In the Clutches of a Game Design (part two) -- 04/17/2008
In The Sorcerer's Soul Ron suggests playing a game of Sorcerer, and then playing a second game, this time among the prior generation of characters, and which results in the situation that was dealt with by the characters in the first game. When I read that suggestion I asked him how it played. And he said he didn't know. That he'd never done it.
Recently, for only the second time ever, I had the experience of playing My Life with Master, as a minion, rather than running it. My wife Danielle ran the game. So in that game there's this scene where I'm wanting the Sincerity die and I'm roleplaying for it. And Danielle says, "If you want the Sincerity die you're going to have to do better than that." So I close my eyes and think for a bit, and then I come back with more passion, and more intensity. And she gives me the die. What I've realized is that I designed My Life with Master to do that. Honestly, I don't think I'm a very good player. I tend to create emotionally repressed characters who aren't particularly interesting for other players to watch. Yes, if the GM does everything right with his or her delivery of antagonism to my character, for maybe three sessions, everything, then my character explodes into dramatic protagonism. And it has happened. Once. Usually the GM doesn't do everything right, and my character fizzles, or rather, remains...unaccessed. I designed My Life with Master to stretch me as a player, to train me where my skills are weak. And as a GM too. The whole group gives me, as GM, a challenge of delivering meaningful antagonism through the concept of Master they create, stretching the range of my creativity. Bacchanal teaches me to create narrative that holds the interest of the other players using uncommon content. And in current local Acts of Evil playtesting I've realized the game is a crash course for the GM (with a player feedback loop) in creating interesting NPCs. What I've realized is that I design games, at least in part, from an awareness of my own creative weaknesses and a desire to move through them. And I think then my games are compelling to folks who share my creative desires. Acts of Evil still has me in its clutches (in a way that Nicotine Girls doesn't), because it still has something to teach me. I think that's what My Life with Master tries to show other designers that I'd be excited to see from them as a consumer: games you designed to challenge the limits you perceive to your own creative and collaborative skills when you play them.
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Defined tags for this entry: acts of evil, bacchanal, design, my life with master, nicotine girls, rpg
In the Clutches of a Game Design -- 04/15/2008
I used to say I created My Life with Master to show other designers the kind of games I'd be excited to see from them as a consumer. Of late I've realized that's only part of the reason, and that myself I didn't even understand what exactly I was trying to "show". And as a result I've started to understand why I've kept designing games.
If you file the serial numbers off of My Life with Master, and then keep filing until all that's left is the underlying framework, you find a social structure for collaboratively creating a story that relies on: shared creation of antagonism, to be managed in play by the GM; conflict resolution, based on a few thematically meaningful character stats that fluctuate with each and every conflict outcome and manage progress toward story closure; and an institutionalized preservation of the protagonism of player character. Now take a look around. Take some recent games and file them down to the framework, and you find shared creation of antagonism, conflict resolution built from a small knot of thematically relevant character stats that fluctuate with every conflict, etc. You find what's effectively the same architecture of collaboration, transported to new themes. So, mission accomplished, right? Time to retire. But damn if I haven't been dug in on Acts of Evil for all I'm worth since early 2005. I spent the better part of a year working on a game called Soul of Man prior to Acts of Evil, and then put it on the shelf after alpha playtesting. But Acts of Evil has had me in its clutches for three fucking years! Why? (Enjoy psychoanalyzing me in the comments if you're so inclined. I'll hold off on what I've realized until tomorrow.) Who In the World Would Want a Game Like That? -- 04/11/2008
When Patrick Dugan's review of My Life with Master appeared last month on Boing Boing and then StumbleUpon, I started inquiring of international buyers requesting shipping/handling quotes whether they were "active (or lapsed) RPGers," or just curious from hearing about the game online. Their replies, reproduced with permission:
"I am lapsed, but I recently started running Call of Cthulhu with my wife and friends. They love it for the atmosphere, but the pay off is always disappointing, involving as it does tentacles and monsters and whatnot. Your game sounds like it might be more rewarding, and it really excites me how people are responding to it in such a primal, hushed way. It almost makes me nervous about playing it, and therefore sounds very much up my street." I am an active RPGer and thought the game sounded really fascinating. We mostly play games with quick and dirty rules, SLA Industries, Savage Worlds etc. but the exact game depends on whose turn it is to GM. We are playing Children of the Sun at the min. We like concentrating on story and characters rather than combat/rules. Though a dustup is always fun. I don't have the time or imagination to run long campaigns so when my turn comes I like to run fast paced short campaigns (3-4 weeks usually). Life with Master sounds like it could fit that really nicely as well as just sounding an interesting read." I am a long time roleplay, mostly table top, but also LARP-er. As many others I half way designed my own game ( modern Japan with occult and Sci-fi ) but it all became way to complex and our interest up here in the cold of Norway turned towards more free form and indie games. Mostly I story tell customized settings for 3-5 game nights. Each player gets to pick 3 keywords/ideas/things he wants to have in this setting, I whip out a world bassed on those the group comes up with. And we use a system that fitts the world :) Also do a lot of roleplay in World of Warcraft, despite those heavy limitations the game impose on rp. But well work and all, can`t play as much as when I was 15 :)" the small article about your book just piqued my interest really, in terms of how the mechanics of it worked and how you could, through a game, use a group of people to tell an involving story. i guess that's kind of the basic premise of an rpg anyway? i've no idea whether i'll actually play it as a game tbh, (i don't know who i'd play it with in truth!) i'm just interested in reading through it and understanding how it works :)" Anyway MlwM with "turned around" mechanics, narration "ruled by" simple mechanics, purposedly limited scope and simple (so consequently easy to fallow and powerful) setting - obviously cought my attention. It's more than "regular" new-wave stuff. Will be definately used on mea... newb players and on conventions where long campaing, tangled relations and deep personalities are simply out of question." More to the point, I'm a graphic and interaction and designer and in our studio we have this running joke that the guy who maintains our hardware is like an evil genius with the way he's hunched over the empty shells of computers on his workbench, plugging in hardware and running cables everywhere. Which in turn occasionally makes us act like Igor-like henchmen. (we're big hammer horror and cheesy B-movie fans here) So the boing boing description of the game really caught our eye and we'd love to give it a go. The game also got a lot of praise for it's mechanics in several reviews which I suppose makes me profesionally interested as well. =)" Plus I'm addicted to buying stuff in the US since the dollar value made everything so cheap. Ireland is quite an expensive place." As for table-top-ing, I've been playing D&D, D20 modern and White Wolf stuff for about 5 years now. I've gotta say, Planescape is my favourite so far! :) But I also currently teach at Qantm College (a college that specialises in training people to work on video games) and we're always looking for new tabletop games to try. What I read of My Life With Master would appeal to a lot of my students, I think!" The Ashcan Front at Gen Con 2008 -- 04/07/2008
Matt Snyder and I are organizing an Ashcan Front booth for Gen Con again this year. The main changes are:
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What I'm Hearing"It’s not trivial to inspire people to want to get up and do something with someone else."
What I'm Saying"My own personally significant take-away from the Dancey interview was the realization that the frustrations of indie publishers at the traditional hobby games publishers are as mis-applied as the frustrations of traditional hobby games industry notables at indie publishers. We aren't the market disruption that's hurting them, and they and their customers aren't a stony ignorance that thwarts us. The community of gamers has fragmented under the "good enough" distractions of video games and other entertainments. We are designing for the "challenge and create" community that's left incompletely satisfied by these other entertainments. And because, as Dancey says, the partake and reinforce gamers have always been the decider of what games get played, nothing we design warrants the approbation of the traditional hobby games publisher, because nothing we design can bring partake and reinforce gamers back from their other entertainments. So the traditional hobby games publishers are left to their fight for the attention of the shrinking partake and reinforce community. And our adherents can only get a game to happen with non-gamers or others also in the smaller challenge and create community."
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