-style, just an excercise, so any long-term effectiveness is dependant on their ability to gain insights from the excercise, and to use those insights in normal games. I'm confident the excercise is better than anything I could tell them on GMing, in certain aspects, and combined with my verbal advice I hold it to a very valuable excercise.
Mike Holmes wrote: The "solution" to the problem of Incoherence is generally assumed to be writing games that deliver a coherent means of play. That is, why do the "exercise" when you can play another game that delivers all the other elements of a RPG, and delivers an equally coherent way to play? Why not incorporate the lesson into the game?
The problem being that there is many games out there, leaving their GMs out in the cold on such things. I try not to do that in my games, and find it hard, so I'm not on a high horse here. It's a fact that the method given to GMs often is lacking. Pervo serve a purpose for GMs of such games, or in their predicament, but it's not a game that will "save" them as such.

Pervo is not intended to do more than a little bad, and a little good, mashed together like a nice little catharsis :-)
Mike Holmes wrote: I'm not seeing anything particularly attractive to a game that's about, from what I can see, characters dying greusomely.
Seems like you're overlooking some essential parts of the game then; the finer points of player interaction with pain and domination... etc.
Mike Holmes wrote: This really is more of a Theory discussion that a design discussion...
Really; it's not! The game is just a tad original in it's design, and so is the discussion on it.

Once again: I strongly recommend you (all) to try this game! It's a small novelty, if nothing else...

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On 11/4/2003 at 8:25am, failrate wrote:
RE: DM-therapy!

No, the players CAN kill the GM. RPGs are based on social contract, so the players can just decide that the GM has no power over them, just like in Labyrinth.

PS, gotta get me some of them David Bowie pants

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On 11/4/2003 at 9:43am, Tomas HVM wrote:
RE: DM-therapy!

Yes, and leave the game, and that's it. No courage, no game, no fun.

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On 11/4/2003 at 6:46pm, Mike Holmes wrote:
RE: DM-therapy!

Tomas HVM wrote:
I take it the field is unfamiliar to most roleplayers; discussing a game in relation to angst, sensuality, power, submission and death, and real life lessons related to this. It's all a part of Pervo I accepted when I found it there, and I want to keep it in the game. I consider the game a small gem, in all it's grotesque glory. I think this attitude, my frankness about it, and the provocative game-theme itself, makes it hard to discuss Pervo. But it also makes it worth our time to discuss it.
Have you ever seen Violence? . The subject of simple violent gore has been done a few times. Violence would be a sort of "anti-Pervo" if you will, in that the players are encouraged to be grotesquly violent with their characters. Vigilante is a less playable game (in fact it says that it's art, and not a game, though it's posed as one), that covers the same sort of territory. In Paranoia, the GM is exhorted to "kill the bastards" refering to the characters.

The point is that violent gore is a well established genre, and people address it all the time. But, the thing is that these games get little play, not because people are "unfamiliar" with the things you cite, but because they just don't like them. Heck, I'm a fan or more sanitized violence, but there's a point at which I wonder what the point is. For me it has no personal relevance. So I'm not interested.

So don't mistake disinterest for an inability to think about these things or inexperience (do I have to bring up FATAL?). We've checked it out, and it just doesn't say "play me" us. That doesn't mean others won't play, or enjoy it, but preference is preference.

The problem being that there is many games out there, leaving their GMs out in the cold on such things. I try not to do that in my games, and find it hard, so I'm not on a high horse here. It's a fact that the method given to GMs often is lacking. Pervo serve a purpose for GMs of such games, or in their predicament, but it's not a game that will "save" them as such.
OK, I can see that, I guess. If a D&D GM is having Incoherence problems, I suppose I could see Pervo setting him straight in some ways.

This really is more of a Theory discussion that a design discussion...
Really; it's not! The game is just a tad original in it's design, and so is the discussion on it.
No, really it is!

This forum is for discussing developing specific projects. It's not "how to design a RPG in general" it's "How do we design that RPG that you're making today?" The Theory forum is specifically for question of how to best design an RPG (and other matters), including discussion of other complete RPGs. For example, we recently discussed the RPGs on Greg Constickyan's list of 300 games people should know how to play. If your idea is that this game is a complete informative design, then it should be in Theory. That's not saying that your game is "theoretical" or anything, no moreso than D&D is theoretical and often discussed in Theory.

Mike

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On 11/4/2003 at 7:36pm, Tomas HVM wrote:
RE: DM-therapy!

failrate wrote: RPGs are based on social contract, so the players can just decide that the GM has no power over them...
Yes, and leave the game, and that's it. No courage, no game, no fun.

Seriously: why should you bother to leave a game that take so little of your time? I have seen some strong reactions to Pervo, but I haven't seen anyone walk out on it yet. To leave a game, any game, is something we seldom see. The social contract is strong, and as long as the players accept to play a game of death, they have no reason to complain when it happens.

I consider this group to be in agreement that the discussion of and theories on games are good. Clearly it is. I have fought many a battle to promote this stance. However; you should all bear in mind that when you are discussing an actual game, the only sure way to gain insight is to play it. If you have not played it, strong statements on how it functions (or not) are pure speculation. It must be allowed for any player or gamesmith to refute such speculation by referring to actual play.

In general the experiences of actual play must weight more than speculations on a game. Of course such experience is also debatable, and certainly must be questioned, but the experience of play will occationally tilt a debate towards the gamesmith or any other member who have participated in actual play. They've been dealt a stronger hand before the discussion starts. This may be considered "unfair" or annoying, but it has to be so.

Please consider this point the next time you discuss a game you haven't played.

Mike Holmes wrote: Have you ever seen Violence? . The subject of simple violent gore has been done a few times. Violence would be a sort of "anti-Pervo" if you will, in that the players are encouraged to be grotesquly violent with their characters. Vigilante is a less playable game (in fact it says that it's art, and not a game, though it's posed as one), that covers the same sort of territory.
No, I've not seen Violence, and yes, I know violent gore has been given it's fair coverage in RPGs. Never seen much discussion on it, though, at least not serious discussion (mostly such games have no serious agenda, so that's no surprise).

I think of RPGs as a kind of artform. It's your attitude as a gamesmith which define your work with it as art, the craftmanship of entertainment, or some hobby you delve into. At the same time I consider that the use of any roleplaying game may create highly sophisticated drama, equal to any drama in any dramatic artform (storytelling, literature, theatre, film).

To create a "game" without the intent of making it playable, focusing on totally different criterias of design, is something I will recommend for any gamesmith of ambition. To highlight certain aspects of the artform you work with, in such a practical way, is very useful. Seems like the gamesmith of Violence has done so.

However: Violence is not "anti-Pervo", as I see it. Pervo also has the theme of player characters bashing eachothers to death. In Pervo this bashing is expected to be done with religious fervor, and to create religious ecstasis. The murder of another character is expected to be performed as an act of religious beauty in Pervo.

Mike Holmes wrote: ... the thing is that these games get little play, not because people are "unfamiliar" with the things you cite, but because they just don't like them.
Such games are not mainstrem, thank God. However; they are played, and enjoyed, and that is no wonder. Pervo is no exception.

I don't say that they are not there. I say they are seldom discussed, and certainly not in any serious manner.
Mike Holmes wrote: preference is preference.
Of course.
Mike Holmes wrote: This forum is for discussing developing specific projects.
You may be right, and you may choose to look at this as a "pecific project". It's not a big point.

I'm a rascal, of course, posting threads that can be misunderstood to belong elsewhere! But sincerely: this thread is right on target for this forum, in my opinion.

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On 11/4/2003 at 9:34pm, Mike Holmes wrote:
RE: DM-therapy!

When I say that Violence is a sort of Anti-Pervo, I mean that the GM isn't (AFAICT) encouraged to kill the PCs. Nor the PCs kill each other neccessarily. Rather the players are encouraged to do harm to the denizens of the PCs setting via the characters. The "Lesson" of Violence is that the violence of a game like D&D becomes absurd when put in the context of modern day. Which is, again not at all what it seems that Pervo is about. The similarity is only, IMO, in the subject matter.

Powerkill, has the same message as Violence, but does it without violence, interesingly. As someone said about the movie Rollerball recently, it's a game about violence, rather than a violent game. You play through a "normal" RPG, and then, when done, your character "wakes up" to find that it was all a psychotic episode and he now has to stand trial for the crimes he committed as a character. Very much a discussion of the tendency to violence in RPGs, and what that means.

And, again Tomas, we are all aware that play is the ultimate measure of a game. Your repeated insistance that we're ignoring that fact is inaccurate. Again, how do we respond if we don't have time to play it? I'm playing in no less than 5 RPGs right now (much more if you count games on hiatus). While I'd like to be able to play every game that I come across, in practice I can only play dozens. As opposed to the hundreds I see.

You'll have to take our word for it that we're keeping the fact that we've not played the game in mind when trying to assess it. In any case, I think you very much misread Failrates post. He's not saying that one should walk away from your game. He's saying that it's an option. Hence, if nobody has, then he's saying your game is good. In fact, he was trying to support your point about how the game is balanced on some level between players and the GM. Somehow you construed that as an attack, but I can't imagine why.

Mike

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On 11/4/2003 at 9:52pm, Cemendur wrote:
RE: DM-therapy!

Still it seems sort of neo-Dada to me. It reminds me of Marcel Duchamp presenting a urinal as the artwork of M. R. Mutt.

http://www.sfmoma.org/collections/recent_acquisitions/ma_coll_duchamp.html

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On 11/5/2003 at 12:34am, Tomas HVM wrote:
RE: DM-therapy!

Mike, you're right about the post of "failrate"; it may be read as a sign of support, or just stating the obvious; players may leave. If I have misread him I'm sorry for it.

As for my "repeated insistance" that you're ignoring the improtance of play... I don't insist on it, but have pointed out this fact a couple of times. I believe the first time was when you labelled the game "unplayable", gving no argument for it. I hold it that people can discuss a game and it's philosophy, and make qualified statements on it, without ever playing it. You don't have to play a game to discuss it, but you could be a bit more vary in giving comments on playability, when talking about a game you haven't even tried to play.

When you describe Violence and Powerkill I recognise them as games I have heard of, but never played. I find the concept very interesting; treating Hack'n Slash as a part of our world, trying to play out the reaction it may create in a truly realistic setting. And you're right; these games has other aims than Pervo, and may be seen as "anti-Pervo".

But I hold Pervo to have a more direct and sounder approach to violence, than the average Hack'n Slash game. Pervo focus intensely on the physical and psychological effects of violence, make the players immerse in this theme, and tries to provoke both feelings and thoughts on it. The hack'n slash game makes violence the central thrill, and carefully avoid any deeper reflection on the subject. At this point in the discussion I think it would be politically correct of me to state that I enjoy a good hack'n slash as much as anyone, but sincerely; I actually find these games increasingly stupid and boring.

By the way, "Cemendur"; Duchamp did not present the urinal as any work of art. He simply hung the urinal on the wall, and signed it. His point being that is was NOT a work of art. But thank you anyhow; I like the fact that Marcel Duchamp is mentioned in a thread on Pervo!

Must be some way to make his name stick to the game, though...

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On 11/5/2003 at 7:30am, Cemendur wrote:
RE: DM-therapy!

Tomas HVM wrote: By the way, "Cemendur"; Duchamp did not present the urinal as any work of art. He simply hung the urinal on the wall, and signed it. His point being that is was NOT a work of art.


Actually, Marcel Duchamp anonymously defended the "Fountain" as a "readymade" artwork of" R. Mutt" in a magazine after the initial scandal.

However, back to the topic. Would you consider the Fountain-Pervo analogy appropriate?

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On 11/5/2003 at 8:50am, Tomas HVM wrote:
RE: DM-therapy!

Cemendur wrote: Actually, Marcel Duchamp anonymously defended the "Fountain" as a "readymade" artwork of" R. Mutt" in a magazine after the initial scandal.
Marcel Duchamp continued to make art that was not art, while most of the dadaist followers of him made it into some kind of art, and killed the idea.
Cemendur wrote: Would you consider the Fountain-Pervo analogy appropriate?
I like it. It is not appropriate in the way it relates to art; Pervo is not an anti-art statement. It may be appropriate in the sheer shittyness of it; Pervo is meant to be provocative and "stinking".

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On 11/5/2003 at 8:28pm, Mike Holmes wrote:
RE: DM-therapy!

Tomas HVM wrote: When you describe Violence and Powerkill I recognise them as games I have heard of, but never played. I find the concept very interesting; treating Hack'n Slash as a part of our world, trying to play out the reaction it may create in a truly realistic setting. And you're right; these games has other aims than Pervo, and may be seen as "anti-Pervo".

But I hold Pervo to have a more direct and sounder approach to violence, than the average Hack'n Slash game. Pervo focus intensely on the physical and psychological effects of violence, make the players immerse in this theme, and tries to provoke both feelings and thoughts on it. The hack'n slash game makes violence the central thrill, and carefully avoid any deeper reflection on the subject.
Violence, I think is actually presented more as a thought experiment, despite being playable. That is, I think its intent is specifically to get people thinking about violence thoug possibly not by playing. It's hard to say for sure what the motive is, or how successful it is. And I won't argue either or those points.

Powerkill, OTOH, is explicitly all about looking at violence in RPGs. It's specifically designed to question violence, not to enjoy it.

As such, these are both different than Pervo, to be sure in that they take a decidedly anti-violence approach, while Pervo apparently simply asks you to consider violence. My point here all along has been that RPG players have considered violence before from designs. Which was to counter your argument that we don't understand the game Pervo because we've never seen a game about violence before. Essentially I'm trying to counter your Ad Hominem attack.

In any case, I'm not sure what particular mechanism is supposed to provoke the thoughfulness in Pervo. The GM is exhorted to kill the characters. The characters are given no direction at all, other than the two steps to writing up their character. So, why is it that this exercise will provoke any more thoughtfulness on violence than any other game in which violence occurs?

I should note that there's a link at the bottom of the page that's supposed to go to a page on philosophy of the game (for GM's only). But the link seems broken. Is there something in there that's important to play and getting players to think about violence?

I'm also wondering if the translation loses something. For example:
An encounter is of course anything. The characters enters the world, and it is a pretty complicated place, full of unknown peril. Lets say they meet up with a little kitty outside the school gates, unsteady on it's legs, very cat-like, soft-fured... and with very sharp theeth. Puppy-theeths are sharper than anything else, and serrated. Serrated! Those theeth will puncture your skin using no force at all, and make blood dribble...
I'm not sure what this is supposed to mean. Does it indicate that "encounters" should be with innocuous creatures so as to make it particularly "unfair" to the players when the kitty (puppy?) kills them? Am I missing something Dada about this?

It's the text that delivers the game, and I'm not seeing in the text where the thoughtfulness is produced in play.

On another note, how old is this game? If it does get played at Cons, etc. I wonder if it's the progenitor of the games that I've seen here.

Mike

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On 11/6/2003 at 9:07am, Tomas HVM wrote:
RE: DM-therapy!

Mike Holmes wrote: ... these are both different than Pervo, to be sure in that they take a decidedly anti-violence approach, while Pervo apparently simply asks you to consider violence.
Kind of correct. Pervo is a hilarious celebration of violent power and pain. Your consideration on violence, in relation to Pervo, is not so much an intellectual excercise, as it is a natural reaction to the unmitigated grotesqueries of it.

In "The Wyrm Era", a recently published module for the traditional fantasy RPG Fabula (my creation), I use some of the lessons from Pervo. It enabled me to make a serious investigation into realistic violence, and it's effects, in two civil war scenarios. Two players of these scenarios in Noways biggest game-convention this summer, stated: "This is the worst RPG I have ever played, and the very best". Several others stated that they "felt dirty" afterwards, but would not be without the experience. The experience was shared throughout the groups, not only limited to the group mastered by me.

And that is an important point, as the Pervo text is not very strong on GM-instruction. The ideal way to learn the game, is by participating in one of my sessions, and then setting it up yourself. I realise some of my arguments on this game pertains to my way of leading it. I've tried to reflect on this aspect here, but must admit that it is a heavy task I'd rather leave to the GM to discover of himself, in this special case. The vision and a few hints must suffice as direction for the GM of Pervo.

The example with the kitten is a typical hint; anything is lethal, seys the text, and the deadly kitten is given as an example of how this may be implied.

I believe I created Pervo in 1991. It's been played at conventions over the years (ideal for conventions), but was only published this year, on the net.

I've tried to access the game-page to verify the link problem, but have not gained access, so I'll have to look into that problem later. My web-program tells me it's alright, so it may be a temporary problem at the site.
Mike Holmes wrote: Which was to counter your argument that we don't understand the game Pervo because we've never seen a game about violence before.
I made an argument on the difficulties on debating the game, due to it's provocative content. I still find the discussion both interesting and useful.

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