Story? Really?!
We’ve talked about inclusive versus exclusive before, and in a way, this post will also be about that. We’re also going to stay about fairly basic stuff, which is also very controversial and very important.
We’ve talked about Story’s role, as the focus or the facilitator, but now we need to get down to the bloody mess of Story itself. What is story? What isn’t?
We might want to begin with a definition, due to it being quite lengthy, I’ll repost the first item and simply link to the rest.
sto·ry1 noun, plural -ries, verb, -ried, -ry·ing. –noun
| 1. | a narrative, either true or fictitious, in prose or verse, designed to interest, amuse, or instruct the hearer or reader; tale. |
And to that I’ll add a short exchange between Keith Senkowski and myself:
Keith Senkowski: fuck story. it is a game. no game creates story. story is created in the retelling
Guy Shalev: In a way, I agree, and that’s one of my thoughts. People keep talking about stories, about narratives. But our lives, when we live them, are just a random group of shit, they only become a narrative and gain cohesion in hindsight.
Some people say that a series of events, each occuring on its own is not story; furthermore, building on that, they say that a story needs to have a purpose, a theme or a thread going through it. Games with stories (a certain brand of RPGs included) therefore require a topic to be about, a common plot for it to have a story, or at least, “A good story”.
But if we go based on the above, then we can have any series of events, random or otherwise, and have them in totality be a story. This is not to say that any series of events automatically becomes a story, but when we retell it, omit and add, especially as to the cause of events, it does become a story indeed and not only in name.
When we play, we do not create a story, we create a scaffolding, a series of events (fictitious as they may be), later, when we recount the story, even if we only do so in our minds, going back over it from beginning to end, we create the story. The story is not created by the activity, the game which occurred, the story is created by the Story-Machines, our human brains.
Competition as Training Wheels.
Quite recently we held a discussions called “Competition? What for?” on this very blog, and with this post I’m going to give a suggestion on a possible role of competition in games, specifically RPGs.
In most traditional RPGs, there is one person, the Game Master, who weaves the story and the world. Players can act and then the GM has the world and story react to their actions, but in case the group is more reactive, or even passive, the GM can push the story forward, forcing the characters to react and take a stand. The game progresses one way or another, and the GM, a good one, helps ensure that it is so.
A common problem when traditional players are faced with more recent games is that the task of narration is suddenly thrust upon them. It is not uncommon for players to freeze in such an instance. But we’re not going to dwell on that. Many a time these games are based on the assumption that all players will push the game, their characters, the story and/or the world forward. They will introduce complications, go out of their shell and make things happen. Sadly, this often does not happen.
When you have no limitations, you often get nowhere. You are paralyzed by too many options. Once you are limited by some constraint you have an easier time of figuring a direction in which to move and act. Before being thrust into a new game, many a player might do well to have some in-between stage. I posit that competitive games can be that stage (as well as a non-competitive game to which you add a competitive side for this explicit purpose).
You can treat story as a vector along which to enact competition or competition as a vector along which to tell a story. It matters little. Once there’s competition present, there’s a direction. It is clear what the goals are, who you’re competing with and why. Once you have a competition, you may very well not explore other facets of the game or enviroment, but remember, you limit freedom in order to foster creativity and lower paralysis, and once creativity is fostered, you can later remove the competition and have the players use the new knowledge and skills they had gained to explore the game.
Competition has many uses. There are too many games that once you finish reading them you say, “Cool, but now what do I do?” Competition answers that question. You compete, and if the rules make you create a story as you go along, then by the game’s end you should also have a story created and told.
Next month I’m going to focus a bit on the Story component of games. I hope this short entry was useful to you. It was intended as an answer to the previous post more than as a post of its own.
On Flags; a Component.
First, let me say that I am still awaiting replies for this post, and that you people should be participating. This is a group effort, feel free to reply to posts, no matter how old. You will note that all posts are visible on the front page, this is to note that all posts are still in discussion. If discussion on an old post starts hopping, I promise to link to it.
Second, it seems that it’s becoming standard fare, but I am still in a sort of a personal haze, so I apologise for the lack of updates. I will try to return to a schedule of at least one post a week, and about three posts every two weeks. You should feel free and are even encouraged to email me posts and post-seeds, which will then be displayed on this very blog.
Third, the next entry is expected on early Sunday, and will be about Gnostigmata (Scroll down to the bottom) and Story. I will talk about Gnostigmata, which is currently in Beta version 6.0, which you’ll all do good to read, and use it to talk about different aspects of Story.
Last, Cranium Rats finally got to version beta 3.0, where efforts at improving readability had been the main concern. If you can find the time to peruse it and give me your thoughts, I’d be thankful. If you’d be able to playtest it, I’d be even moreso.
This post is a direct continuation, or perhaps the post leading to the previous post on this blog, the one about ‘Tunnels’. I will explore Flags, or to be more precise, I will explore their usage, particularly in CSI Games.Flags are tools that allow for better communication between the different parties at the game-table, I think they are of special interest in games where the position of creating the game-world or story is held as a distinct right by a limited number of people, as it allows the players to inform these figures(GM is a good example) of what they want explored in the game.If you ask me who is the person to watch if you want to explore and understand Flags better, I’d say Judd Karlman, who goes as Paka on various fora, you would do worse than to go to RPG.Net and read threads started by him.Anyway, I’ve explained in an ultra-brief manner what Flags are/do, so, what is their use in Competitive games?
First, they act as Demarkation. In competitive games and areas you need to know where is the limit, what is being contested, using what tools and how far you may go. One example if Capes, where the other players do not have to engage in competition with you, but you want them to in order to be able to reap the rewards, so finding out what their Flags are is a key skill to the game, showing you where you need to apply force, because that’s what these players care about; in a way, this is the opposite of Flags, as players may not tell you what they want explored, but try to obfuscate it while at the same time following it and you have the job of pinning it down.
Another option is shown in Cranium Rats, which shows us another method of demarkation. You know what the competition is about, because there are set win conditions which you try to achieve. This promises that people will engage you, because they must if they are to win, or to stop you from winning. The competition isn’t defined by Flags, the competition is defined by the end-terms, the Flags in Cranium Rats are of a more mundane sort, they act to funnel the in-game fiction to align with what players want to explore. This will get more space in our next post.
Flags, especially of the Tunnels variety, may also be what you compete over. Whose story element gets advanced and whose remains unexplored. You probably want to change Flags as the game progresses, especially as older ones get resolved or dissolved (look at Keys in The Shadow of Yesterday), if you need to win a competition of sorts in the game to get a new Flag, then it provides a powerful motivation for players. What is the bigger rush than to define the world and the parameters of the story?
This post was rather bare bones and short, but as always, I consider my purpose to get you to think about things, rather than feed you well-chewed thoughts. Comments are as always welcome, especially if you wish to explore more purposes of Flags, in general and in CSI Games.
On Tunnels; A Repost.
The following post is taken from this post on the Forge, originally titled [Cranium Rats] On Flags Alone?, I refer to this post earlier on the blog, but it’s not really a Blinder, but a Constraint. I also need this post in order for our next Component post, the one regarding “Flags”.
There had been some discussion on the Forge post, you may want to head over there and peruse it. If you have any new comments though, please post them here.
So, I’m going to continue talking about what I call Blinders, and when it is discussed in terms of games or game-play is often called Constraints. This topic is about games in general, but I am posting this as a question regarding and using as an example, my own game, Cranium Rats, like the post about Codification of Session Length.So, let’s talk about Flags. Flags are there to attract attention to what the players want to focus on, what they want their characters to do. Flags are all about jumping up and down and pointing to the interesting bits.
But, no one enforces Flags in most cases, there is nothing that forces you to create a story involving them, especially in games where you have an omnipresent GM. Perhaps this is how people like it, but perhaps it is not.
In The Shadow of Yesterday your characters have Keys, the way to get XP is by following the character’s Goals. You also have Flags in the form of the abilities on your character-sheet. If you list Diplomacy or Spear-Fighting, then obviously you want these abilities to play a part in the game-play. There is no onus on the GM to provide scenes where either your abilities or your Keys come into play.
The issue of Keys is a step-up from previous designs, where you merely had Goals with no mechanical effects though, like the Abilities.
In Nine Worlds your characters have Muses, which double up as both your Goals and which provide a bonus when you perform an act which follows them. You have narration rights as a player, so you can be pretty sure that your Muses will come into play, this is already some refining of the Flags issue, as you can bring your own Muses in.
In Cranium Rats, I took this a couple steps forward, and probably a couple of steps backwards as well. I have taken the Flags and more or less turned them into “Tunnels”, where you can only narrate new Scenes relating to your Goals. Your character sheet is also quite empty compared to most games, and thus the Goals act as the only Flags.
Now, the question is, how do you feel about this? Do you think you should have Flags and also non-Flags story(taking into consideration Flags may or may not get addressed at all, depending on game and GM fiat), or do you want a game where Flags happen, but not only do they happen, they’re the only thing story is going to address/spring from?
The GM Element; Considerations, Overview.
First, let me begin by noting that I’ve just found out Britt Daniel, aka Tetsujin78 is dead. What a blow. I have nothing to say really, no way to put it into the right words.
Our usual bunch of service announcements come first, as always, and we seem to have more of them as time passes. Our discussion concerning Immersion and the definition of RP spawned a further discussion on John Kim’s RPG LJ. Both discussions got mentioned on rpgtheoryreview in turn.
Also, I broke down and ponied the cash to get the Wiki Gold membership for a year, we have jumped from 12.5 MBs of storage room to 2,500 MBs, feel free to load files for your games, playtest games, whatever. I want the place to become a one-stop depot for our games.
Also, I am sorry for the sometimes slow nature of updates to this blog, I’ve been suffering from an extreme bout of tiredness over the last couple of weeks, and had been sleeping instead of writing and posting.
So, the Components posts are a direct continuation of the Blinders posts, in fact, the previous post about Blinders is probably a Components post. Whereas in Blinders we talk about external limitations you set upon yourself, Components talks about specific elements, usually mechanically, of games. CSI Games in particular, but I think such discussions would benefit all games.
In his Gamism article, Ron Edwards said:
“All of them utilize control over narration as one of the variables of play, thus shifting around the privileges of a traditional GM role, and all of them are explicitly about winning the game much as one wins a traditional card game”.
I sent him a question asking him why he thinks these games share these traits(specifically the GM-role-shifting), but in a nut-shell, this is what this post is about.
What is the role of a GM(“Game Master”) within a game, what are the different options for including or not including him? The answers will be given in specific combinations.
GM as “Storyteller”, when the game is Competitive, this gives you two options.
When the competition is not about setting a story(Cranium Rats), that creates a problem of there being two games played at the table. There is the competitive game, and there is the story-creation game. The real problem is, that the GM doesn’t get to play the Competitive game, which is “The Game”, he agrees to not get to play the CSI Game, but a Story Game.
When the competition IS about setting a story(Capes), then you simply can’t allow for a GM as Storyteller. The whole point of the game is to compete for telling a story, and if you have someone who acts as over-Storyteller, then why bother competing when he can make the shots? That’s what Filip refers to as someone “Moving your rook” while you play Chess.
When the competition is between the GM as “God” and the Group(note, group, not individuals)(Hackmaster), then for me the whole game is problematic. The “competition” only acts between the group and the GM, is often not rooted in rules, and isn’t as all-encompassing as I like. Most of the game is actually Cooperative between the players as a group. This mode of play also gives rise to many bad play experiences, as it often promotes antagonism without a strong Social Contract in place.
When the GM is a referee(Cranium Rats again, or any sports), it creates and solves a host of problems. So long as the GM doesn’t act as part of the competition, all is fine with the competition, but this requires the GM to be impartial, or the Competition(and the game!) will not go as planned. This also creates the same problem with the story-setting GM; the GM agrees to not play the game. He agrees to sit on the sideline and act as audience for the most part. If that is fun for you, cool, but if it’s not, then there won’t be a game!
Games where the GM is rotating(Rune) solve some of these problems, you may not be part of the game now, but you will be later, and then again, everyone shares these duties. You can build further on it, like Capes did, and simply do away with the GM, which is what many Competitive games do. You have the rules/other players(Polaris) act as referees, and the Scene Framing rules are shared by all players(numerous games).
You can always have rare games where the GM as “God” or part of the competition actually enhances the competition. In Orx for example, there is Competition between the players, there are story-setting elements shared by all, and the competition between the GM and the players actually adds a level of Competition. It also created a situation where while you wanted to compete with your fellow players, you sometimes had to help them in order for your competition against the GM to not falter! I find that a great design that is often hard to accomplish, myself.
If you have a Competitive game, the issue of “GM” needs thought. Whether you decide to have a GM or not, it introduces new problems and new solutions. Whatever role you assign to the GM does likewise.
Whatever you choose, this needs to be given thought, and the alternatives considered. I hope this post will prove instrumental in such musings.