Joel Shempert has given Willem Larsen's "Pedagogy of Play" (Parts 2, 3 & 4) a new name: "Fluency Play." I rather like it. He's posted about it both in a thread on Story Games, and in a blog post. He provides a nice summary of what it means, too: "...basically instead of trying to assimilate an entire body of RPG procedures and put them into action from the get-go, you start at the most basic level and work your way up. The aim is to have a game experience with maximum creative flow, where the shared dreamspace is as unbroken as possible. So you only play at the level you're fluent at."
I've posted a good bit about "fluency play" here before, under the old, alliterative name. I like this term, and it does my heart good to see people responding to it, at last. In the thread, In the thread, Hans Otterson noted that it seemed like a way of hacking existing games. I can certainly understand that view. After all, games up until now have generally expected you to learn all the rules at once, sit down, and start playing. If fluency play can happen, it must then happen by hacking existing games to suit it—as Willem & I experimented with Polaris, or as I & Sean Nittner experimented with Mouse Guard. That said, I took Willem's description as a call to designers to design this into their games from the start. The version of The Fifth World that I'll soon start playtesting will have this. Reading the rules will form part of the game itself, and that will add rules, bit by bit. I look forward to playing other games that take this approach, too.
Showing posts with label pedagogy. Show all posts
Showing posts with label pedagogy. Show all posts
Tuesday, September 22, 2009
Sunday, August 16, 2009
Latest & Greatest
I finally have some time to work, and not a moment too soon. I just sent in my registration to run two playtests of the Fifth World at GASPcon X. I actually hope to help really bring a significant indie presence to that con this year, but more on that later. For now, I need to get a set of working rules, so I can get to playtesting! I watched Ten Canoes, and it occurred to me that a post pulling together everything I hope to achieve here might help me focus my efforts.
After reading Nørwegian Style, I took some inspiration from Matthijs Holter's game, Fuck Youth! which introduced me to the idea of reading the rules as part of play. I like that idea. It plays into the "pedagogy of play" idea that Willem & I have spent so much time experimenting with. It also reminds me of oral tradition, where you have a combination of very rigid, conservative structure, along with extemporaneous restyling, because the structure allows, even demands it. Having a recitation involved as part of play, with play taking place in response to the reading, gives you that combination.
So long as we have something we need to read, why not make it beautiful? Why not use that to set the tone? I want to give a new meaning here to the term "roleplaying poem." I also like the idea that Paul Tevis used in A Penny For My Thoughts, making the game rules themselves an in-setting artifact. I imagine the rules written as this poem written either now or perhaps a generation from now, trying to evoke the new world, copied by an order that mimics Dark Age monks who add illuminations, as well as their scholarly commentary in the margins, making it look almost like a medieval Talmud. That could provide a vehicle for presenting the different regions, too; the poem differs slightly in different regions, and this isolated brotherhood sends out the call for their members to collect these regional variations, along with notes from their field work, and send them back to the order's headquarters. I always had the notion of an anthropologist's field notes stuck in the back of my mind, actually; and it seems like it might fit into the idea of showing a setting, like James Gurney's Dinotopia or Will Huygen and Rien Poortvliet's Gnomes.
But that will come later. To start playtesting, I need that poem. How to write it? For local variations, I'd love to make it bleed local poetic traditions, maybe even reflect some of that "rhythm and lilt of the local soundscape, tales for the tongue, tales that want to be told" that David Abram writes about (1997:274), though I have my doubts as to whether I can really rise to that challenge. But hey, I made this open source for a reason—precisely for those parts I knew I couldn't achieve on my own! For the first iteration, I think I'll go classical—as in the classical epics. Open with an appeal to the muse—and just like John Milton turned the muse for Paradise Lost into the Holy Spirit, I'll look to the genius loci for my muse (a touch I really appreciated at the beginning of Terrance Mallick's most recent film, The New World).
If someone of our age wanted to write a great epic, what would they choose expect iambic pentameter, trying to echo the rhythm of Shakespeare? Naturally, I'll need to write it at least in e-prime—and e-primitive, as much as possible.
The poem will start off with the creation story—a quick, poetic overview of how the Fifth World came to pass, and hitting on the major themes. Then, it starts creating characters, around the table (sunwise, or clockwise, though that will vary by region—for instance, the Haudenosaunee dance counter-clockwise), from youngest to oldest. I don't want to talk too much about the rules here, especially since I want to leave that much open to adapt on as I write.
Hmmm, have I set enough restrictions for myself here?
After reading Nørwegian Style, I took some inspiration from Matthijs Holter's game, Fuck Youth! which introduced me to the idea of reading the rules as part of play. I like that idea. It plays into the "pedagogy of play" idea that Willem & I have spent so much time experimenting with. It also reminds me of oral tradition, where you have a combination of very rigid, conservative structure, along with extemporaneous restyling, because the structure allows, even demands it. Having a recitation involved as part of play, with play taking place in response to the reading, gives you that combination.
So long as we have something we need to read, why not make it beautiful? Why not use that to set the tone? I want to give a new meaning here to the term "roleplaying poem." I also like the idea that Paul Tevis used in A Penny For My Thoughts, making the game rules themselves an in-setting artifact. I imagine the rules written as this poem written either now or perhaps a generation from now, trying to evoke the new world, copied by an order that mimics Dark Age monks who add illuminations, as well as their scholarly commentary in the margins, making it look almost like a medieval Talmud. That could provide a vehicle for presenting the different regions, too; the poem differs slightly in different regions, and this isolated brotherhood sends out the call for their members to collect these regional variations, along with notes from their field work, and send them back to the order's headquarters. I always had the notion of an anthropologist's field notes stuck in the back of my mind, actually; and it seems like it might fit into the idea of showing a setting, like James Gurney's Dinotopia or Will Huygen and Rien Poortvliet's Gnomes.
But that will come later. To start playtesting, I need that poem. How to write it? For local variations, I'd love to make it bleed local poetic traditions, maybe even reflect some of that "rhythm and lilt of the local soundscape, tales for the tongue, tales that want to be told" that David Abram writes about (1997:274), though I have my doubts as to whether I can really rise to that challenge. But hey, I made this open source for a reason—precisely for those parts I knew I couldn't achieve on my own! For the first iteration, I think I'll go classical—as in the classical epics. Open with an appeal to the muse—and just like John Milton turned the muse for Paradise Lost into the Holy Spirit, I'll look to the genius loci for my muse (a touch I really appreciated at the beginning of Terrance Mallick's most recent film, The New World).
If someone of our age wanted to write a great epic, what would they choose expect iambic pentameter, trying to echo the rhythm of Shakespeare? Naturally, I'll need to write it at least in e-prime—and e-primitive, as much as possible.
The poem will start off with the creation story—a quick, poetic overview of how the Fifth World came to pass, and hitting on the major themes. Then, it starts creating characters, around the table (sunwise, or clockwise, though that will vary by region—for instance, the Haudenosaunee dance counter-clockwise), from youngest to oldest. I don't want to talk too much about the rules here, especially since I want to leave that much open to adapt on as I write.
Hmmm, have I set enough restrictions for myself here?
Tuesday, June 30, 2009
Roleplaying Poetry
So, why have I spent my time blogging these ideas, rather than writing rules and playtesting? Well, I have to wait a bit. Willem has gone on a little trip, so the Myth Weavers will have to wait until he gets back before we playtest Ben Robbins' game, Microscope. I want to play The Fifth World's history! When we finish, I'll have the story of how a globalized history fragmented into bioregional histories that we can only speak of in the plural. I'll have lots of good ideas, great scenes, and a breakdown of major periods will pass through.
See, I got Nørwegian Style last week. As I'd hoped, the book has proven full of great ideas to inspire the kind of play I want from The Fifth World. It did leave me with the disappointment of learning that "roleplaying poems" don't actually come in poetic form. They just provide short, intense play. But, I've taken some inspiration from an experimental and somewhat incomplete game called Virtue as well, to consider some other possible meanings of the phrase, "roleplaying poem."
Nørwegian Style had other ideas for me, though. The first game in the anthology, Matthijs Holter's Fuck Youth!, includes reading the rules as part of play. In fact, reading this game moved me all by itself.
That night, I had one of those wonderful, sleepless nights, the kind where you can't sleep because the ideas just keep coming, each one more exciting than the last.
Naturally, not everyone in The Fifth World thinks of the collapse of civilization the same way. I thought of an isolated order of monkish scholars maintaining a library, partly inspired by the monks of the Dark Ages, partly homage to A Canticle for Liebowitz. The book you hold in your hands never breaks character. It presents itself as something like, "The Fifth World, With the Commentary of the Scholars of the Distant Halls." "The Fifth World" here refers to well-known, old poem. I can imagine an introduction that begins says things like this: "It seems that every land has its own version of this poem. We hear of performances lasting hours, or even days, though the text itself cannot possibly last this long. Many scholars, after studying the text and witnessing oral performances, believe the poem provides a framework for storytelling, rather than a text entirely unto itself."
I can layout the book like a Talmud: the poem itself on the inside, with commentary, explaining the rules in simpler language but written like the interpretations of these monks, in the outer margins. Like Holter's game, you read the poem as part of the performance—and here I get to why I've hit a snag in writing the game. It needs a good pedagogy of play and good warm-ups that help tell the creation story. This becomes even more important if you have to set scenes at places you know. Our Microscope game will give me historical periods that every land goes through; that gives a structure to the creation stories, and a structure to developing the places where you set the scenes.
I think reading the poem will help set the tone, create a good flow for the game, and establish a good pedagogy of play all at once. It also makes the book interesting in and of itself. That one I'd keep short, as the most generic version of the poem, kept by the monks. It would end with an invitation, asking his brothers to record the versions of the poem in other lands and send them back to the library for study and preservation. That neatly sets the stage for a series of land-specific books, like, "The Fifth World, as Recited in the Restless Land." It would include the different variations (like bead colors) relevant to that land, but also include notes and illustrations for the brotherhood about life in that land.
See, I got Nørwegian Style last week. As I'd hoped, the book has proven full of great ideas to inspire the kind of play I want from The Fifth World. It did leave me with the disappointment of learning that "roleplaying poems" don't actually come in poetic form. They just provide short, intense play. But, I've taken some inspiration from an experimental and somewhat incomplete game called Virtue as well, to consider some other possible meanings of the phrase, "roleplaying poem."
Nørwegian Style had other ideas for me, though. The first game in the anthology, Matthijs Holter's Fuck Youth!, includes reading the rules as part of play. In fact, reading this game moved me all by itself.
That night, I had one of those wonderful, sleepless nights, the kind where you can't sleep because the ideas just keep coming, each one more exciting than the last.
Naturally, not everyone in The Fifth World thinks of the collapse of civilization the same way. I thought of an isolated order of monkish scholars maintaining a library, partly inspired by the monks of the Dark Ages, partly homage to A Canticle for Liebowitz. The book you hold in your hands never breaks character. It presents itself as something like, "The Fifth World, With the Commentary of the Scholars of the Distant Halls." "The Fifth World" here refers to well-known, old poem. I can imagine an introduction that begins says things like this: "It seems that every land has its own version of this poem. We hear of performances lasting hours, or even days, though the text itself cannot possibly last this long. Many scholars, after studying the text and witnessing oral performances, believe the poem provides a framework for storytelling, rather than a text entirely unto itself."
I can layout the book like a Talmud: the poem itself on the inside, with commentary, explaining the rules in simpler language but written like the interpretations of these monks, in the outer margins. Like Holter's game, you read the poem as part of the performance—and here I get to why I've hit a snag in writing the game. It needs a good pedagogy of play and good warm-ups that help tell the creation story. This becomes even more important if you have to set scenes at places you know. Our Microscope game will give me historical periods that every land goes through; that gives a structure to the creation stories, and a structure to developing the places where you set the scenes.
I think reading the poem will help set the tone, create a good flow for the game, and establish a good pedagogy of play all at once. It also makes the book interesting in and of itself. That one I'd keep short, as the most generic version of the poem, kept by the monks. It would end with an invitation, asking his brothers to record the versions of the poem in other lands and send them back to the library for study and preservation. That neatly sets the stage for a series of land-specific books, like, "The Fifth World, as Recited in the Restless Land." It would include the different variations (like bead colors) relevant to that land, but also include notes and illustrations for the brotherhood about life in that land.
Labels:
Bioregionalism,
Microscope,
pedagogy,
Scandinavian RPGs
Friday, May 22, 2009
The Pedagogy of Playing Mouse Guard
Edit May 23, 3:18 PM: Made some tweaks to improve the flow. You fill in your cloak color after your Accomplishment, and your Guard Rank as part of your Experience. Also, added some bits of flavor text at the appropriate times in a mouse's life from the book.
Willem started writing about the Pedagogy of Play (parts 1, 2, 3 & 4), proposing a principle that we should teach games in play, and providing an example with Polaris. We both experimented with this, me at home and on Skype, and him at Gamestorm. Apparently, Willem has a mutual friend with Sean Nittner and Justin Evans, the hosts of one of my favorite podcasts, Narrative Control. Unfortunately, in this particular game of telephone, by the time they got the story, the idea had gotten watered down to simply "icebreakers." Here I enter the story again, because I think I mentioned this episode to Willem first, with my suspicion that the unnamed GM from GameStorm in question meant him. Willem commented on the podcast thread, which led Sean to Willem's articles in the "Pedagogy of Play" series on the College of Mythic Cartography, where Sean commented that he wanted to do this for Mouse Guard. So this convoluted tale in which I played my bit part has worked out very nicely for me; I've mentioned here before how excited I've gotten to play Mouse Guard, and naturally, I'd planned to give it the "Pedagogy of Play" treatment on my own. But thanks to all this, Sean has already done a really good job of it.
Mouse Guard presents an interesting case. In some ways, it already has mechanics with respect to the storyjammer's journey, particularly with the Prologue and Mission Assignment at the beginning, and assigning rewards at the end of the game. As great a framework as that already provides, in between, the GM has a turn, and the players have a turn. In Polaris, we could use rounds of scenes to incrementally increase the complexity of the rules we had in play. With two turns per session, a lot of the pedagogy for Mouse Guard would have to come down to just planning a gradually-escalating session as a GM.
That said, with a little elbow grease and cleverness, we can still find a way to teach a game—even a game as complex as Burning Wheel—in play.
Rather than use the Mouse Territories in David Petersen's comics, I've decided to put things a little closer to home. As an ardent bioregionalist, I value the stories that bind us to a particular land most of all. I want the stories I tell to increase my kinship with my home, and a game like Mouse Guard can really hit that target—you get to tell the secret, heroic epics that go on in your land, just beyond our sight and appreciation. So instead, I've named our campaign, "Tales of the Black Forest." That name, "the Black Forest," summons up images of the Black Forest in Germany and all the fairy tales that come from there (at least it does for me). But it also refers to the old name for Cook Forest, one of the last remaining old growth forests in the eastern United States. Instead of Lockhaven, this Mouse Guard comes from "the Cathedral," in Cook Forest's Forest Cathedral, hidden in a rock curled into the roots of one of the towering, ancient white pines of the forest—which just happens to evoke the image of another white pine, the "Tree of Peace" of the Haudenosaunee who once lived in this land.
But I haven't defined anything else. For the most part, I've left this Black Forest—as far as the mice there care—an empty canvas. I want to kick off our campaign with a session where we'll fill in some of the Black Forest and create characters. Here, a lot of Sean's suggestions fit in really well, which I have blatantly pilfered below.
Evan Gardner's "Where Are Your Keys?" language fluency game establishes an important principle. If I might sully my lily-white E-Prime for a moment, performance is the only practice. We want games that fulfill prescriptive and diagnostic functions at the same time. We can figure out what level of skill you have by playing, and by playing, we increase your skill level, too. The "Where Are Your Keys?" game works like this, and so does a good Pedagogy of Play for storyjamming. It means you don't use this iterative complexity just for the first time you play; you use it every time you play. As you get better, you spend less time on the less complex levels, and proceed more quickly to the more complex levels. But your skill level doesn't stay at one level or another statically. Skills atrophy, or you might just have an off day.
Like Ryan Macklin, I like tangibles gaming. I also have some skill as a graphic designer, and David Petersen makes so much of his art available online through his website, that I plan to really go to town with the idea of conflict cards that some people brought up on the Burning Wheel forums. I've heard complaints before about the complexity of conflicts in Burning Wheel, so I plan to focus my creative energy on that problem, at least for now.
Now that I've read the book and figured out a "Pedagogy of Play," I hope to make characters sometime soon. Camp Nerdly puts a hole in my schedule, but with luck, I'll have a follow-up report on whether this works out or not in a few weeks.
Willem started writing about the Pedagogy of Play (parts 1, 2, 3 & 4), proposing a principle that we should teach games in play, and providing an example with Polaris. We both experimented with this, me at home and on Skype, and him at Gamestorm. Apparently, Willem has a mutual friend with Sean Nittner and Justin Evans, the hosts of one of my favorite podcasts, Narrative Control. Unfortunately, in this particular game of telephone, by the time they got the story, the idea had gotten watered down to simply "icebreakers." Here I enter the story again, because I think I mentioned this episode to Willem first, with my suspicion that the unnamed GM from GameStorm in question meant him. Willem commented on the podcast thread, which led Sean to Willem's articles in the "Pedagogy of Play" series on the College of Mythic Cartography, where Sean commented that he wanted to do this for Mouse Guard. So this convoluted tale in which I played my bit part has worked out very nicely for me; I've mentioned here before how excited I've gotten to play Mouse Guard, and naturally, I'd planned to give it the "Pedagogy of Play" treatment on my own. But thanks to all this, Sean has already done a really good job of it.
Mouse Guard presents an interesting case. In some ways, it already has mechanics with respect to the storyjammer's journey, particularly with the Prologue and Mission Assignment at the beginning, and assigning rewards at the end of the game. As great a framework as that already provides, in between, the GM has a turn, and the players have a turn. In Polaris, we could use rounds of scenes to incrementally increase the complexity of the rules we had in play. With two turns per session, a lot of the pedagogy for Mouse Guard would have to come down to just planning a gradually-escalating session as a GM.
That said, with a little elbow grease and cleverness, we can still find a way to teach a game—even a game as complex as Burning Wheel—in play.
Character Creation
Rather than use the Mouse Territories in David Petersen's comics, I've decided to put things a little closer to home. As an ardent bioregionalist, I value the stories that bind us to a particular land most of all. I want the stories I tell to increase my kinship with my home, and a game like Mouse Guard can really hit that target—you get to tell the secret, heroic epics that go on in your land, just beyond our sight and appreciation. So instead, I've named our campaign, "Tales of the Black Forest." That name, "the Black Forest," summons up images of the Black Forest in Germany and all the fairy tales that come from there (at least it does for me). But it also refers to the old name for Cook Forest, one of the last remaining old growth forests in the eastern United States. Instead of Lockhaven, this Mouse Guard comes from "the Cathedral," in Cook Forest's Forest Cathedral, hidden in a rock curled into the roots of one of the towering, ancient white pines of the forest—which just happens to evoke the image of another white pine, the "Tree of Peace" of the Haudenosaunee who once lived in this land.
But I haven't defined anything else. For the most part, I've left this Black Forest—as far as the mice there care—an empty canvas. I want to kick off our campaign with a session where we'll fill in some of the Black Forest and create characters. Here, a lot of Sean's suggestions fit in really well, which I have blatantly pilfered below.
- Mouse Ball. (Derived in part from "Sound Ball"). The real spirit of the game lies in seeing the world from a mouse's perspective, where crabs seem like overwhelming monsters, and moose walk the earth like gods. So, I'll start by saying something that would threaten a mouse—say, "Owls." Then I'll throw the ball. The person who catches it has to repeat what I said, and add something else that would threaten a mouse, like, "Yes, owls, and storms." Then that person throws the ball to someone else, who has to repeat the last threat that person said, and add a new one, like, "Yes, storms, and snakes," and so on. This gets us into the present moment, building on each other's ideas, throws out ideas, and gets us in sync with the spirit of the game.
- The Epic Journey. (Taken from Justin Evans' example from the aforementioned episode of Narrative Control). "Send any mouse to the job and it may or may not be done. Ask the Guard to do the task, even death cannot prevent it from completion." The current player picks one of those dangers that we named in Mouse Ball. Each of the other players throw out problems that a guardmouse might encounter on the way to solve that problem. Then, the original player tells the shortest story he can, using all of the problems thrown out, about a guardmouse who solves that problem. Here, the players start getting into the mindset of the Mouse Guard, while working on how to hold the spotlight for a short amount of time, and incorporate the ideas of others.
- Forming the Patrol. (Based on "Yes, and"). I'll start this game as the GM, saying, "You'll need to form a patrol." After that, the players will take over, describing what that patrol should include, bit by bit, beginning each statement with "Yes, and." For example, "Yes, and we'll have a surly, bitter patrol leader." "Yes, and we'll have an eager young tenderfoot." Simply repeating "Yes, and" often changes the way people listen, from waiting for their turn to speak, to a mode where they listen for what to incorporate. At the same time, we start building up some ideas of what our patrol will look like.
- See Me. At this point, the players get to write something on their character sheets: Name, Age, Home and Fur Color. They get to state those things, and I ask the "Mouse Nature" questions from the book (p. 299). Then we begin a round of "See Me." Each player throws out details of the character they see in their mind from that name, age and fur color. It continues until the original player vetoes a statement by saying, "I don't see it." We do this for each character.
- Growing Up. This one could use some more ideas, but I've pulled a lot of this from the "Recruitment" chapter in the book.
- Hometown. The player describes his character's hometown and parents, and his early life. Check off skills for natural talent and parents' trade, and how they convince people (p. 301), and add two traits (p. 308).
- The Cathedral. I begin this round by telling them that the Guard recruited them as children, and they went to the Cathedral to train. Tell them: "The paths between our settlements are where the Guard live. They find the open space, the freedom and the danger to be more of a home than the secure doors and stone walls of any town or village." Each player describes the Senior Artisan underjavascript:void(0) whom they apprenticed, and the mentor who trained them. They get to place checks for these skills now (p. 302).
- Accomplishment (Taken from Dogs in the Vineyard). Based on the mentor they described, I come up with a 4 ob they need to face with a single, independent test. The player to that player's right describes how he helps, and gives one helping die. Regardless of whether they succeed or fail, they should now write down a Belief and an Instinct. The mentor then presents his apprentice with a cloak. The player needs to tell us the color, and why the mentor chose that color.
- Experience. Now, the mice join the Guard. They swear the oath: "We as Guard offer all that we are to protect the sanctity of our species, the freedom of our kin, and the honor of our ancestors. With knowledge, sword, and shield, we do these deeds, never putting a lone mouse above the needs of all, or the desire of self above another. We strive for no less than to serve the greatest good." The player tells us a little about the character's experience in the Guard. The player puts down his Guard Rank, and adds checkmarks for experience, specialty and wises (pp. 302-303). Patrol leaders and guard captains get another trait (p. 308).
- Friends. Each player tells about a friend they have (pp. 310-311). I ask a series of questions to establish their Resources and Circles (pp. 306-307).
- Enemies. Each player tells me about an enemy they have. I set up a versus test with their enemy.
- Suit Up. Characters get gear, one fate point and one persona point.
- Group Challenge. (I take this from Sean Nittner credits this to Judd Karlman, Justin Evans, Ken Hite and Ryan Macklin). We play through one full conflict that happens during the patrol's first mission. Each of the players has, by now, gone through an independent test and a versus test, so this just involves choosing actions and playing out the right tests as a consequence.
The Game
Evan Gardner's "Where Are Your Keys?" language fluency game establishes an important principle. If I might sully my lily-white E-Prime for a moment, performance is the only practice. We want games that fulfill prescriptive and diagnostic functions at the same time. We can figure out what level of skill you have by playing, and by playing, we increase your skill level, too. The "Where Are Your Keys?" game works like this, and so does a good Pedagogy of Play for storyjamming. It means you don't use this iterative complexity just for the first time you play; you use it every time you play. As you get better, you spend less time on the less complex levels, and proceed more quickly to the more complex levels. But your skill level doesn't stay at one level or another statically. Skills atrophy, or you might just have an off day.
- Introductions. Every player introduces the character of the player on his left as eloquently as he can. As GM, I describe the season and the weather.
- Prologue. One player delivers the prologue. If everyone feels satisfied with it, that player can alleviate a condition or recover a point of taxed Nature.
- Assignment. I frame a scene where the patrol gets their mission assignment. The players write their goals for the mission.
- The GM's Turn. For the first hazard, pick something that the patrol could potentially overcome with a single test; if I want to include a conflict, I should save it for the second hazard, and perhaps even leave it until after the first mission.
- The Player's Turn. Hopefully, by this point, the players have seen pretty much what they can do, so they don't have much to learn before they can make their decisions about what they want to accomplish on their turn.
- Ending the Session. Now we assign awards as a group; as the rules explicitly state, "Don't vote, decide." We don't use democracy for this, we use consensus.
- Questions. Before we break, each player has to give an unanswered question about their character that they want to explore more.
Tangibles
Like Ryan Macklin, I like tangibles gaming. I also have some skill as a graphic designer, and David Petersen makes so much of his art available online through his website, that I plan to really go to town with the idea of conflict cards that some people brought up on the Burning Wheel forums. I've heard complaints before about the complexity of conflicts in Burning Wheel, so I plan to focus my creative energy on that problem, at least for now.
Trying it Out
Now that I've read the book and figured out a "Pedagogy of Play," I hope to make characters sometime soon. Camp Nerdly puts a hole in my schedule, but with luck, I'll have a follow-up report on whether this works out or not in a few weeks.
Sunday, February 8, 2009
Teaching Storyjamming Games
Willem Larsen has had a lot of really brilliant things to say about indie game design lately over on the College of Mythic Cartography. I agree with him on a lot of this, so you can expect a lot of this to appear in the final Fifth World product.
And I should add, personally, I find it absolutely thrilling to see a tracker like Willem in the heart of the indie RPG design community. It makes me envious of the population of Portland.
And I should add, personally, I find it absolutely thrilling to see a tracker like Willem in the heart of the indie RPG design community. It makes me envious of the population of Portland.
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