I don’t remember what I like

8 12 2009

Yesterday, I spent some time considering whether I would enjoy being a member of the police force. The day before, I spent time listening to Star Fucking Hipsters, belting out “in every single town, every officer is down. All dead police! All dead police!” Discord much?

I don’t remember what I like, anymore. Or, perhaps, the reasons that I have had for liking the things I have liked… have all eroded. School ended on Thursday, and I’ve had 4 days of blissful self-reflection since then. Except, they haven’t been blissful. They’ve been confusing and I’ve been struggling to find something to do with my time.

I’ve stopped writing poetry, I’ve been finding less and less enjoyment in game design, and I’ve been finding less and less enjoyment in my hobbies and pastimes. I feel like my interests have fallen asleep, and I’m not sure how to wake them up.

Every day, my career goals seem to change. And often, they’re targeting professions that I find myself unwilling to interact with in my daily life. I’ve not seen a counsellor of any type for years, and yet I want to be one. I hate university, and yet I’m considering becoming a professor. I have a deep-routed distrust of police officers, and yet I’m wondering if it’d be a job that I’d like.

The nice thing about a void is that you can make some intentional decisions about where to go next, what you want to pursue. The ugly thing is that you don’t have the momentum to start moving in those directions. And I’m unsure how to build that momentum.

How does one go about learning what they like? How does one reconstruct a conception of self? Can it be done mechanically, forced out of the woodwork and intentionally and consciously developed? If so, how? If the process must be organic and self-energized, and cannot be forced, then what can I be doing to give it space?

I feel like there’s a story here, but I’m not sure what it is. I’m confused about what I like, and I’m wondering how to go about constructing an answer. Advice would be greatly appreciated.





Elegance & the Death of Clever

21 09 2009

I’m currently working on a game called The Night It Died, which is about the breakdown of a community, and the exploration of what its participants do in its dying moments. It’s the game I’m writing to play SLC! Punk, and in a way I’ve been working on this game since 2006 (albeit under different names: Guttersnipe, later Boulevard).

One of the struggles I’ve been having is figuring out how to set up the general structure of the game in order to deliver the experience I’m envisioning. I’ve thought up several systems, and then trashed them wholecloth. Why? Because they were clever. And when something is clever, it isn’t elegant.

Clever mechanics do something in a cool way, and they noticeably change play. That sentence sounds nice, perhaps it even sounds like a compliment. Let’s unpack how it isn’t. The first key word here is “noticeably”. Clever mechanics are flashy, attention-grabbing and immediate. They demand that you pay attention to them, and especially that you pay attention to how clever they are. The second key word, compounding the issue, is “cool”. Clever mechanics hook you in; they are exciting.

Clever mechanics put themselves on your radar. They announce themselves, demonstrate themselves, and require your enthusiasm. If something is flashy and prominent, there are two options: it’s either the focal point, or it’s a distraction.

Read the rest of this entry »





Housekeeping Redux

30 08 2009

Every once in a while, I feel like it’s a good idea to check in with readers on a few things. As I’ve started posting regularly again, now seems like a good time.

1.) Since last housekeeping post, I’ve changed the layout and removed nested comments. As far as site accessibility/functionality, how do you feel that this is working?

2.) If you read this blog regularly, post a comment letting me know that. Especially if you don’t regularly post.

3.) I’m currently the President of the Vancouver Gaming Guild, and thus am at the intersection of nonprofit organizing and story games. Are you interested in exploring thoughts like: how to support volunteers, how to foster community, how to support gaming in your area?

3b.) I’m going to be leading an Appreciative Inquiry process for the VGG soon, redefining the mission statement and building a new set of core focuses. Would a documentation of this process (say, 1,000-2,000 words) be interesting? It’d give me an avenue to discussing facilitation and story-based communication, while grounded in a shared interest: supporting gamers in our communities.

4.) How am I doing so far with this blog? What works? What needs improvement?

5.) Out of the following topics, what sounds most interesting to you: identity issues, further exploration of sockets and play priorities, discussions about community, exploring the stories we tell ourselves about fear & death, conversations about cooking, about free food, actual play reports from story games, conversations about ethics.

6.) Are you most interested in experience-grounded posts, technique-grounded posts or theory-grounded posts?

7.) Is there value in putting a Donate button on this site?





Plugging in Scenes and System

25 08 2009

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.