Showing posts with label potential. Show all posts
Showing posts with label potential. Show all posts

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?

Saturday, March 22, 2008

A Game of Movement

What do we mean when we call something "alive"? The very word biology means, in Greek, "the study of life," yet despite significant efforts, biologists have never managed to come up with a solid, scientific definition for life. The attempts invariably focus on the criteria for life, and the best shot so far points to homeostasis, organization, metabolism, growth, adaptation, response to stimuli and reproduction. Perhaps the pursuit has so far failed because it fundamentally looks in the wrong direction--in seeing the universe as a collection of objects, each defined by its unique characteristics--if "life" indicates not an object but a process, might we have some better luck at figuring out what we mean by it? We could not say "that is alive," but we could say, "that lives."

In Ojibwa, the word "bema.diziwa.d" comes closest to our phrase, "living things," and translates literally as "those who continue in the state of being alive," though we might more accurately gloss it as "those who have power." (Black, 1977) That really just moves the question, though, to what we mean by "power."

Since we talk about roleplaying games here, I should begin with mana. Before it signified a wizard's pool of magical potency in games, it existed as a term in Oceania, and few terms in the world have ever suffered as much abuse. Anthropologists forced it into a linear model of cultural evolution, casting it as an impersonal magical force that pervaded the world, and that magicians could manipulate. They saw this as the most primitive type of religion, eventually giving way to polytheism that concentrated that magical potency in a pantheon of gods, then monotheism which concentrated that power in a single god, and finally, at the apex of cultural evolution, the enlightened, scientific atheist, who understood the truth that the world operated according to impersonal forces. But that theory had more to do with the imagination of Western anthropologists than what Oceanian peoples meant by the term. To them, mana meant potency, or "power." They would describe a skilled craftsman, a capable chief, or a talented hunter as mana-ful. Mana meant something more along the lines of skill, potential, power, or capacity, than anything as mystical or supernatural as the ethnographers dreamed. Certainly, I, too, have greatly abbreviated the full discussion here, and the native concept has many nuances and complications, but I think, in general, I can stand by the statement that mana, in its original sense, has much more to do with the kind of power you'd find in your muscles than the kind of power your level blood elf taps in World of Warcraft.

Closer to home, the concept of "orenda" has a similar history, having at one point seen use almost as often as mana and for much the same purpose. J.N.B. Hewitt's influential 1902 article in American Anthropologist, "Orenda and a Definition of Religion" (Vol. 4, No. 1 (Jan. - Mar., 1902), pp. 33-46) offered the word and its reference to a mystical, impersonal force pervading the world. But Hewitt offers a mistranslation at best; the better term, uki, exists in tension withutkon (sometimes also spelled utgon in English). Hewitt's elevation of "orenda" over utkon fundamentally breaks the traditional Haudenosaunee perspective, which put the two in equal tension. Uki benefitted life, while utkon described the impacts of the Trickster. Too often, when Westerners have noticed both concepts, they have simplified them into a Manichaean good/evil dichotomy. My own understanding seems to put them more in relation as things that promote ecological succession, and things that cut it back. A world of only uki would become a stagnant forest of nothing but towering old trees, while a world of only utkon would look, well, distressingly similar to the world civilization has left us. But a healthy world emerges from the interplay of both forces. Seneca forestry, for instance, often used fire to clear out fields, in a clear wielding of utkon, yet that created forests with varied successional stages, which maximized edge and thus maximized biodiversity.

But I see one process running through Oceanic mana and Haudenosaunee uki and utkon: change. We asked before, what do we mean by "power"? I think this short analysis points us towards a clear answer: the power to change, or the power to move. Oceanic mana seems to take a unitary view of change, while the Haudenosaunee concept of uki and utkon specifies change in one of two directions. No doubt other traditions would see change along other axes; might the Lakota medicine wheel chart change going out to one of the four cardinal directions, for instance? But we fundamentally, always mean change, regardless of the direction of that change. "Those who remain in the state of being alive" means "those who keep changing." To live means to change, constantly, to engage a changing world, to open yourself for the world to change you, and for you to change the world.

Before, I asked about The Fifth World as a game of awareness, but now I see that awareness just means one kind of movement (Noë, 2005; Ingold, 2005). Dan Moonhawk Alford described native modes of perception by pointing to "watching the dancing rather than the dancers — the dancers fade back- into the background as you just describe the rhythms and the motions of what is." Or, according to Alford's account of a conference with American Indians and quantum physicists:

After listening to the physicists and American Indians talk for a few days, it struck me that the way physicists use the term potential, or quantum potential, is nearly identical to the way Native Americans use the term spirit. They all agreed there was something similar going on.



Potential, spirit, life means change and movement. When we stop changing, we stop living. It has such an elegant beauty to it, and it really refocuses my efforts. The Fifth World should focus to become a game of movement.


  • Black, M.B. (1977). Ojibwa power belief system. In Fogelson, R.D. & Adams, R.N. (Eds.) The anthropology of power: ethnographic studies from Asia, Oceania and the New World. New York: Academic Press, pp. 141-151

  • Ingold, T. (2005). Stop, look and listen! Vision, hearing and human movement. In Ingold, T. The perception of the environment: essays on livelihood, dwelling and skill. New York: Routledge, pp. 241-287

  • Noë, A. Action in perception. Cambridge: MIT Press.