Showing posts with label Conflict. Show all posts
Showing posts with label Conflict. Show all posts

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:
  • Achievement: Slay the ogre! Six obstacles:
    1. In one bitter winter, my desperate uncle ate his child, my cousin.
    2. He became an ogre, a cannibal addicted to human flesh.
    3. Human flesh gives him supernatural strength.
    4. When they discovered his crime, the family tried to kill him.
    5. He got away.
    6. He has lived on his own ever since.
  • Achievement: Marry the beautiful maiden. Five obstacles:
    1. Her father hates me.
    2. Her mother doesn't mind me, but she won't stand up to her husband for me.
    3. She loves me, but I can't bear to make her choose between me and her father.
    4. Her father discovered our secret love, and forbade me from seeing her anymore.
    5. Now, her father has started trying to arrange a marriage for her to someone else!
  • Achievement: Restore the irradiated lake. Five obstacles:
    1. In ancient days, our ancestors created light from glowing rods.
    2. You cannot see the magic fire in those rods, but it burns forever, and it boils the skin away with a magical disease.
    3. Our ancestors knew how to start those fires, but not how to put them out.
    4. In desperation, they sank those rods in the lake.
    5. 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.

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.

Sunday, June 28, 2009

Back Around the Color Wheel

Over a year ago, casting about for mechanics, Michael Wenman suggested using two colors of beads, perhaps white for skill and black for difficulty. You place a number of beads into an opaque bag to represent your skill or effort, and the difficulty you face. Then you reach into the bag, pull out a given number of beads, and count up the white ones. If you have enough white beads—"successes"—you succeed. It has a certain resemblance to Jared Sorenson's "Color Wheel" mechanic, as well. It has room for expansion, too: you could, for instance, expand it to four colors associated with the medicine wheel, and now you need to pull enough beads of the correct color.

Since rejecting pretty much all of my work thus far, I've found this idea sticking in my head again. It has a lot of the things that the Prisoner's Dilemma simply didn't. You can represent skill or effort with the number of beads you put in. You can represent the challenge you face in a very clear and direct way; you could use a sort of budget, for instance, to scale up how many beads of different colors you can add to the bag. You can tone difficulty by increasing or decreasing the number of successes you need, and you can tone specific advantages or disadvantages by increasing or decreasing the number of beads you can pull from the bag. In other words, it has lots of knobs you can tune, and that means you have more places where your fearsome warlock can see the story reacting to the fearsomeness of your warlock powers.

I rejected this idea before because it seemed like the same old randomization, telling the same story of a random universe. But now, I think it might fit the game very well, because it doesn't really present a random universe, but an unknown universe. The bag has black and white beads; you hold your success or failure in your hand, in the bag. You just don't know which yet. The tension comes not from an outcome as yet undecided, but an outcome as yet unknown.

But does it fall victim, once again, to setting every story in terms of conflict? I made that contention once, and certainly referring to "successes" does. But do we really have to call them "successes"? Perhaps each bead tells us something we learn. The four directions of the medicine wheel also have four different ways of engaging the world, so maybe those two white beads from the north mean we learned two intellectual things about the situation, and the three black beads from the west mean we learned three physical things about the situation. Maybe each bead demands a detail revealed, and instead of needing three "successes" to "overcome" the "challenge," we really need to know that third intellectual detail about the situation. Cast in those terms, it becomes a mechanic about discovery, rather than conflict. Especially if we actually need to narrate a detail for each bead—that would really seem to promote that descriptive flow I want to create.

Have I just taken the easy way and convinced myself that it works with a bunch of fancy words, or do you think this really works? What do you think of this idea?

Tuesday, May 26, 2009

Story Beyond Conflict

"Modernist manuals of writing often conflate story with conflict. This reductionism reflects a culture that inflates aggression and competition while cultivating ignorance of other behavioral options. No narrative of any complexity can be built on or reduced to a single element. Conflict is one kind of behavior. There are others, equally important in any human life, such as relating, finding, losing, bearing, discovering, parting, changing."

Ursula LeGuin wrote that. It seems fitting to have such a stark revelation come from one of the great grandmothers of ecotopian fiction, and one of the great inspirations for The Fifth World. Who else would you expect it from, right?

I read this in a thread on Story Games from the beginning of the month, a thread I would have missed entirely had Mike Sugarbaker not posted a quick note at the end.

I have fallen prey to this conflation; I've heard "story is conflict," repeated over and over again, like a mantra. At first, I balked at the suggestion, and thought, "Surely, stories can go beyond that," but eventually gave in to the idea. Now, I look at our recent playtests and what I've started calling the game's "immersion problem," and see it all stemming from this basic mis-step.

Of his own game, Jason Morningstar wrote, "Fiasco, which started out as a very conflict-oriented game, evolved into an outcome-oriented game. Once I made this decision the experience of play improved a lot. It allows scenes where you beat a guy to death with a hammer if that's what is required, but also accommodates pretty subtle, introspective color scenes as well. Not relentlessly 'searching for the conflict' feels pretty good." I've felt that problem in The Fifth World, too. We "search for the conflict." Worse, we rush to the conflict, because the rules all deal with how to handle conflict, because they start from that premise that conflict means story. But that has led me astray; it's given me a game that seems, at best, like a tool for planning a story you might one day write, though frankly, it doesn't even seem like a good tool for that.

As I often do, I find wisdom in Jonathan Walton's words. He suggests:
  • Have interesting stuff happen in freeplay too, instead of just where the mechanics are.
  • Have the non-conflict stuff have mechanical significance (if there are mechanics).
  • Have resolution mechanics that don't frame things as inter-player (or player-GM) conflicts.

Right now, I think you could fairly describe The Fifth World as very heavily inspired by Primetime Adventures. This has me thinking of pulling more from Polaris, perhaps even to the extent of cutting out the Prisoner's Dilemma mechanic in favor of negotiations with ritual phrases, a la Polaris, with a map to drive the arc forward, rather than that game's drive towards a tragic end.

I always come up with ideas like this right before a con, too.