madunkieg: Non-traditional heraldry (Default)
2018-01-02 02:39 pm
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What Have I Gotten Myself Into?

Role-playing games aren't simple, but the human brain is wired for language and telling stories, making them intuitive. Following that logic, all you need to learn are the rules. Ease of play means easy study, right?

You'd be wrong. It does not.

Let's start with studying language, which is used both during play and in the rules. Language can be studied in a multitude of ways, from grammatology (word order), semiotics (signs), rhetoric (arguments), genres (social patterns), and many more.

Add the game parts onto that, for example game theory (math/psychology) and economics, and you start to see just how many fields can go into a single role-playing game.

But even that's not the end of it because all these systems work together, resulting in emergence. Emergence is the bane of my academic career.

Fortunately, Bakhtin convinced me to shift focus onto ideas (rhetoric, genres). Nonetheless, despite ruling out constructing language, I'm still trying to figure out what fields are irrelevant. It doesn't help that rhetorical genre studies is linked to cultural studies.

And that's just a glimpse into why role-playing games are a nightmare to study.
madunkieg: Non-traditional heraldry (Default)
2017-12-12 02:52 pm

What do you think “narrativist” means?

The root-word of narrativist is narrative. Because of my training in narratology, I know that one meaning of narrative is that they follow one character. Stories contain one or more narratives. Thus a narrativist game deals with individual plots, rather than a story-based game which focuses upon one main plot. This also fits with the idea of players wanting more drama because conflicting goals creates just that. Or that's what I thought...

Edwards designed the narrativist genre to revolve around a premise. Later versions of narrativism would include thematic rules, morph the premise into an open-ended question, and recognize the beneficial effects of improvisation, but these were only small adjustments to a new way to play.

So, which one’s right? Both of them.

Everyone has their own definition of “narrativist.” Edwards, and a few others, tried to convince people of their own definition’s superiority. Their success helped turn an idea into a genre. I’m going to be studying that process, but that means recognizing other definitions as equally valid.

All of this is why I’m reading about Schleiermacher’s hermeneutics (academic-ese for interpreting language). It requires multiple readings of the threads to determine both the writer’s perspective and the different definitions of each word. Unfortunately, I’m not sure if Edwards and his friends took the same approach. I’ll just have to analyze the threads and see.
madunkieg: Non-traditional heraldry (Default)
2017-11-10 08:18 pm

Simulationism vs. Trad

I had a realization today that not all simulationist games are trad games.

The term simulationist refers to one of the three genres developed by Ron Edwards, the man behind The Forge. Trad, on the other hand, has become more prevalent on Story Games. Of course it was always obvious if you cared to look, but I only discovered it after I started analyzing those two genres.

In a trad game the gamemaster (GM) makes the adventure and the players react to it. In a story game the players make the adventure and the GM reacts. Yes, there are exceptions, and the genres are quite a bit more involved than just that, but that's the main point. These two diverge in terms of their characters' sources of motivation.

Simulationist games are about exploration. This is contrasted with narrativist games, which focus upon a theme, and gamist games, which are about competition. These three diverge in terms of what sort of activities the characters engage in.

Note that none of these genres say anything about the age of the game, despite trad being short for traditional. If you really want to get into temporal arguments, try parsing whether 1st edition D&D is an example of the Old-School Renaissance genre. But this is just a digression.

Most trad games are also simulationist, but not all simulationist games are trad. Thus, while Dungeons & Dragons and Fiasco are both simulationist, D&D is trad, while Fiasco is a story game. Similarly, Over the Edge would be considered a trad game, but it was, at least initially, called a narrativist game. I'll have to think about whether it would still be considered a narrativist game under the more recent definitions.

Anyways, that realization put a real crimp in my dissertation plans, but it does make comparing much easier as I can describe two different games instead of one. I do, however, have to make sure that what I'm analyzing are actual trad and simulationist games. There's elements of narrativism in Call of Cthulhu (politeness) or Vampire (power), and Vampire, when played in live-action form, consists of mostly player-driven plots.
madunkieg: Non-traditional heraldry (Default)
2017-11-04 04:02 pm

The (Mostly Unimportant) Trouble With Genre Hybridity

Hybrid genre games are difficult to create. In GNS and Other Matters of Roleplaying Theory Edwards proposes two possibilities:

(1) two modes are simultaneously satisfied in the same player at the same time
(2) two modes can exist side by side in the design, such that differently-oriented players may play together

Edwards admits to being skeptical of both, but one clue to that skepticism may be found in his preference for narrativist games. I explored this before and it makes heavy use of Edwards’ essay, System Does Matter", but I’m going to rehash the basic points here.

Narrativist games explore a topic and usually present an opinion on that topic through their rules. Any change to the rules results in a change to the opinion, or completely messes it up. To make matters worse, most narrativist games take a rules-light approach, meaning that changes would likely be far more drastic. This is not exchanging a +1 for a +2 in a task resolution system. Instead, narrativist games tend to be shaped by concepts like scenes and conflict resolution systems that ask “why,” instead of “how.” If you're changing anything, it has to be a big change. Furthermore, narrativist games' rules tend to produce meaning by their interactions.


I’m going to explore hybridity through Joshua A. Newman’s Shock: Social Science Fiction. Shock attempts to simulate the genre of social science fiction, but that genre always revolves around a premise. That premise qualifies it as an early narrativist game. I’ve written a lot about Shock before because I admire its originality in terms of its rules, and my hate for how it handles story.

Newman claims that it uses conflict resolution, but I would argue that it’s a hybrid form of task and conflict resolution. Conflict resolution normally has two forces going against one another, and so you always have a story to tell. Shock requires that each characters’ action have a different goal. It is possible for both actions to fail, leaving the storyteller without an obvious story to tell.

Nonetheless, every challenge is shaped by the issue made up at the start of the game, and the character’s approaches to that issue. If the rules are followed to the letter and in their implications, it definitely asks, “why.”

Despite being difficult to play and not having rules to resolve things at the story level, Shock was a big hit with The Forge crowd, including many non-designers. The game doesn’t have to be ideologically perfect in order to be fun. The rules don’t have to be perfect, either. It only matters that they’re good enough, and the players will fill in the rest.

This is where story games have an advantage over other types of games. Because there’s no way to create rules for everything that a player could imagine. Players accept a certain degree of hand-waviness because it's the story that they're interested in, not the rules.
madunkieg: Non-traditional heraldry (Default)
2017-11-01 01:03 pm

Bringing MLC Closer to Being a Hybrid Genre Game

Ron Edwards warned against hybridizing genres. He's usually right, but in this case, I'm realizing that there are reasons to make exceptions.

Old School Renaissance (OSR) games, like 1st edition Dungeons & Dragons allow the participants to create their own resolution methods for dealing with different situations. This is because a combination of factors, including the use of task resolution and the inability to create rules for every situation.

Eventually that changed so that you had one flexible resolution system that handled almost every task. The most extreme example of this is GURPS. Play changed a little, but it was still mostly combat-focused, and so it worked.

All that changed with smaller presses producing many games about a variety of non-combat focused themes. There were three ways to deal with the problem:

1. Ignore it and hope that everyone else doesn't think too deeply about it
2. Switch the focus to resolving why the action is taken (conflict), rather than how (task)
3. Return to the OSR trend of allowing players to design their own resolution methods

I've decided to take that third road with my own game, Metropole Luxury Coffin (MLC), which I had identified as a member of the gamist genre. Because so many people have been raised on the first and second roads, some retraining is in order. And so, I've designed three very different resolution methods for MLC, and then advised players to modify them or create their own methods:

1. Beat Test: This relies on dice with the character's face being used as a modifier, with the highest roll winning. Beat tests may be escalated by bidding more face.

2. Building/Performance Tests: This relies on cards which are used to make pairs based upon rank. This gets easier as more people join in.

3. Negotiations: Anything can be offered to secure a deal. If the character later renegs, zie loses face.

Of course, the devil's in the details, but I like that MLC isn't tied to using just dice, cards or negotiation.

(EDIT) This doesn't mean I consider MLC to now be a member of the OSR genre. That would require classes, hit points, weapons and armor lists, combat and related modifiers and a host of other details.
madunkieg: Non-traditional heraldry (Default)
2017-08-22 01:01 am

Story Games: Difficult to Sample

I want to write about genres, but I've encountered a problem with writing about the genre of story games. This doesn't refer to story games which include all role-playing games and other games. I'm referring to a style of game that is usually talked about in threads like, "Story game-ifying (insert name of RPG here)."

This definitely points to the existence of a genre. The threads are based on how different The Forge's style of rules are from the traditional ways of building RPGs. What they fail to get is that the experience is different because the players and GM are treated differently. Yes, the rules matter, but it's not just the rules. It appears in the how-to-run and how-to-play advice that accompanies the rules. Sometimes there are rules governing the creation of the setting. Instead of leaving it up to a GM, story games give that power of creation to everyone.

What makes this so difficult to write about is that these threads usually don't mention games in them, only rules from games. Of course, if you're familiar with enough story games, you can probably guess which game they took inspiration from, but those are only guesses.

Of course, there are other threads which call for lists of games that possess a certain rule, such as lists of GM-less games, but counting games from those threads assumes that all story games are gm-less, which is far from true. As I mentioned in my previous post, that sort of turns the concept of genre on its head anyways.

I'll have to think about this to determine what, if any, method could be used to build my research sample.
madunkieg: Non-traditional heraldry (Default)
2017-08-11 09:16 am

Reframing Narrativism

I had already come to the conclusion that role-playing gaming genres like narrativism consist of more than just rules, but what if the rules aren't a part of the genre at all?

That proposal is pretty bold. Of course the rules will be part of the genre, but which type of rule is different for each game. What they all share, however, is that they put the player at the centre of the story.

I'd like to differentiate players from gamemasters (GMs), because narrativist games tend to either disempower the GM or place the responsibilities of GMs in the hands of the players. In contrast, traditional RPGs tend to treat the rules as a weapon for the GM to use.

But what does this mean for a community of designers that supports the idea that the rules matter? The key is to think of the designer's voice being the rules. Choosing a particular narrativist game is similar to proposing the topic of a conversation. The players are then encouraged to give their own viewpoints on that topic. Those viewpoints are then run by the GM, or whoever holds that responsibility at that moment, who interprets it for the rules.

And viola, you get the narrativist genre, where rules matter, but it doesn't rely on any specific rule. That's why it's so hard to explain narrativism to a die hard fan of Dungeons & Dragons. Narrativism is about exploring different viewpoints.

If that's true for narrativism, how do I apply these principles to the other role-playing game genres?
madunkieg: Non-traditional heraldry (Default)
2017-05-22 08:45 pm

Material Genres

The concept of genres has many definitions, but I prefer this one:

A genre is a repeatable but open pattern of communication which is shaped by a combination of expectations held by many people and which may be catered to by others. A communication may simultaneously conform to many genres or different types of genres, such as thematic or functional.

Unfortunately, I can come up with genres that threaten even that definition. The term board games, for instance, is spoken of as a genre, but there's a difference. Board games are dominated by one material characteristic, the board. That differentiates them from card games, war games, and even role-playing games.

Is there such a thing as a material genre, or is this just another example of a functional genre? I've always assumed that a functional genre referred to the rules, but if pictures are interpretable as rhetoric (I'm using the academic interpretation of that word, not the common understanding), then it reasons that a board would be even easier to interpret as such.
madunkieg: Non-traditional heraldry (Default)
2017-05-07 01:21 pm

In Anticipation Gamists Trust

I find running Apocalypse World (AW) to not be very fun. For a long time I puzzled over this, pointing out several flaws in the system, but the reality is, I miss rolling dice.

It doesn't matter if the rules use dice, cards, or something else, I like being responsible for not knowing what will happen next. I like feel of whatever the system uses to randomly determine outcomes for that moment before using them. Anticipation is a delicious feeling. Associating it with a tactile sensation only serves to heighten it. Accompany it with the rattling of the dice, or the sound of cards as they slide against each other, and I'm in heaven. Then, when the dice are rolled, or the cards are played, that anticipation instantly transforms into some other emotion, be it joy, sorrow or anger, as the results are determined.

It's that rush that fuels the gamist-style of play. Some games, such as poker, try to extend the anticipation. Poker even adds in chips to expand upon the audible element. Poker isn't a story game, but it is used as a resolution method in various games, such as Deadlands. This makes me wonder about four things:

1. Are games that use poker gamist, or at least hybrid?

2. Why don't more gamist RPGs use anticipation better?

3. How can I implement this into Metropole Luxury Coffin?

4. How does this random idea affect my dissertation?

EDIT: ...or not? I can't find a single gamist game that uses this anticipation/resolution combo. Now, I haven't gone over every game of the genre, but when you look at most of them you realize two things: the genre isn't that big and it isn't as well developed other genres, including narrativism.
madunkieg: Non-traditional heraldry (Default)
2017-05-06 02:24 pm

An Update

This post is just to keep you up to date on where I am on my various projects:

Storm of the Armadas: revising the game after my last playtest

RPG: I've decided to avoid the heroes saving the universe concept, but I'm still deciding which of my other games to edit

Dissertation: Exploring the changing definition of the narrativist genre
madunkieg: Non-traditional heraldry (Default)
2017-05-06 10:20 am
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I'm Going to Finish My PhD

Yes, you read that right.

After a year of complaining, I've finally realized that I need to finish my PhD. I'm All-But-Dissertation (ABD), which makes me a PhD Candidate. Because I no longer wish to enter academia, I can avoid all other pressures, such as publishing in academic journals and presenting at all the special conferences. Of course, I'll need to consult with professors and the ethics review committee because the focus and sampling method has shifted so much, but I'm ready to return.

Instead, I'm looking to become a children's librarian, which only requires a Masters degree. Children's librarians are pretty low on the totem pole of librarians, but that's been one of my dreams for over a decade. The PhD will help me in my pursuit of my other profession, game designer. The two professions, librarian and designer, complement and support each other, with the librarian providing the socialization and the designer giving me a chance to creatively solve problems.

It'll take me a few years to write my dissertation, and that paper will likely provide lots of material for blog posts.
madunkieg: Non-traditional heraldry (Default)
2017-04-17 02:28 am

An Intro to my Dissertation

The online game design community I planned to study was originally based around The Forge. They established a series of role-playing game (RPG) subgenres, initially called: gamist, narrativist and simulationist (GNS). I developed a working definition of what a genre is, but I had no idea how to study genres. I've had to discover how to do that by reading the work of others.

Despite GNS being an important feature of my proposal, I actually failed to define how each subgenre differed from one another. For example, a narrativist RPG incorporates an open-ended question into both its play and its rules. Gamist RPGs were competitive, but they may or may not incorporate winners and losers. Simulationist RPGs were, well, they were complicated, so I'll leave that explanation for a future post.

Instead, I wanted to explore all the special types of rules which became commonplace within The Forge community and its diaspora, such as scenes or fruitful void. The exact definition of those terms varies a bit from designer to designer, giving me more topics for future posts.

Yes, I still plan to study these features, but I believe that the GNS subgenres caused certain rules to become more commonplace, while minimizing or eliminating other rules. Now that I'm no longer involved in the PhD program, I can also study the OSR genre, despite its origins being in another community.

More posts will follow as I figure out new things about this topic.