Showing posts with label Path. Show all posts
Showing posts with label Path. Show all posts

Tuesday, April 7, 2009

The Story in the Landscape

I know that I promised yesterday to talk today about some game mechanics that would design for flow (often called "immersion" when experienced in an RPG), but I pulled a dirty trick on you. See, I already did. You might not have noticed it; don't blame yourself; I admit, I did it in a pretty sneaky way. I'll have to spend most of my space today just detailing what I mean.

Whether in the warm-up phase of a one-shot game, or in the first session of a longer-term game, we started off telling the creation story for the places where our story unfolds. David Abram uses the example of the songlines of Australia (1997). Aborigines sing the songlines as they travel, effectively reading them, written in the landscape. The criss-crossing lines weave into each other, creating a woven epic written into the landscape of the continent itself. Individual aborigines bear not only the right, but the responsibility to keep those songs, to walk those paths. Walking/singing those paths where the ancestors walked/sang before them, aborigines blur the line not between a primordial creation and the present, but between ordinary reality and a concurrent Dreaming. They become the ancestors, and they experience creation not as an event long past, but as a process they themselves engage in. Thus, they bear the responsibility to renew their little part of creation constantly (Harvey, 2006).

This viewpoint has no interest in the novelties of "the Age of Exuberance." (Catton, 1982). Instead, it prefers focus, attention, rhythm; it wants to plumb the depths of the world we live in, peel back the layers, and find the magic hidden in the everyday. For our purposes, it means that the story of creation we told at the outset has established the elements—the game centers on the joy of finding the stories, patterns and relationships that our creation story implied, and tracing some of the infinite possible twists on the basic framework—the landscape—we already established.

The strong identification of personality in the landscape, as well as emotion, intellect and imagination in the landscape as well, means that the game can unfold on one map. The map of the setting also provides the character sheet; each character comes from a particular place, and each place resonates with a particular theme. The paths that connect places also mark the relationships between characters, and the relationships between themes. A journey across the landscape means a social journey and an emotional journey as well. The layering of what we would normally divide into "internal" and "external' worlds also helps to create a sense of "magical realism," or "animist realism," a literary tradition that has arisen from the interface of colonial and native literatures.

I laid out the basic mechanics that could bring all of this together in my post from almost a month ago, "A Narrative Game Economy of Making You Look Awesome." To refresh your memory, I took inspiration from the "Banners" that Judd Karlman's 1st Quest, a hack of The Shadow of Yesterday. This can work well as a mechanic to explicitly establish the theme of a place, and thus, the theme for characters from that place. But, I want to take it a step farther. Karlman's Banners allow a character to gain reward when they act in accordance with their theme, or when other characters challenge their theme (thus giving the character the opportunity to act in accordance with it). The Shadow of Yesterday still has a GM, which solves the problem of adjudicating what constitutes acceptably acting in accordance with the theme. I want to take this idea farther: I want themes that only reward you when you give someone else the chance to act in accordance with them. This also helps solve the problem of GM adjudication: the player whose theme you challenge gets to decide if you've really given her that opportunity or not.

We've established these themes as we told the creation stories—place types have a set poem to prompt a creation story, and possible themes to choose from, derived from that poem. A template adds another stanza, and more options for themes to choose from. But by the time the regular game begins, each place has an established theme. Players can challenge those themes when dealing with characters from that place, or in scenes set at that place, or while traveling to or from that place.

And what of those paths, that double as relationships? They have a weight and a status—either Open, Closed, or Uncertain. As a relationship, Closed connections indicate hostility, while Open connections indicate friendship. You can have a relationship with an enemy every bit as intense as your relationship with your lover, which indicates that kind and depth deserve entirely separate scales. Uncertain relationships can go either way; you don't know if you can always trust them, but you might still need them. As a physical path, Closed connections indicate danger, while Open connections indicate safety. Uncertain connections could become dangerous, if a player wants to make them dangerous.

This opens up a consideration in play, because these statuses can change. You can build trust by making yourself vulnerable, or break it by taking advantage of it. In true magical realist fashion, and just as in traditional folk tales and fairy tales, when you break your sister's trust, the path connecting her home and yours becomes flooded out, blocked by landslides, or prowled by hungry predators. You can't open all your connections—some mutually oppose each other, so opening one necessarily means closing another—but you'll need to choose which ones to open and which ones to close. You may decide that based on your own concerns, or you may need to consider how things can flow through the whole region.

But what do you reward players with for hitting on the right themes? What do you measure the weight of a connection with? I first considered calling this your "wildness," or possibly "wilderness," but that term comes with far too much romantic baggage. I long ago came to the conclusion that the most common English words do the best to describe such important concepts—like "family" instead of the much-debated "tribe." In this case, looking at the etymology of the word "wild" proves a valuable exercise in itself. It comes from the same root as the word "will," and in fact, before the vowel shift, sounded just like "willed," as in, "willed land," or "willed animals." "Wild" describes a person with a will of its own—whether a human person, an animal person, or a place person. But like imagination, intellect and emotion, like I wrote about yesterday, will does not come from inside of us; we partake in it, like the air.

In some of the earlier versions of the game, a friend objected to the will mechanic. To him, he said, it suggested an anthropocentric power that belied the relational context of the rest of the game. Instead, I now imagine Will as something that inheres in the landscape, set at the beginning of each game by a budget based on the number of players. At first, each place has some amount of Fate, a resource that the Genius loci can use to introduce complications. Spent Fate becomes available for that player to award when other players challenge her theme. Once awarded, it becomes Will.

Games with no GM notoriously run into the problem of opposition. Either they must oppose each other, breaking down the camaraderie and cooperation that defines one of the RPG's greatest virtues, or it runs into the Czege Principle: "When the same person is the author of both a character's adversity and its resolution, play isn't fun." (Of course, a game with a GM doesn't really solve the problem if we want camaraderie and cooperation, either, since it just unites everyone else at the table against a common enemy, creating some of the questionable dynamics that others have already remarked upon.) We've seen two dynamics for creating conflict in this arrangement that don't rely on either of these problematic solutions:
  1. Closed connections place conflict right into the landscape itself. To change those connections, characters must willingly "lose" encounters and make themselves vulnerable. In other words, the system demands that you accept setbacks at first in order to prevail in the end.
  2. If the players need Will to complete their goals, the only way to open up Will requires players to first use Fate to introduce adversity. In other words, the system demands that you accept setbacks at first in order to prevail in the end.

At Dreamation, Ganakagok reminded me of ideas I'd neglected in designing the Fifth World, centering the game on the challenge of balancing conflicting forces to maintain the world and your relationships, and negotiating mutually exclusive demands from various relationships. The dichotomy of Fate and Will establishes another source of tension: places need a balance of Fate and Will, or bad things happen. Players must balance Fate and Will, which may require them to volunteer to endure adversity. Once again, the system demands that you accept setbacks at first in order to prevail in the end.

This kind of environment gives us the opportunity to define very clear goals for a game.
  1. The Story of a Journey. The story begins in a specific place, and it must go to a specific place. You could expand this to an itinerary, or even a cycle, requiring successive scenes to move from one destination to the next, or to journey from home to a pre-determined place, and back home again. You have very clearly set goals: set a scene in each destination, in sequence. You have clear feedback on your progress, in knowing which places you have set scenes in so far, and which you have not yet visited.

I think this set up allows for other types of games, with equally clear goals and feedback, but I have developed this one most of all. If you have other ideas, I'd love to hear about them in the comments below. In addition to the feedback provided in that particular kind of game, players have feedback from the amount of Will they have gotten, the balance of Fate and Will in the game, and the configuration of Open, Closed and Uncertain connections on the map. With this, we have some potent ingredients to design for flow, so we can start making a game that creates the conditions for immersion to happen.

Thursday, February 26, 2009

One Map

At GASPcon and Dreamation, I used a pre-generated region for the playtests, in order to get into regular play as quickly as possible. I do subscribe to the philosophy of Fred Hicks that character creation should play like a game unto itself, but for the purposes of conventions, sometimes compromises become necessary. Since I had a pre-generated region, I produced a map with all the information printed directly on it, invested some time into making it look nice, and had it printed at FedEx Office (the copier chain formerly known as Kinko's). At both cons, the map seemed like a big hit. It happened at Dreamation, too; plenty of people remarked on how unique and evocative they found the map.

In native cultures, that "native" part plays a big role. E. Richard Sorenson describes the sense of space in "preconquest consciousness", saying, "Geographic sensibility was simply affect relationships thrust out onto surroundings. Such geography was haphazard and rarely uniform. It fluctuated over time, from place-toplace and from individual-to-individual." (Sorenson, 1998)

In indigenous societies such as the Native Americans and also the Australian Aborigines, great importance attaches to the relatedness of a person to a particular named place. Such a person might introduce themselves by saying: "I am from this place, and my father's family comes from these mountains, and my mother's from this river." It is only after describing in some detail their relationship to that place, that land, that they can proceed with the business at hand. In Euro-American society, we are much more likely to introduce ourselves and friends by saying "what they do," their profession, accomplishments, and the like. We don't know where we are "from" very often; even if we own a house somewhere, we might not really be "inhabiting" that place with consciousness, or feel at home and rooted there. The Indo-European tribes have always been nomads, wanderers, emigrants and invaders. They invaded Europe, conquering and dominating the aboriginal civilization known as Old Europe, thousands of years before they set sail for the so-called "New World." It has been aptly said, that as the Euro-American descendants of the European invaders and colonizers begin to understand the true story of what happened, perhaps the time for the real discovery of America has now come. (Metzner, 1999).



That "real discovery of America" lies at the heart of the Fifth World. David Abram (1997) also writes powerfully about the centrality of place in the native sense of self, going so far as to claim that "[t]he local earth is, for them, the very matrix of discursive meaning; to force them from their native ecology (for whatever political or economic purpose) is to render them speechless—or to render their speech meaningless—to dislodge them from the very ground of coherence. It is, quite simply, to force them out of their mind."

Naturally, with sentiments like that, a map of the setting has to play a major part in the Fifth World. But the v0.6.0 game that I ran at Dreamation has other maps, as well. The character sheet really presents a relationship map in disguise (I use the term "relationship map" here in its most generic sense, not in the same sense as, say, Ron Edward's Sorcerer). You have a character built up from relationships, so your character sheet really just shows you one nexus in a relationship map. Putting all the character sheets together, you could draw a single map for the story.

I also took an initial step towards another dimension of the setting map in v0.6.0, an admittedly weak step, but an attempt to define each place as an affect, as Sorenson describes it. Abram (1997), Ingold (2005) and Sheridan & Longboat (2006) all discuss the differing assumptions about where imagination comes from. While we assume that imagination comes solely from the human brain, native cultures experience imagination as an ecological function, something that belongs to a place, and they get to participate in it while at that place. In other words, they do not make up stories; they discover them in the landscape.

I wanted this to become an important part of the Fifth World; by defining places with themes, a story moves across a landscape of not just geographical changes, but changes in tone and emotion. I don't think v0.6.0 accomplished that very well, but the movement across the map could still become a movement through the story. In fact, that kind of mirroring of internal and external seems to strike precisely the magical realist tone the game needs.

Biologically, you don't go too far wrong to call an animal a bit of soil ecology that wraps itself up in a skin so it can go for a walk. And when you die, you go right back to living as soil ecology. So, the setting map has places connected by paths; the relationship map has characters connected by relationships; and then you can have a theme map, with themes connected by transitions. In the modern viewpoint, these all need to have their own maps; people don't map to places, and neither map to themes. In the native viewpoint, people exist as places, which express their theme.

So, why not have everything on one map?

You don't need a character sheet—everything you would have on your character sheet already exists on the map. When your relationship with your sister sours, the path connecting your place to hers becomes difficult—which again, strikes precisely the magical/animist realist tone the game needs. Themes arise from the place, and apply to a character like issues in Primetime Adventures. The issue map could also help generate the story. In a collaborative game, you may not want to throw trouble in the way of other players, but blocked paths and conflicting issues on the map can do that for you.

In v0.7.0, I think I can work out the whole game on one map. I don't know if any other game could do this, but because of the native perspective that the Fifth World aims to recreate, I might have a chance at it after all. Ambitious? Definitely. But I don't think this particular game will settle for anything less.

Do you have any ideas, advice, encouragement or feedback? I'd love to hear from you—please comment!

Thursday, March 20, 2008

Setting, Place & Character

For a while now, I've heard about the idea (often in Story Games) of players collaboratively creating the setting in which their story takes place. I love this idea. But The Fifth World began from a discussion of open source gaming, and how you really need an open source setting, not just open source rules. For a while, I thought, perhaps, as awesome as it sounds to have collaborative setting creation, it just didn't fit with this game.

Then I read Tim Ingold's "To Journey Along a Way of Life: Maps, Wayfinding and Navigation," which he includes as the thirteenth chapter of The Perception of the Environment: Essays on Livelihood, Dwelling and Skill (this one appearing under the "Dwelling" heading).

There, in his typical fashion, Ingold challenges the idea that we navigate by "mental maps," drawing an analogy of maps to navigation as writing to communication. Like writing, maps follow from the "building perspective," an attempt to detach ourselves from an engagement with the world, to give us an impossible "god's eye view" where we can somehow, paradoxically, know the world without participating in it. Now, Ingold does distinguish between "mapping" and "mapmaking," along the same lines as one would distinguish between "speaking" and "writing." When we give directions, we map; we use that word, "map," as a verb here. We do something. We map something out for someone. When we make a map, we deal with a noun instead: we shift our focus from the process of mapping, to the relic of mapping, the map itself. Similarly, writing shifts our focus from communicating, to the relic of communicating, the form of the letter left behind.

But getting more to the point, the map shows us a region as a continuous plane, but this does not reflect our phenomenological experience. Consider when you yourself give directions: do you orient the lost person to a map, or do you tell them, "go down that way until you cross the bridge, then make a left and go up the hill"? In other words, do you give them a map, or tell them a story? Ingold contrasts wayfinding to using maps; we do not navigate by mental maps, but rather, following stories. We experience journeys as narratives, a continually changing landscape and an experience in our muscles and bodies.

We see this related directly in how traditional societies relate to place, as Ingold highlights. Australian Aboriginal songlines provide only the most well-known example. With maps, we plot a course from one location to another through space, all idealized concepts, detached from any necessary experience with the world (readers of David Abram's Spell of the Sensuous may recall his discussion of Euclidean space). Ingold offers a definition of a region as a matrix of places connected by paths. Places exist as crossroads of paths, as distinct nodes of story and human participation. Camp sites and watering holes mark some of the most important places in Australian Aboriginal regions. Paths connect these places, formed from many, many journeys between them. Ingold uses the example of one Aboriginal group that makes drawings of these regions, making circles for each place and drawing lines between them.

This gave me the perspective I needed to put together these two, seemingly conflicted, design goals.

Places make for a particular kind of character, with relationships all their own. Characters have relationships with particular places. Among Australia's Aboriginal people, many believe that a child's life comes from the place where he first kicks. The mother and father having sex gives the child flesh, but he doesn't come to life until that place gives him or her life. From Tom Brown and his students, we get the concept of the "sit spot," and its powerful potential for connecting us to place, which seems like a very similar practice.

Paths look an awful lot like relationships between Place characters, and give you stories of the journey between them. Such things could give you the fun parts of a "random encounter," without the absurdity of its, well, randomness. You might encounter difficulties getting from one place to another, but such difficulties would arise from the story of that journey; as you might put it in terms of the Aboriginal Dreaming, becoming the Ancestor, and reliving his journey, and thus remaking the world. It ties in quite beautifully to what we so often see as a paradox of tradition and innovation.

Take a set of places and the paths connecting them, and you have a region; a watershed, for instance. We can include rules for making your own regions and provide example regions. When you create your character, you can create a Place character he or she relates to. With some framing mechanics we'll get to later on, defining the setting for a scene at a particular Place will give some characters bonuses, and others perhaps penalties, depending on their relationships to that Place. You can publish the regions you make to the wiki, where others might decide to use them, just like the Town Archive for Dogs in the Vineyard, or the Oracles collection for In a Wicked Age, and we'll have rules for how to add new places to existing regions.

So you still can participate in a truly massively-multiplayer world, and still come together and collaborate to create a vision of your own region in the Fifth World, and find the stories of the Places that matter to you, and the Paths that connect them.