Plugging in Scenes and System
I swore that I would never do this. That I would never make a story games theory post.
But this feels different, and somehow allowable. I’m going to explore some theory, tie it directly into play techniques, and offer some diagnoses of play. This post aims to explore the idea of sockets, why we should pay attention to them during scene framing, and how game systems should support us in engaging sockets and framing scenes.
I’ve created a new category to place this post in: Practical Theory. If the conversation goes well, there might be additional Practical Theory posts in the future. If the conversation crashes and burns, I’ll destroy the category. Alright, enough preamble.
Term: Sockets
We engage stories, and especially story games, in different ways. Some of us latch onto the characters involved in the fiction, and their decisions and viewpoints are paramount. For others, the story and the plot are most important. For others, the descriptions of setting and surrounding are most important. Some of us care most about the other people at the table, and the social element of play. These different modalities of engagement are known as sockets: they’re how we “plug into” the game and our enjoyment of it. To quote directly from Mo (linked in the last sentence), sockets are where people “give and take their focus and energy to and from“.
Term: Aggressive Scene Framing
To quote, scene framing is “the technique of skimming through time in the game to a particular time and place of interest. ” Scene framing is when you cut from the previous scene and move into a new scene, establishing details of setting and situation that unfold and develop through play. Aggressive scene framing is when your use of scene framing is intentional, purposeful and focused – framing to moments of high engagement and involvement (in other worlds, moments that demand immediate and meaningful participation). Note that I intentionally avoided saying “frame to the moment of conflict”, and I’ll talk about why in a minute.
Drive Toward Meaningful Engagement (Sockets & Scene Framing)
It’s a common misconception that the way you do aggressive scene framing well is to frame to the moment of pregnant conflict, that you open with an opposed situation that must be diffused. I’m going to take a step back from this idea and offer a suggestion: scene framing should work to engage our sockets in a meaningful way, skipping that which doesn’t satisfy our engagement and energy. In other words, if we all have Conflict/Plot/Choice sockets, then and only then is it appropriate to frame to moments of intense conflict. If we all have Setting/Aesthetic sockets, then we should be framing with interesting and evocative images, and use scene framing to move us to those images.
Example A: The Spelunkers. Imagine a group of D&D players whose primary sockets are Tactical, System and Choice. Good scene framing will meaningfully engage these sockets above others. The GM uses aggressive scene framing by saying, “Alright, your trip back out of the Cavern of Doom is uneventful. When you return to the hamlet you last stayed at, you see several buildings in flames. Two pairs of guards patrol the perimeter of the hamlet, sticking to lit paths. I’ve got a map of the village here. Note that it’ll take a skill roll of 20 to put out a torch from afar, and a skill roll of 15 to sneak up on the guards.” This immediately engages their tactical socket (by asking them to choose the best and most effecient entry point), and their Choice socket (by framing the moment of planning). It would be bad scene framing to fast forward past this point, because it is here that tactics and choice have the highest level of engagement.
Example B: The Crazy Folk. Imagine a group of Don’t Rest Your Head players whose primary sockets are Aesthetic (“not necessarily caring if a narrative is created or if character development makes sense, as long as play creates something beautiful / interesting”) and Character. The GM uses aggressive scene framing by saying, “So, you’ve got the soldiers cornered. Great! With some prodding, they’ll agree to lead you to the Wax King. You are led through rank, disgusting sewer line. Along the walls of the sewer, you start to notice… wax. Hot wax seems to be bubbling out of every possible crack in the wall. One of the soldiers turns to you and asks if you’ve ever met an immortal before.” Note that there is no conflict inherent in this scene, no decision that needs to be made. There is a description/scene that the GM thinks is evocative and interesting, and there is a conversation for the characters to join into. The players are given a chance to narrate their characters’ thoughts and interactions. The GM skipped over negotiations/conflict to get to meaningful engagement – in this case, aesthetic and character.
Term: System
One compelling summary of system: System (including but not limited to ‘the rules’) is defined as the means by which the group agrees to imagined events during play (Lumpley Principle). I’m not going to extrapolate on this idea much: system is the wedding of hard rules (like when you roll dice) and soft procedures (like who has the authority to introduce setting descriptions).
At its best, system makes your participation more meaningful. These next two sections will explore that.
The Right Game Will Support Your Engagement (Sockets & Game System)
One of the reasons that RIFTS is not a good game for me is because the system doesn’t support shifting character priorities, and it doesn’t mechanically reward beautiful or interesting description. I’d be “plugging in” to stuff that is irrelevant to the mechanics/system of the game. When looking to a game, see where and how your sockets are supported and integrated in. If you have a choice socket, ask “does the game make choices meaningful”?
Why does it matter if your sockets are supported by the system? Because sockets are where you put your energy in and expect to get your energy out of. If the system doesn’t support your sockets (and your sockets don’t support the system), then you’re dividing your energy and forced to choose between two reward sets (mechanical/system, and personal).
Example C: The Spelunkers. Having decided to ambush the patrolling guards and slip into the shadows afterwards, this group of D&D players looks to the system. Does their game support and reward making tactically advantageous decisions that are based on system knowledge? If so, their sockets are integrated and supported well by their chosen system. If not, they should probably switch games. In this case, I’d say “yes”.
Example D: The Minions. A group sits down to play My Life With Master. If the players have a strong aesthetic or setting socket, they will be richly supported by the system, which provides lots of meaningful interactions across those sockets. If they have a strong choice or tactical socket, they will be unsupported by the system. Their GM and group might work to provide meaningful engagement of their socket (ie, by engineering the fiction and situation to a place where choice is relevant), but these efforts will be unsupported by system.
The Right Game Will Engage Your Best Material (Scene Framing & System)
This steps away from sockets, and offers something similar to “The Right Game Will Support Your Engagement”.
When you play, you make decisions, create new situations and details and advance the story. This content/material will take creative energy to create, and some of it will be quite amazing. Seeing that material engaged, reincorporated or integrated into an ongoing story/game/plot arc/situation equates to seeing a return on investment.
You can manage that engagement, reincorporation and integration on your own, but it takes a lot of effort. A system is right for you to the degree that it re-integrates your best material easily and meaningfully.
The Disconnects
When there’s a disconnect between sockets & scene framing, you either skip the meaningful engagement or need to wade through unmeaningful content in order to reach it. In the first case, you’ll see decreased trust and people challenging where a scene starts (“no, my character wouldn’t have done that!”). Frustration will likely build over time, as people are being denied key chances to invest and see return on their creative energy. In the second case, you’ll see boredom and mixed participation levels. People may start engaging scenes in inauthentic ways (rushing to conflict, making uncharacteristic decisions, disrespecting genre) in an attempt to move more quickly to what excites them.
When there’s a disconnect between sockets & system, players will either pursue their sockets and drift play away from engagement with the mechanics, or they will engage the mechanics with disinterest, seeing little return for their energy. In the first case, you’ll have expectation clash and a deprioritization of system (which might have been the unifying factor of play interests). In the second case, you’ll see unenthusiastic participation.
When there’s a disconnect between scene framing & system, you’ll see great material that fails to become integral to your game, or at the very least, a lack of reincorporation of great material.
This is already 300 words over my self-imposed post limit, so now I’m signing off.
[Waypoints] Joe McDonald: Plugging in Scenes and System — The Harping Monkey
[...] Plugging in Scenes and System via Buried Without Ceremony. [...]
Mick Bradley
This is really wonderful thought-fodder, dude. I am going to read it a couple more times, then probably come back and comment some more. I hope the ensuing discussion is fruitful – but even if it goes south, I urge you to stick to the notion of exploring these kinds of ideas here on BWC.
Thanks for taking the time to share this. I’ll be back later.
Grant Gigee
Awesome. Acknowledging and exploring different priorities really keeps this post classy. I look forward to more.
If I might make a personal observation (I can’t speak for anyone else): I find that I can generally engage with whatever ‘sockets’ are provided, assuming the choices are made clear. Where I start having fifteen minutes of fun packed into six hours of gaming is when the technique of ‘anti-aggressive scene framing’ is used, by which I mean, nothing is prioritized and the game wallows through the entire kitchen sink of possibilities.
Mick Bradley
A couple of comments:
@Grant:
Even though I can’t honestly say that I am able to engage in whatever sockets are provided, I can enjoy the act of helping other people engage in their sockets even when they may not be my favorite sockets because trying to help others get what they want out of play is an aspect of a social socket, and social is one of the sockets I tend to enjoy plugging into.
@Joe:
As to the notion of focusing scene framing around addressing peoples’ sockets rather than on the argument of whether or not “all scenes must drive to conflict”, I can’t tell you how much I appreciate the way you’ve framed your thoughts, Joe. I think other people have hit upon this before, but never in words that so clearly got through to me. Now I have a clear framework to make scenes work even better for myself and my co-players. Thanks, dude.
ScottM
I really like this writeup and particularly liked you working all the way through the disconnects. Drive toward meaningful engagement is packed with good advice that I’ll have to mull for a while.
Just FYI, Example D sentence 2 is incomplete.
Thanks!
buriedwithoutceremony
Thanks, guys.
This is the first post I’ve ever written a complete outline for, before writing.
I drew a relationship map between Sockets, Scenes and Systems (noting how they should support each other, and what the breakdowns can be).
Ultimately, I worry that I might have tried to cram too much into the post.
The most important idea in this post is “use scene framing to set people up for rewarding engagement of their sockets”.
storybythethroat
Hi, Joe!
It WAS a bit long, but I love the way you’ve combined the concepts into practical observations on different roleplaying concepts. Seeing all the different vectors that Sockets, Scene Framing and System can intersect on was eye-opening. You took some building blocks and assembled them well.
I agree that your observation on practical use of Scene Framing is pure gold.
Peace,
-Joel
Breaking radio silence with a basket of links « The Seven-Sided Die
[...] at the funereally-named Buried Without Ceremony there is an article, Plugging in Scenes and System, that talks about Mo’s socket theory and how it relates to satisfying play and personal [...]
Amy
Very well-put.
It’s funny how RPGs tend to keep this unspoken, like you’re supposed to all know what kind of game you want before you even sit down together.
Now, can I introduce a mechanic into my in-test system’s scene framing method that addresses player sockets? Hmm…..
Elizabeth
This is fascinating. I’m really enjoying your whole blog, and in fact am *really* pining to play Ribbon Drive, and have been since a friend told me he’s planning to get together a group to play. Every song has been yielding it’s story to me ever since.
Anyway, regarding this particular post, I almost want to have everyone I play games with read this and give feedback. I talk with people a lot about different motivations in games (and in fact, in life) and this is a really useful framing.
In fact, when I start pondering, I find these concepts extend well past RPGs and into other areas of life as well – the sockets + [entity] model works for me.
Thanks again for the blog, you are a very thoughtful writer and I appreciate your aesthetics.