Reset Form

Reset Form

Reset Form

The Blog

10

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.

7

I’m back!

Summer has been going well. Ribbon Drive is nearing publication. My garden is doing fairly well. And I got back from Go Play alright. Go Play helped me realize something about my play preferences – a shift I’ve made in the past two years.

We sometimes talk about this mode of play that is goal-focused, situation-driven, poweful, assertive, emotionally aggressive, testing and meaningful. It’s a subset of Story Now play, and I’ve heard it described as “playing passionately,” “story by the throat,” and the less flattering “face stabby play.” And I used to be all about this. Yeah! Let’s play close to home, and let’s be really INTENSE about it! So there’s this spectrum that runs from easy/safe/light play to demanding/vulnerable/intense play. Basically, “light-hearted play” vs “intense play”.

There’s a second axis that I find doesn’t get much attention. It’s that of quiet/subtle/downbeat play to loud/obvious/gonzo play. Basically, “soft play” versus “thunderous play”.

Most of the time, when “intense play” gets discussed, it’s assumed we’re also talking about “thunderous play.” A lot of newer games support emotional violence, pushing really hard on character/player goals, centralizing conflicts (the phrase “push to conflict” being a common one) and rewarding powerful and tense moments. Stabbing your mother to protect your forbidden love = awesome.

The shift in my play preferences is that I no longer like this combination. I’m cool with combining “light-hearted play” and “thunderous play”. In this combination, there’s a focus on getting the most fun out of a moment of play, of having actions sound cool, and of building upon any and all suggestions (ie, not filtering). This kind of play works well with Dungeons and Dragons or Danger Patrol or Inspectres. Firing your rocket gun while jumping out of a flaming zepplin = awesome.

I’m fine with “light-hearted play” and “soft play”. This kind of play focuses on appreciating little character quirks, working together, figuring out what you want, and having fun.  Breaking the Ice does this really well; the endgame mechanics are: look at the relationship you’ve created. Decide whether or not you want it to last. A thoughtful end to a feelgood game about trying to make something nice work out. Playing out the simple dialogue of two quirky people in a supermarket = awesome. Maybe. Perhaps this cross-section is a straw man – I don’t really know this type of play well at all.

I’m most interested in mixing intense play and soft play.  This is the kind of play where things hit home, but they do so slowly. There’s room for subtlety. There”s also room for abrupt, sudden violence. The difference between this abrupt violence and that of “thunderous play” is that when play is soft, we watch the violence shake itself out. We see repercussions, we follow the downbeats after the action. Play utlizes pregnant pauses, focuses on difficult decisions and transitional moments, and makes us think about what our characters really want.

I’m working on two games right now. Ribbon Drive and Perfect. Ribbon Drive is  a game about everyday people on road trips, learning to let go (and sometimes giving up on their dreams). Perfect is a game about committing crimes in a Victorian Dystopia, and facing the punishment and brainwashing that follows if you get caught. I started working on them both in earnest months ago. Ribbon Drive is ready to print, whereas Perfect has a lot of writing left. Part of the reason is that Ribbon Drive is a simpler game. A bigger part is that Perfect is intense/thunderous, whereas Ribbon Drive is intense/soft; my interests have shifted and its hard to bring them back.

I don’t see a lot of support for intense/soft games. The techniques are less explored – utilizing pauses and silence; mechanically codifying ambiguity or indecision (how would this work?), or even signalling it for that matter; delaying important decisions without escalating them; using character avoidance without it being a form of player blocking; asking hard questions; reincorporation over time; downbeats; de-escalation; backing down (this is explored in some games, like Dogs in the Vineyard, but still fairly virgin territory for most); and compromise.

I’ve seen some games that do this – Breaking the Ice can do intense/soft as well as light-hearted/soft. Roleplaying poems and stuff written by Jackson Tegu are often really meaningful and powerful but also really quiet and introspective. But there’s something of a void still existing. I’m excited to be nearing completion on Ribbon Drive – I think I’ve done a really good job of exploring some techniques for play that’s both intense and quiet. But I’m still searching for other games that do this well.

Things to take note of…

Right now, I'm taking pre-orders for Monsterhearts, via an IndieGoGo fundraising campaign. Interested in supporting the game and scoring a copy?