Perfecting It

Perfect, Unrevised is for sale. This is one of the most exciting announcements of my life. Folks can pick up the PDF for $10, and preorder the book for $22 + s&h.

This moment has been a long time coming. I’d like to share with you how I got here, and link you to some reviews and AP along the way.

In late 2005, I started reading The Forge. I participated in one or two little design contests, before stumbling upon my big RPG idea in early 2006. Imagine a game where your character sheet only told you about the things you can’t do? Imagine if play was about finding out how to work around that?

That idea in and of itself didn’t prove to be very exciting, but it did lead to Perfect. Impatient and seventeen, I rushed to design and release the game as soon as was humanly possible. I was at Gencon with the game in hand that very same year – about 6 months after my initial idea.

That’s, uh, a stupid way to design a game. In May of this year, I blogged about some of the lessons I learned in that experience.

I published the game, and was initially really excited about it. I heard some really lovely compliments from Paul Czege, who was my game design idol. Ron Edwards played it,  and then played it some more. He encountered some glaring hiccups, but generally liked it. Malcolm Craig played it too. He encountered some glaring hiccups, but generally liked it.

Over time, the glaring hiccups came to occupy more and more of my mental real estate, and reports of people having “generally liked it” were less exciting. Some time in 2007, I pulled the game off the market. I was determined to refine it and re-release it once it had been, well, perfected.

I assume this process will take about three months. It takes over three years. The game receives about 100 playtests over this period, some led by me and some blind. I posted about one session here.

I almost abandoned the game several times, because the work of editing and refining turned out to be hard. Gasp! What a surprise!

It’s then that fans and supporters came out of the woodwork, to help push me to keep going. Gary Breinholt is one of those people. He playtested every iteration of the game I put out, for years, and always came back with critique and encouragement. I shared some of that process here, in 2008.

Finally, in the early Summer of 2010, I had something that felt complete, that told the kinds of stories I wanted it to, that was easy and compelling. Playtests started to soar. Feeling immensely confident – cocky even, I put the game up as a Kickstarter project, asking for $7,000 in funds to publish the game. I managed to raise an exciting $2,660… and am ultimately glad that I failed to raise more. The game design was done, but the physical product was still far from complete.

I worked with editor Josh Roby, who was fantastic. And then I spent months slaving away in inDesign. I learned a lot about graphic design in the process, predominantly that it is a much slower craft than you would think it is.

Come to think of it, I’ve learned something about all crafts: they take much longer than you’d think. Artistry isn’t something you can just vomit onto a page. It takes years of training, honing, doing, refining, re-examining, doubting, and trusting.

It’s been exciting to actually go through that process, and give every step its due attention. At the height of my wit, I named this second edition Perfect, Unrevised – a nod at the dystopian, history-erasing setting it exists within. But truth be told, this is the project that’s taught me the value of revising – the value of hard work.

I talk about some of the important mechanical changes here. The folks at the tremendously good Ninja Vs Pirates podcast explore the mechanics and the structure of the game, with me, here.

And now, finally, it’s ready. You can buy it if you want to. Wilper did, and he reviewed it the very next day. The review is really good and comprehensive, albeit short.

No.

There’s a common adage in the world of story games, introduced through the text of Vincent Baker’s Dogs in the Vineyard: Say yes or roll the dice. Follow the link to read his words on the subject, and then meet me back here.

Vincent’s writing assumes two things: that conflict produces meaningful story, and that saying no gets in the way of producing meaningful story. It’s the second of these two assumptions that I want to draw into question for a moment. Does saying no to a player or a character block meaningful story?

It definitely does some of the time. Let’s say that we’re telling a story about a pistol-wielding archeologist adventurer, and I say that he leaps from the cliff and lands in front of a cluster of evil henchmen, ready for a fight. I’ve got a great idea for where to take this scene, and it’s pregnant with action and struggle. And you say, “well, let’s discuss whether you’d actually be able to survive that kind of fall.” That’s blocking (what my example self considers to be) exciting conflict and meaningful story. It doesn’t add anything to the story, it doesn’t prompt my character to make decisions under duress and it doesn’t change our options. It limits, and it replaces a zinger of a story conflict (will I be able to fight down these sinister henchmen?) with what is at best a crappy story conflict (will I get the chance to face off against these henchmen, like I want to?) and at worst a crappy social conflict (why won’t you just let me do this cool thing?).

So, I’m going to agree that saying no can be detrimental to creating meaningful stories. That’s nearing on unarguable. However, is there also space for blocking/denying/saying no/delaying to be a useful tool in stories? I would say yes. I’m going to reverse my argument before making it, though. There are ways to hear no which are useful to producing good stories, regardless of whether saying it was a good idea. I’m going to walk through a few of the ways I’ve heard “no” surface in story games, and how to make use of them.

Hearing no at a player level

“I don’t see it.”

Willem Larsen introduced me to this phrase. It’s something he uses in group character creation, so that you can have an entire group participating in the creation of a character, but still allow that character’s owner agency and control. This phrase says “I can’t envision what you said plausibly and organically building upon what has already been said / my vision”. It’s elegant in that the speaker assumes responsibility for the disconnect, and it doesn’t necessarily end communication. Try to hear this as “No, but… show me what you’re envisioning.”

The two things that you can do in the face of “I don’t see it” are to acknowledge that there is a gap in the shared imagined space, and work to bridge that gap. The bridging might take the place of differently articulating your contributions (if the gap is one of undestanding), or retreating a narration that breaks someone else’s immersion/belief/investment/plausibility (if the gap is one of expectation).

“No. That’s dumb.”

This phrase doesn’t need much unpacking. Sometimes an idea is not a good idea, and it’s not about a failure of vision. I’ve heard this kind of no over several of my ideas in the past: having the teen gang ride hover-bikes, having my character attempt to assassinate another character in the first scene. I’ve watched people shoot down ideas in the stage before play (the planning/prep stage) several times. Sometimes, this shuts a player down. Sometimes, it forces a player to take a step back, re-evaluate where the group is at, and try to match up their own expectations. Try to hear this as ”No, and… you should take a moment and check your expectations.”

Ultimately, this is someone attempting to protect the artistic integrity of something they’re involved in, and that’s important. The way they’re going about it is problematic, in that they might damage the social integrity, but there are still ways to take this feedback and use it. Hear this as a concern about the final product. They are saying that they don’t want to have to build upon a suggestion they don’t like, and as artists, that is their perogative.

In a sustained, real-time, improvised artistic medium like story gaming, it is assumed that some of the things we introduce will sound dumb. This is natural, realistic and totally fine. To an extent, we must work with the contributions of others even when they aren’t radiant and brilliant, but to an extent we also have the right to exert our standards. If someone deems a contribution subpar, accept that maybe it is. And accept that as being natural, realistic and totally fine. Kill your darling. Listen to the group, hear that there is a difference in expectation, try to find the page that others are on and occupy it, and see if you can infer preference from the block you’ve just received.

“That crosses a line.” or “I’m not comfortable with that.”

There are times when no communicates a comfort differential. Sometimes a member of the group won’t have the established tust necessary to take the story in a certain direction. Sometimes they worry that a certain direction would be triggering, upsetting or too similar to their real lives. No can communicate that someone is not comfortable with I Will Not Abandon You play. Check with yourself about whether this is because the person feels unsafe with the group (something to work on) or unsafe with the subject (something to respect).

Trust, criticism and traipsing

As far as I can tell, there are two types of creative criticism. The first is preference. To look at a situation and say, “I would like this more if  X.” The second is approval. To look at a situation and say, “I think this is good, because of Y.”

As far as I can tell, one is harmful to the artistic process. That one is approval, and the reason lies in the negative space it creates. Approval suggests the existence of disapproval. Even worse than that, approval suggests the legitimacy of seeking external validation for your contributions. To unpack both slightly…

Approval suggests the existence of disapproval. It says, “This is good, because of Y.” It also implies, “If you didn’t do Y, it might not have been good.” This can cause creative paralysis: if you do Y again, it will be good again. If you try something new, it runs the risk of not being good.  It creates safety zones based on what we’ve already seen, and in doing so undermines the safety zone of the unknown. And the unknown is what we’re seeking, right?

Approval suggests the legitimacy of seeking external validation for your contributions. If you give someone approval, you suggest that approval is a useful thing. You also suggest that they didn’t begin with approval. You also suggest that the approval of their ideas is in your control. What do these three things work in tandem to create? A hierarchy.

But, don’t people really like approval? Yes. And if approval didn’t exist as a filter for what is good and what isn’t, wouldn’t our world be saturated by useless shit? Yes. So, doesn’t it stand to reason that approval should be part of the artistic process? No. Approval stunts creativity, creates hierarchies and embellishes fears. It creates a dependency which is not helpful to the artistic process.

Approval creates a dichotomy. Your contributions to our creative endeavour now have the potential to be good or bad. Those are your choices, and they are static. Preference is a language of improvement, of bridging the gap, of movement. It suggests that there is no black or white, just gray. It suggests that you are on the right track, and that there is room to grow, and that the expectation is on you to grow. It puts just as much pressure on you as approval does, but it gives you an avenue for achieving expectation (“how about adding a bit of X?” is constructive; “now do something else to earn my love” is alienating and scary).

Oh! Check this out: Approval builds safety zones around what has already happened, and undermines safety zones around what comes next. Preference builds safety zones around what comes next. It also suggests that, since no approval process is happening, you have intrinsic approval. It eliminates the concept of disapproval. There is only what you have done, what others hope to see next, and what you do next.

Now, some of you are going to notice that approval and preference are just different ways of framing the same thing, and some of you are going to notice that preference has pitfalls as well. And the wisest of you are going to notice that the type of judgment you’re expressing matters less than your words and your attitude. Whatever. None of these are particularly interesting avenues of exploration to me, so perhaps we can just skip them.

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