A lot of Story Games got started with disaffected World of Darkness players. They loved what the "Storyteller" games promised: games about story and character, and all those things. But they didn't really get that. The Storyteller System just provided another game about combat. That disappointment led to some of the first indie games, which began with ideas like "system matters," that stressed designing a game to fulfill a goal.
In that context, the idea that Ron Edwards and Vincent Baker started working towards back in 2005 seemed revolutionary: the Fruitful Void. Ron Edwards said, "Without such 'fruitful voids,' perhaps envisioned as what you get when you show a person seven of the eight corners of a cube, a rules-set is no fun. It's just a full cube; you can look at it, pick it up, mess with it, and nothing happens except it stays a cube." Vincent Baker said, "There's a trick to designing games, which I'm trying to tell. Ron says it's to leave the eighth corner of the cube unmade. I say it's to make a whirlwind."
In short, what you leave out matters just as much as what you put in. Most often, people use Dogs in the Vineyard as the example, I think in part because it does provide an excellent example, and probably in part just because Vincent used it in his post. You'll note that Dogs doesn't have any kind of "Judgment" or "Faith" mechanic. Yet, everything in the game—town creation, stakes, raising and seeing, escalation, fallout—it all points towards that. The game centers on judgment and faith. It doesn't need to address them directly—in fact, it makes the game more strongly focused by not addressing them directly, because everything else in the game already pushes you in that direction.
Yesterday, I worried about what role debt should play in the game, now that it no longer makes sense as a mechanic. Willem Larsen commented, stressing the importance of debt, and saying, "I would rather play archipelago-style and just presence the debt relationship in my story through setting."
I started to wonder how I could point players in that direction without preaching or mechanics—because, without something pointing them in that direction, what would make it come up more often than anything else?
And then I remembered the Fruitful Void.
The Fruitful Void of the Fifth World, the undefined center, should deal with Debt and Obligation.
I talked to Giuli about this earlier, and realized that I had to make the challenges harder, so that you need help. I thought of a new twist: you don't get to reduce obstacles by how many heads you get, but by how many heads you get over the obstacle. So, if you want to try to earn an Achievement with six coins on it, and you get seven heads, you can take one coin off the top. That would make it very hard to get started on an Achievement, but each success makes the next success easier. You might get the final, winning blow by yourself, but you'll know that in the beginning, you needed help.
I thought about a mechanic about people you owe, like if you help someone, they owe you, so you can force them to help you at some point later on. But I hate rules that force you to do something. In fact, I wonder now if this works better by leaving it undefined: if you get a reputation for not helping others in return, maybe they won't help you, which will make it awfully hard to earn the Achievements you want. Just like cooperation in the real world.
I don't know if this whirlwind has really built up enough force, though. Do you have any ideas of how other ideas could push play towards debt and obligation? I'd love to hear them!
Saturday, November 28, 2009
Rethinking Debt
Since introducing the concept of Debt, it has gotten a very mixed reception. I think the narrative economy works, but I don't know if it really works to think of it as Debt.
At first, I enjoyed challenging the conventional notions of debt, and moving players more towards a feral conception of debt—as something ambivalent, rather than negative, as something that creates relationships and obligations and thus ties the world together, rather than simply a burden. But I haven't gotten that reaction; more often, I've simply gotten confusion.
With Debt and Trouble, the economy had a nice balance: causing trouble got you into more debt, and you could reduce your debt by solving troubles. It worked nicely. Trying to Achieve something, though, makes that pool look less like debt, and more like strength, ability—I keep coming back to the oft-abused "mana" as the best term, in its original Maori sense, as "impact-ful," or efficacious.
I've often thought about representing strength in games, and I think I've put my best ideas into the Fifth World already, even before I started thinking of the economy in this fashion. On the one hand, you have your pool of strength; on the other, you have your "bandwidth," or how much you can pull from that at once. So, you have weight lifters who can tap all their strength at once; you also have endurance athletes who can tap their strength continuously. You also have other kinds of strength, like willpower. You might have an impressive ability to resist a single temptation (high "bandwidth"), but if you've used up your reserves by resisting many different things all day long, you might succumb to something you'd otherwise resist easily. This allows both for the possibility of getting overwhelmed, and getting worn down.
In the Fifth World, you have your pool of coins, and you can use as many coins as you have words in your Name. I like that, because it gives you a lot of complexity with very simple rules.
But it doesn't really have much to do with debt at this point. I see three alternatives here. First, I could abandon the whole idea of Achievements, and go back to debts and obligations, and try to find better ways of fleshing those out. I fear what that might mean for the feel of the game, though. As I said, I didn't change people's conceptions nearly so much as I sowed confusion. Would a game all about debts and obligations make the Fifth World feel like a terrible place to live?
Second, I could scale up. Instead of dying when you pass an arbitrary threshold (which I never felt entirely good about), you die when your Debt surpasses your "Mana" (I don't feel entirely comfortable with that term because of its specificity to a single tradition and how much games, anthropologists and pop culture has abused it, but I'll use it provisionally for the moment for convenience's sake). You reduce your Debt by fulfilling your obligations, and gain Debt when you get the help you need to earn your Achievements. Those Achievements give you more "Mana," and take time away from your obligations. Those details may need more work, but you get the idea: your character has two pools, and you have to worry about the balance between them.
I worry that this makes the game too complex. In his design notes, included as an appendix in Ganakagok, Bill White talks about earlier versions of the game that had complex mechanics for determining what the people needed, meant to urge players to do things like go hunting, or acquire other provisions. That complexity didn't help the game. The current game relies on a tarot deck that originally came out of that problem, but the game now doesn't really deal with that kind of resource management. Instead, it creates the space for mythopoiec roleplaying. I worry that doubling the complexity of the game like this could have the same impact on the Fifth World, as the early resource management mini-game had on Ganakagok.
Third, I could let go of the whole concept of Debt. Yes, it plays a crucial role in tribal life, but does the Fifth World really want to get into the details of day-to-day tribal life, or does it want to present bioregional epics? Does it want to provide a taste of bioregional animism, does it want to excite you with visions of the future? To quote Michael Green in Afterculture, "It's about opening up a whole new category of solutions, about finding another way of being: evolved, simpler, deeper, even more elegant. Even more cool. Even very cool."
Maybe I can afford to let go of the notion of Debt in the game itself. An obsession with realism all too often leads to clunky, difficult games. The Fifth World doesn't necessarily aim to realistically simulate day-to-day life in the feral future, it aims to excite us today with visions of the kind of future we could have. So, the game should focus on that kind of story. Dropping debt doesn't imply that it doesn't matter to the people of the Fifth World, it just means that it doesn't relate to the bioregional epics that this game tells.
I often worry that I worry too much, that I analyze until I paralyze myself, that I spend so much time thinking about these problems that I never get around to sitting down and solving them. Then I worry that I haven't thought it through enough. In this case, does Debt represent something so important that I can't abandon it? Or has it become more a distraction than a goal, and so, something that I really need to leave behind? I don't know; I've gotten too close to it to really tell. What do you think?
At first, I enjoyed challenging the conventional notions of debt, and moving players more towards a feral conception of debt—as something ambivalent, rather than negative, as something that creates relationships and obligations and thus ties the world together, rather than simply a burden. But I haven't gotten that reaction; more often, I've simply gotten confusion.
With Debt and Trouble, the economy had a nice balance: causing trouble got you into more debt, and you could reduce your debt by solving troubles. It worked nicely. Trying to Achieve something, though, makes that pool look less like debt, and more like strength, ability—I keep coming back to the oft-abused "mana" as the best term, in its original Maori sense, as "impact-ful," or efficacious.
I've often thought about representing strength in games, and I think I've put my best ideas into the Fifth World already, even before I started thinking of the economy in this fashion. On the one hand, you have your pool of strength; on the other, you have your "bandwidth," or how much you can pull from that at once. So, you have weight lifters who can tap all their strength at once; you also have endurance athletes who can tap their strength continuously. You also have other kinds of strength, like willpower. You might have an impressive ability to resist a single temptation (high "bandwidth"), but if you've used up your reserves by resisting many different things all day long, you might succumb to something you'd otherwise resist easily. This allows both for the possibility of getting overwhelmed, and getting worn down.
In the Fifth World, you have your pool of coins, and you can use as many coins as you have words in your Name. I like that, because it gives you a lot of complexity with very simple rules.
But it doesn't really have much to do with debt at this point. I see three alternatives here. First, I could abandon the whole idea of Achievements, and go back to debts and obligations, and try to find better ways of fleshing those out. I fear what that might mean for the feel of the game, though. As I said, I didn't change people's conceptions nearly so much as I sowed confusion. Would a game all about debts and obligations make the Fifth World feel like a terrible place to live?
Second, I could scale up. Instead of dying when you pass an arbitrary threshold (which I never felt entirely good about), you die when your Debt surpasses your "Mana" (I don't feel entirely comfortable with that term because of its specificity to a single tradition and how much games, anthropologists and pop culture has abused it, but I'll use it provisionally for the moment for convenience's sake). You reduce your Debt by fulfilling your obligations, and gain Debt when you get the help you need to earn your Achievements. Those Achievements give you more "Mana," and take time away from your obligations. Those details may need more work, but you get the idea: your character has two pools, and you have to worry about the balance between them.
I worry that this makes the game too complex. In his design notes, included as an appendix in Ganakagok, Bill White talks about earlier versions of the game that had complex mechanics for determining what the people needed, meant to urge players to do things like go hunting, or acquire other provisions. That complexity didn't help the game. The current game relies on a tarot deck that originally came out of that problem, but the game now doesn't really deal with that kind of resource management. Instead, it creates the space for mythopoiec roleplaying. I worry that doubling the complexity of the game like this could have the same impact on the Fifth World, as the early resource management mini-game had on Ganakagok.
Third, I could let go of the whole concept of Debt. Yes, it plays a crucial role in tribal life, but does the Fifth World really want to get into the details of day-to-day tribal life, or does it want to present bioregional epics? Does it want to provide a taste of bioregional animism, does it want to excite you with visions of the future? To quote Michael Green in Afterculture, "It's about opening up a whole new category of solutions, about finding another way of being: evolved, simpler, deeper, even more elegant. Even more cool. Even very cool."
Maybe I can afford to let go of the notion of Debt in the game itself. An obsession with realism all too often leads to clunky, difficult games. The Fifth World doesn't necessarily aim to realistically simulate day-to-day life in the feral future, it aims to excite us today with visions of the kind of future we could have. So, the game should focus on that kind of story. Dropping debt doesn't imply that it doesn't matter to the people of the Fifth World, it just means that it doesn't relate to the bioregional epics that this game tells.
I often worry that I worry too much, that I analyze until I paralyze myself, that I spend so much time thinking about these problems that I never get around to sitting down and solving them. Then I worry that I haven't thought it through enough. In this case, does Debt represent something so important that I can't abandon it? Or has it become more a distraction than a goal, and so, something that I really need to leave behind? I don't know; I've gotten too close to it to really tell. What do you think?
Friday, November 27, 2009
Trouble or Obstacles?
I started thinking tonight about the wider implications of my "Causing Trouble" idea. I think it works well as a mechanic, but what does it say about the Fifth World? It seems to present the world as a place filled with trouble, trouble that our heroes must go out and answer. That can work, but it certainly doesn't jive with the pseudo-utopian feel I want to convey. It seems to lead me straight into the trap I've feared most: designing a game that inadvertently undermines the point of the setting.
It seems to me that the twist that separates a utopian setting from a gritty one might ultimately come down to something as simple as whether your characters reactively face problems that someone else created, or whether your characters proactively pursue ambitions that they themselves have set.
The rest needn't change that much. Achievements count more, based on how many Obstacles you put in your way. For each coin, you narrate one more obstacle you face, and you can reduce those obstacles just like you might have faced Trouble before: invoke your Name, cast your coins, and reduce by one for each one that comes up heads.
This would also make for characters with lists of achievements of varying strengths, which reminds me somewhat of Gifts in Ganakagok. Those Achievements should replace Memories, in that case, and their value tells you how many coins you can re-cast when you invoke it.
I started thinking about the ways you might use this, and the versatility made me feel good about the idea. For example:
I think these three quick examples show some of the strengths of this idea. Firstly, it can cover everything from a good old-fashioned monster-slaying quest, to a romance story, to trying to restore an irradiated lake. Secondly, the obstacles can provide so much more context and depth to these challenges.
I can also see different ways of apportioning the value of such achievements. Perhaps you want to get a new Name from it, or perhaps some special effect. Set aside one point for the Name, and one point for the effect. If you had a five-point Achievement, you could turn it into a three-point Achievement, with a Name and an effect.
You could also have an overall "Prestige" score, totaling all of your Achievements and Names. Age should count somehow, as well. I don't know what I might want to do with this yet—perhaps nothing at all. The idea of competing for Prestige occurred to me—you could even give extra Prestige for helping others gain their Achievements, which would make the optimal strategy one of cooperation—but even then, I think that might undermine the tone of the game.
The idea of "Prestige" did remind me of Flow in FreeMarket. I despise transhumanism passionately, but despite that, I can't help but notice that the more basic premise of a utopian setting pushes me into a space somehow both similar and opposite to that game. In FreeMarket, "Flow" essentially means prestige—what the more technologically-intoxicated call things like "social capital." You use Flow to create things, which in turn gives you more Flow. The similarity makes me think I've hit upon something. Despite our almost totally opposite settings, we both face the basic question of how to tell stories in a more-or-less utopian future, and that might ultimately come down to something as simple as whether your characters reactively face problems that someone else created, or whether your characters proactively pursue ambitions that they themselves have set.
It seems to me that the twist that separates a utopian setting from a gritty one might ultimately come down to something as simple as whether your characters reactively face problems that someone else created, or whether your characters proactively pursue ambitions that they themselves have set.
The rest needn't change that much. Achievements count more, based on how many Obstacles you put in your way. For each coin, you narrate one more obstacle you face, and you can reduce those obstacles just like you might have faced Trouble before: invoke your Name, cast your coins, and reduce by one for each one that comes up heads.
This would also make for characters with lists of achievements of varying strengths, which reminds me somewhat of Gifts in Ganakagok. Those Achievements should replace Memories, in that case, and their value tells you how many coins you can re-cast when you invoke it.
I started thinking about the ways you might use this, and the versatility made me feel good about the idea. For example:
- Achievement: Slay the ogre! Six obstacles:
- In one bitter winter, my desperate uncle ate his child, my cousin.
- He became an ogre, a cannibal addicted to human flesh.
- Human flesh gives him supernatural strength.
- When they discovered his crime, the family tried to kill him.
- He got away.
- He has lived on his own ever since.
- Achievement: Marry the beautiful maiden. Five obstacles:
- Her father hates me.
- Her mother doesn't mind me, but she won't stand up to her husband for me.
- She loves me, but I can't bear to make her choose between me and her father.
- Her father discovered our secret love, and forbade me from seeing her anymore.
- Now, her father has started trying to arrange a marriage for her to someone else!
- Achievement: Restore the irradiated lake. Five obstacles:
- In ancient days, our ancestors created light from glowing rods.
- You cannot see the magic fire in those rods, but it burns forever, and it boils the skin away with a magical disease.
- Our ancestors knew how to start those fires, but not how to put them out.
- In desperation, they sank those rods in the lake.
- Their magic fire continues to burn, though, and it has turned the lake and everything around it into poison.
I think these three quick examples show some of the strengths of this idea. Firstly, it can cover everything from a good old-fashioned monster-slaying quest, to a romance story, to trying to restore an irradiated lake. Secondly, the obstacles can provide so much more context and depth to these challenges.
I can also see different ways of apportioning the value of such achievements. Perhaps you want to get a new Name from it, or perhaps some special effect. Set aside one point for the Name, and one point for the effect. If you had a five-point Achievement, you could turn it into a three-point Achievement, with a Name and an effect.
You could also have an overall "Prestige" score, totaling all of your Achievements and Names. Age should count somehow, as well. I don't know what I might want to do with this yet—perhaps nothing at all. The idea of competing for Prestige occurred to me—you could even give extra Prestige for helping others gain their Achievements, which would make the optimal strategy one of cooperation—but even then, I think that might undermine the tone of the game.
The idea of "Prestige" did remind me of Flow in FreeMarket. I despise transhumanism passionately, but despite that, I can't help but notice that the more basic premise of a utopian setting pushes me into a space somehow both similar and opposite to that game. In FreeMarket, "Flow" essentially means prestige—what the more technologically-intoxicated call things like "social capital." You use Flow to create things, which in turn gives you more Flow. The similarity makes me think I've hit upon something. Despite our almost totally opposite settings, we both face the basic question of how to tell stories in a more-or-less utopian future, and that might ultimately come down to something as simple as whether your characters reactively face problems that someone else created, or whether your characters proactively pursue ambitions that they themselves have set.
Saturday, November 21, 2009
In Media Res
A thread started on Story Games about starting games in media res, or, "in the middle of things." This has particular interest for me, because I've tried to design the Fifth World to tell bioregional epics. The Wikipedia entry on "epic poetry" provides a list of criteria you'll find, more or less, in any discussion of what an epic means. I have my praepositio and invocation at the beginning. Like John Milton in Paradise Lost who turned the Greek Muse into the Christian Holy Spirit, I use the invocation to ground the epic by identifying the muse as the Spirit of the Place. The use of epithets requires a little more thought, but at present, I think having to invoke your name to start using the mechanics helps bring that element in. I'll admit, I still don't have a good idea on how to bring in more enumeratio. But for the moment, I have the problem of starting in media res more in mind.
From the playtests so far, I feel confident that the basic approach to story structure does work. Fluency play means introducing each rules element, one at a time. As an extension of that, you can control the pacing of the story by introducing rules elements in a deliberate order. I definitely need to tweak that order, but I feel confident now in the basic premise. Specifically, we consistently found that the coin-flipping mechanics came up too late in play. Many of the ritual phrases and so forth refer to that implicitly by costing coins, but without the coins in use early on, you have little idea of what kind of price you pay.
What if the very first scene had you confronting Trouble and flipping coins? You could begin in media res. Later, when we introduce the Memory mechanics, you can use those to establish how we got to this point. This would introduce the coin-flipping mechanics at the very beginning, and add the other ritual phrases later on.
I think this would definitely change the tone of the stories, too. It would make the stories fundamentally about confronting Trouble. I think I like that emphasis, since it also gives more room for players to cooperate. The current framework sometimes allows for the game to end in some clever consensus, which works especially well when characters end up with what they wanted, but not in the way they expected to get it. This approach, though, does seem to give gameplay an essentially player-versus-player quality. I think beginning in media res, with Trouble mechanics, would make gameplay essentially cooperative, about our heroes working together to solve the Trouble facing their people. I think that dynamic could work very well. I'll need to whip up a version of the poem that does that, and see how it plays.
From the playtests so far, I feel confident that the basic approach to story structure does work. Fluency play means introducing each rules element, one at a time. As an extension of that, you can control the pacing of the story by introducing rules elements in a deliberate order. I definitely need to tweak that order, but I feel confident now in the basic premise. Specifically, we consistently found that the coin-flipping mechanics came up too late in play. Many of the ritual phrases and so forth refer to that implicitly by costing coins, but without the coins in use early on, you have little idea of what kind of price you pay.
What if the very first scene had you confronting Trouble and flipping coins? You could begin in media res. Later, when we introduce the Memory mechanics, you can use those to establish how we got to this point. This would introduce the coin-flipping mechanics at the very beginning, and add the other ritual phrases later on.
I think this would definitely change the tone of the stories, too. It would make the stories fundamentally about confronting Trouble. I think I like that emphasis, since it also gives more room for players to cooperate. The current framework sometimes allows for the game to end in some clever consensus, which works especially well when characters end up with what they wanted, but not in the way they expected to get it. This approach, though, does seem to give gameplay an essentially player-versus-player quality. I think beginning in media res, with Trouble mechanics, would make gameplay essentially cooperative, about our heroes working together to solve the Trouble facing their people. I think that dynamic could work very well. I'll need to whip up a version of the poem that does that, and see how it plays.
Friday, November 20, 2009
Wrap It Up
In improv theater, knowing when and how to end a scene often poses a problem. Often, a show has an emcee who solves this problem by simply deciding when a scene ends. In traditional RPGs, GM's control all aspects of pacing: they frame every scene and determine when every scene ends. Collaborative storytelling means liberating players from GM's and GM's from their obligations—and that means exploring other ways of figuring out when a scene ends.
This came up in playtesting. We had some scenes that had a hard time finding their focus, and as a result, would ramble on for far too long. We need some way to signal when to wrap it up.
In literature, every scene has a specific purpose, and the scene ends when it has fulfilled that purpose. In a story game, though, we may not know a scene's purpose until we've finished playing it, so how can we know when it has fulfilled that purpose? More importantly, how can we know in that moment, that a scene has finished, with all the other things we have to keep in mind in play?
I've decided to take a page from a Norwegian game called "Until We Sink," which itself seems to follow the model of most plays. In "Until We Sink," a scene ends when two characters have left. This means that one character can't arbitrarily end the scene prematurely, but by the same token, one character can't keep the scene going, either. When the first person leaves, it probably signals to the others that this scene should end soon, sending that "wrap it up" message to everyone playing. As with so many other parts of the game, I'll have a ritual phrase to indicate this, which should help to give it some additional weight.
This came up in playtesting. We had some scenes that had a hard time finding their focus, and as a result, would ramble on for far too long. We need some way to signal when to wrap it up.
In literature, every scene has a specific purpose, and the scene ends when it has fulfilled that purpose. In a story game, though, we may not know a scene's purpose until we've finished playing it, so how can we know when it has fulfilled that purpose? More importantly, how can we know in that moment, that a scene has finished, with all the other things we have to keep in mind in play?
I've decided to take a page from a Norwegian game called "Until We Sink," which itself seems to follow the model of most plays. In "Until We Sink," a scene ends when two characters have left. This means that one character can't arbitrarily end the scene prematurely, but by the same token, one character can't keep the scene going, either. When the first person leaves, it probably signals to the others that this scene should end soon, sending that "wrap it up" message to everyone playing. As with so many other parts of the game, I'll have a ritual phrase to indicate this, which should help to give it some additional weight.
Thursday, November 19, 2009
Rules Are Made To Be Broken
I try to keep this blog in E-Prime, so writing that title pains me. Yet, that old slogan fits my topic today too perfectly to pass up. It seems to me that one of the primary functions of a rule in any RPG lies in the opportunity to break it. Who can break it, and when, becomes one of the primary means of defining a character.
I considered adding an idea to the playtests at GASPcon, but decided to try the simpler version without it first. I considered making several cards, allowing each player to choose one for his or her character. Each would announce a particular character trait, and with it, a specific rule that the trait allowed the character to break. So, for instance:
I don't know if it would fit into the poem, and part of me worries about including a list like this. On the other hand, it offers so much more room for people to define unique characters that I keep coming back to the idea.
When combined with an idea like Trouble, it presents even more opportunities. For instance, you could incur one more Debt to attach one of these to a Trouble. So, you take on four Debt. You take three coins of Trouble, and put them on a new Trouble called "Wandering Mercenary," with "Famous" attached to it. The person who eliminates that Trouble becomes "Famous," so he can gain another Name because of that victory.
I don't know if this idea will work, but it seems to open up enough opportunities to warrant playing around with it to see where it might go.
I considered adding an idea to the playtests at GASPcon, but decided to try the simpler version without it first. I considered making several cards, allowing each player to choose one for his or her character. Each would announce a particular character trait, and with it, a specific rule that the trait allowed the character to break. So, for instance:
- Ungrateful. You can have 12 Debt before you die, instead of just 10.
- Contrary. Using the ritual phrase, "I have never heard of such a thing" costs you no Debt.
- Wistful. Choose a Memory. You can use it twice in this game.
- Famous. You have a bonus Name.
I don't know if it would fit into the poem, and part of me worries about including a list like this. On the other hand, it offers so much more room for people to define unique characters that I keep coming back to the idea.
When combined with an idea like Trouble, it presents even more opportunities. For instance, you could incur one more Debt to attach one of these to a Trouble. So, you take on four Debt. You take three coins of Trouble, and put them on a new Trouble called "Wandering Mercenary," with "Famous" attached to it. The person who eliminates that Trouble becomes "Famous," so he can gain another Name because of that victory.
I don't know if this idea will work, but it seems to open up enough opportunities to warrant playing around with it to see where it might go.
Wednesday, November 18, 2009
Causing Trouble
Consistently, the playtests so far have revealed a dearth of situation. People complain that they don't know where to take their characters. I included a step in character creation where, after you introduce your character, we go around the table, and each person tells you something that you want from their character, that their character won't give you. I thought this might provide some good opening tension—even if it might wind up pointing play into a player-versus-player mode—but that just didn't happen.
So, I find myself going back to an older idea, and finding a better place for it now than it had when I first conceived of it.
Right now, you start with some amount of Debt, based on your age. This reflects what the Land and the People have provided to you over your life. Older characters have lots of Debt; younger characters, much less. You use your Debt to accomplish things, so young characters may need to get more Debt. Thematically, it seems to make perfect sense that you'd get more Debt by causing Trouble. So, you can take as many coins of Debt as you like, if you put an equal number of coins into Trouble. Older characters, with plenty of Debt already, could get rid of their Debt by settling Trouble. Which also happens to present precisely the dynamic I'd like to see: older characters cleaning up the messes that younger characters start.
When adding Trouble, you write down something that Troubles the People in a central area, perhaps a sheet of paper in the middle of the play area. You put at least one coin on it. You can put more coins on it, to make that Trouble more troublesome. In play, characters can confront that Trouble. They invoke their Names, which lets them throw coins from their Debt equal to the words in that Name. For each head, they can return that coin, and one coin from the Trouble, to the bowl. So, you can work off your Debt by solving Troubles.
Yet, you can only get more Debt by causing Trouble somewhere else. When you start the game, you get a starting Debt based on your age. I think you should probably introduce some starting Troubles, too, with coins equal to your starting Debt. Since zero Debt makes you ineffective and cut off from the world, you can't really ever solve all the Trouble in the world: you can only solve some Troubles, some of the time, and try to arrange your Troubles in a way you can live with. I think that in itself says something powerful, especially in a pseudo-utopian game.
This has the added benefit of letting players guide the game in a direction they want. Giuli and I have both noticed, with some irritation, that a disproportionate number of our playtests involve cannibals, for instance. It makes sense: they fit so well into the tropes of post-apocalyptic fiction. They violate the positive vision of the future that the Fifth World drives towards, though, and that really gets at the heart of the design problem the game needs to solve. We don't want to lecture people about why the Fifth World won't involve short lifespans, raging cannibals, or high infant mortality, but how do you get people to move past those stereotypes otherwise? A Trouble mechanic allows us to define the problems we face. With it, I can introduce my missing brother, who went hunting and never returned, but instead became a wild man (see the part about "Bigfoot" in this blog entry from April). Or we can add the curse sent upon us by Deer, because someone killed a deer violently.
Conflicts between characters lead us into player-versus-player games. Conflicts left to emerge collaboratively may trend towards stereotypes. But letting people establish Troubles may mean that we can guide a game in a specific direction, with the kinds of conflicts that we at the table find interesting and meaningful.
It also has the added benefit that we can actually play a cooperative, GM-less game. Everyone at the table can work together to eliminate the Trouble.
So, I find myself going back to an older idea, and finding a better place for it now than it had when I first conceived of it.
Right now, you start with some amount of Debt, based on your age. This reflects what the Land and the People have provided to you over your life. Older characters have lots of Debt; younger characters, much less. You use your Debt to accomplish things, so young characters may need to get more Debt. Thematically, it seems to make perfect sense that you'd get more Debt by causing Trouble. So, you can take as many coins of Debt as you like, if you put an equal number of coins into Trouble. Older characters, with plenty of Debt already, could get rid of their Debt by settling Trouble. Which also happens to present precisely the dynamic I'd like to see: older characters cleaning up the messes that younger characters start.
When adding Trouble, you write down something that Troubles the People in a central area, perhaps a sheet of paper in the middle of the play area. You put at least one coin on it. You can put more coins on it, to make that Trouble more troublesome. In play, characters can confront that Trouble. They invoke their Names, which lets them throw coins from their Debt equal to the words in that Name. For each head, they can return that coin, and one coin from the Trouble, to the bowl. So, you can work off your Debt by solving Troubles.
Yet, you can only get more Debt by causing Trouble somewhere else. When you start the game, you get a starting Debt based on your age. I think you should probably introduce some starting Troubles, too, with coins equal to your starting Debt. Since zero Debt makes you ineffective and cut off from the world, you can't really ever solve all the Trouble in the world: you can only solve some Troubles, some of the time, and try to arrange your Troubles in a way you can live with. I think that in itself says something powerful, especially in a pseudo-utopian game.
This has the added benefit of letting players guide the game in a direction they want. Giuli and I have both noticed, with some irritation, that a disproportionate number of our playtests involve cannibals, for instance. It makes sense: they fit so well into the tropes of post-apocalyptic fiction. They violate the positive vision of the future that the Fifth World drives towards, though, and that really gets at the heart of the design problem the game needs to solve. We don't want to lecture people about why the Fifth World won't involve short lifespans, raging cannibals, or high infant mortality, but how do you get people to move past those stereotypes otherwise? A Trouble mechanic allows us to define the problems we face. With it, I can introduce my missing brother, who went hunting and never returned, but instead became a wild man (see the part about "Bigfoot" in this blog entry from April). Or we can add the curse sent upon us by Deer, because someone killed a deer violently.
Conflicts between characters lead us into player-versus-player games. Conflicts left to emerge collaboratively may trend towards stereotypes. But letting people establish Troubles may mean that we can guide a game in a specific direction, with the kinds of conflicts that we at the table find interesting and meaningful.
It also has the added benefit that we can actually play a cooperative, GM-less game. Everyone at the table can work together to eliminate the Trouble.
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