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.

Sunday, March 16, 2008

Four Candidates

Still no set decision on the core mechanic. I think I could really tear through the rest in short order, if only I could settle on an effective, evocative core mechanic. But at least I've narrowed it down to four main candidates. We've had discussions going on in several threads:

The Bet


The simplest (and original!) mechanic, this one assumes that each person has:
  • Some number of pools, representing different kinds of effort (Possibly Flesh, Breath and Word; possibly the four directions of the medicine wheel)
  • Some number of relationships

So, in the straight form of the bet, each person makes a secret wager of some number of beads from the appropriate pool, depending on the nature of the conflict. Then, the reveal. Whoever bet more, wins. The number of beads in the relationship determines how many beads you can recover, the rest you lose. That would model sudden decisions, like, did your arrow hit the target, or did you make that jump? In the iterative version, modeling things where you can escalate like fights or arguments, you could add more beads, and that stops when both sides stop adding beads. Once again, the person with the most beads bet wins; you get to take back a number of beads equal to your relationship, and lose the rest.

My thoughts on this. Does the escalation lead to a back-and-forth of one bead at a time? Does this really make for a game of awareness, or just overcoming an adversary?

The Mancala Mechanic


Andrew posted the best version of this that I've heard yet on the Forge, especially when combined with Daniel's earlier post in that thread. You have a starting configuration, and then, based on the appropriate relationship, you can either:
  • Add some number of beads to one of your pits
  • Remove some number of beads from one of their pits
  • Move some number of beads from one of your pits, to another of your pits

So, let's say you want to hunt a deer. You have 10 beads in your relationship with deer. So, you can add beads to one of your pits, remove beads from one of the deer's pits, or move beads from one of your pits to another of your pits. Let's say you decide to add three beads to one pit. 10-3=7, you have seven moves left. This can conclude in one of two ways:
  1. The encounter. The two sides match. Whoever moved last gets to narrate how the encounter unfolds, based on the previous narration. So if the hunter moves last to align the two sides, he would likely narrate that he takes the deer; the deer might narrate that he bolts away at the last moment. So, the encounter occurs, and whoever moves last gets to narrate the encounter unfolding on their own terms. Which means you not only want to reach that alignment, you want to do so on your terms.
  2. The escape. One side or the other runs out of moves without any alignment. No encounter occurs. I think madunkieg's suggestion of a "distraction pile" on the Story Games thread might work here: every escape adds beads to the distraction pile, which could hamper you in future encounters (perhaps you don't get your relationship beads to move; you get your relationship beads minus the beads in your distraction pile?)

My thoughts on this. Does a better job of modeling the idea of the encounter, and certainly Daniel's idea of starting configurations drawn out with cave art styles, even to the extent of posters, adds an exciting new element. Opens up the potential to either actively hide, or actively reveal oneself, by either avoiding alignment, or pursuing it. This might offer the best possibility so far. But where does the possibility to burn up your relationship for extra power come in? Maybe after you've exhausted your relationship's normal store for moves, you could begin taking beads straight from the string to buy more moves?

The Necklace


Inspired by Daniel Solis' discussion of gaming with necklaces (may require Story Games membership to view), this model uses different colored beads. These could differentiate between Flesh, Breath and Word, or between the four directions of the medicine wheel. For now, let's use Flesh, Breath, and Word for example's sake, but keep in mind that we could change the colors and dividing lines, too.

For relationships, you still have a string of beads, but now the kinds of beads matter. So, an encounter with a physical coyote would add a Flesh bead to your Coyote relationship; hearing a Coyote story would add a Breath bead; exchanging gifts with Coyote would add a Word bead.

So, you come to a particular encounter where you need Coyote. Let's say you want to coyote around the village perimeter so no one sees you. Now you use your Coyote string almost like prayer beads or a rosary; you make a quick plea to coyote to help you, thumbing off beads in some set pattern as you do. Now, look at the bead you currently have in your finger and thumb. That will give you your result. The third red bead in a row, right before a blue one, would give you 3 Flesh. If the village gets a 2 Flesh from, say, their Hawk relationship, your 3 Flesh wins. If you have a Breath bead, though, it won't help you; you need to coyote fleshly for this, so you have 0 Flesh vs. 2 Flesh. They spot you.

My thoughts on this. I like the free-wheeling dynamic of actually calling on other-than-human persons for help, but I see a lot of potential for abuse. To avoid that, and to keep it functional as a game, we'd need some kind of rules for keeping the exact form of the plea out of the player's direct control, lest every player figure out exactly how many words/syllables/lines/whatever that it will take to get the result they want. This seems to encourage players to specialize with variation. Sure, having all 10 of your beads with Coyote will help if you want to coyote about the woods all the time, but without some Breath or Word beads in there, how will you ever coyote up a clever plan, or coyote someone out of a deal? By the same token, you'd never want something like red, blue, yellow, blue, red, blue, yellow, because everything would have a power of just 1! You'd want red, red, blue, blue, blue, yellow, yellow, so you get the most out of each type. So it seems to me like you'd optimize for runs of 2-4 at a time, before switching over to a different type. Also, this mechanic seems to get us back to the problem of overcoming adversity, rather than approaching the other.

The Color Wheel


This one comes straight from Jared Sorenson, I've just spun it around to the medicine wheel.

So you have the medicine wheel, which gives you four different pools of differently colored beads. All the beads go into an opaque bag. First, you decide the nature of the conflict, whether it comes from the north, east, south or west. Then, you pull a number of beads from your bag equal to the number of beads in the appropriate relationship. For each bead you pull of the appropriate color, you have one success; the player with the most successes, wins.

So, consider an intellectual debate about the next tribe over. The conflict comes from the north, associated with intellect and wisdom. You use your relationship with that tribe, in which you have four beads. So you pull four beads from you bag. You pull two white (north) beads, one black (west) bead, and one red (south) bead. So you have two successes. The other player have six beads with the tribe, and pulls six beads from his pouch, but he pulls one white, three red, and two yellow (east) beads, so he only has one success. You win.

My thoughts on this. The idea of competing numbers of successes certainly fits into the general range of existing RPG mechanics, which puts me on the most solid ground of any of these alternatives. But it also recapitulates the notion of overcoming adversity, rather than approaching the other.

Friday, February 22, 2008

A Game of Awareness

Reading Tim Ingold's The Perception of the Environment: Essays on Livelihood, Dwelling and Skill, has forced me to re-evaluate some of my most basic assumptions about the animist mind. Most relevantly to the Fifth World, I've had to reconsider the atomic act of the animist world. In our world, everything comes down to conflict; beyond simply beating someone up, you fight off a disease, fight for your side of argument, fight the war on drugs, et cetera ad nauseum. But consider these:

  • When Tim Bennett & Sally Erickson came to Pittsburgh, we talked about the Fifth World a bit, and we discussed how consensus building might play into it. It defied the normal RPG convention, which the Fifth World still followed at that point, because consensus doesn't mean beating your opponent's skill check, it means aligning your perspective to match each other, so that you come into balance.
  • In his book, Ingold talks about the Cree experience of hunting and tracking. Tracking brings them into communion with the animal, but the kill itself takes place very quickly. The deer doesn't try to escape; it offers itself up to the hunter. Hunting does not involve violence. The hunter never tries to overcome the deer; rather, the challenge tests the hunter's awareness and empathy, to notice the gift at the crucial moment that the deer offers it.
  • Shapeshifting actually occurs among animist peoples. It does not happen "symbolically" or "metaphorically." Animists experience an actual shape-shifting. Now, we might look on and call it trance or dream, but from the experiential point of view—the only point of view that actually matters—they experience true shapeshifting. But this does not occur by overcoming some magical hurdle, or beating the right Target Number; the difficulty lies in the shape-shifter's attempt to align his or her senses, outlook, and feelings with that of the animal he or she shifts into. The ornaments, dress and mask all help towards that end, but the challenge lies in aligning his own perspective to take on a different perspective.


Modern RPG's evolved out of wargames, and since we conceive of the universe as constant struggle, those mechanics worked well. You'll even hear, quite often, the mantra that "story is conflict." But what if that just arises, like so many other things we take for granted, from our cultural expectations, and the basic conflict required for our way of life? What if story could also trace relationship, based not on conflict, but on the attempt to synchronize two parties?

In tracking, different modes of awareness mean a great deal. Owl eyes sacrifice focus for breadth, while focus sacrifices breadth. So we already have there an idea of "resource allocation," if you will, where the "resource" simply means your attention. And we have different kinds of awareness: the synaesthetic awareness of the Flesh, the imaginative and intellectual awareness of the wind, our internal awareness expressed as emotions mapped onto the landscape, and so on. I've found this already mapped, quite elegantly, in the medicine wheel.

What if the "character sheet" took the form of a medicine wheel, with concentric circles, that fundamentally mapped your character's current awareness, and the game's mechanics mostly modeled different ways of shifting that awareness? What if, instead of beating a target number, you had to synchronize your awareness with some Other? What if, instead of conflict, this game modeled awareness?

I do not know how to do that yet, so I welcome suggestions.

Sunday, February 10, 2008

Rethinking Basic Gameplay, Yet Again

Well, Raccoon Creek had a lot to teach us about herbal medicines this weekend, but had few revelations to offer about the game. I'll accept that as a good weekend, though! I've started to pull together some ideas of basic gameplay, enough perhaps to try some very preliminary playtesting.

  1. The genius loci has three bowls of different colored beads, representing Flesh, Breath and Word (we use red beads for Flesh, blue beads for Breath, and green beads for Word, but so far, I see no reason why you couldn't use any distinctive marker you like instead).
  2. The other players have three bowls, and several lengths of string. The bowls, as with the genius loci, hold their own pools of Flesh, Breath and Word, which they get from the land; the strings hold the beads for their relationships, each string representing a different relationship.
  3. Offerings allow players to move beads from one of their pools to one of their relationships; so, for instance, observing or tracking a coyote represents an offering of Flesh to Coyote, so you can move one Flesh bead from your Flesh pool to your relationship with Coyote; an eloquent prayer to Coyote, on the other hand, constitutes an offering of Breath, and so on.
  4. Eating another person allows you to take their Flesh beads for your own; dreaming restores Breath from the land; listening to stories restores Word from the land, etc.
  5. So, getting down to the meat of it, how do you determine whether or not an action happens? You'll need to wager the appropriate kind of beads—you can make hidden wagers and escalating wagers.
    • Hidden wagers describe sudden, single actions: can you make that jump? In those situations, the two parties commit their beads secretly, and then reveal. Whoever has committed the most beads, wins. So if the crevice commits 10 Flesh beads, and the person jumping it commits only 8, that means that the jumper underestimated the distance of the crevice, so the crevice beat him.
    • Escalating wagers describe situations where one or the other party can escalate their effort: can you bring down that deer? Can you lift that rock? These begin with a hidden wager, but afterwards, both sides have the opportunity to invest more beads, until one or the other gives in. So, if the rock puts in 10 Flesh beads, and the lifter puts in only 8, he sees he can't lift the rock, so he tries harder—he puts in three more beads, for a total of 11, beating the rock's 10. The rock can't escalate his weight that quickly, so the lifter manages to lift the rock. Or, a hunter trying to bring down a deer wagers 10 Flesh beads on the initial shot, but the deer wagers 12. So, the hunter missed the initial shot, but he increases his wager with three more beads, bringing his total up to 13; the deer uses her last six beads to bring her up to 18. So the hunter chases after the deer, and the deer darts off as quickly as she can. The hunter puts in another six beads, bringing him up to 19. The deer has no more beads, so she begins burning through her relationships. The hunter continues to chase, and the deer becomes desperate. The hunter throws in some more beads, beating out the deer's wager; the deer has nothing more to throw in at this point. So the hunter takes the deer, after running her down.
  6. After you've determined the outcome, each player can keep a number of beads equal to the appropriate relationship; all others go back to the genius loci's pools for the land. So, the jumper tried to Hare across the crevice; he has a total of 8 beads in his relationship with Hare, and 3 of those take the shape of Flesh beads. He committed 8 beads to the jump; 8-3=5, so he can take back three beads, and gives five back to the land (of course, he also fell down a crevice, so that may seem like the least of his worries). The lifter Anted up that rock, and he has 6 of his 8 beads with Ant in Flesh, so of the 11 beads he committed, he gets 6 back, and 5 go back to the land. The hunter Wolfed the deer down, and he has 14 of his 22 beads with Wolf as Flesh, so of the 19 beads he committed, he gets 14 back, and 5 go to the land. So basically, your relationships—in quantity and quality—determine how much you can "safely" wager.


We'll try this system out some time this week, and let you know how it goes.

Thursday, February 7, 2008

I Should Have Listened to Willem

All this time that I've spent wondering about skills, I really should have just listened to Willem. He pointed me in the right direction a long time back. As he wrote in his latest magnum opus, "E-Primitive: Rewilding the English Language":

Animist languages seek to describe patterns of activity, and to connect similar patterns to each other. To separate the way of the coyote away from words describing sneaky behavior, destroys connection, destroys layering. In fact, to use the word "coyote" also means to "act like a coyote," or "to sneak." In fact, the word talêpês means most properly "to act like a coyote." ...



So, if you want to sneak around the village, you might coyote around the village; if you want to trick someone, you might coyote them; if you want to devise a clever plan, you want to coyote up a plan. And there you have Flesh, Word, and Breath, respectively: to coyote your Flesh would mean to move in a sneaky manner; to coyote your Word would mean to relate and speak in a sneaky manner; to coyote your Breath would mean to think and imagine in a sneaky manner. One of the points Willem comes back to focuses on restoring the "thickness" of our language; layering it with stories, meanings, and references back to our sensuous engagement with a more-than-human world. I think we could help push that goal forward just with a story-game character that uses "skills" like this.

Giuli and I will spend some time with the Raccoon Creek this weekend, and we plan to take some beads and see if we can start to work something out. I feel like this has given me another one of those big breakthroughs towards making the Fifth World really work, so hopefully next week, we'll have something to report!

Monday, February 4, 2008

Lurching Back to Life

Have I completely wasted my time since the last flurry of posts? No, not completely, though perhaps more than I'd care to admit. I have spent some time with some more traditionally rewilding activities, which I think I'll report on soon on Anthropik. And, I have (1) built up my RPG experience portfolio, and (2) practiced what I preach by beginning (and this past Saturday, resetting) a Savage Worlds campaign, using the Savage World of Solomon Kane setting: "Beyond the Elder Peaks." It involves the early history of Jamestown, and pulls the characters into the territory of the Allegwi; my brother plays a Jacobean super-spy that he described as "the seventeenth century Solid Snake" (from the Metal Gear video game series), so I think he's created a good mythical role model for himself there, and Giuli rolled up Virginia Dare, the original American rewilder. The movement from Jamestown into Allegwi territory ties in our cultural mythology as Americans, our origin myths like the Puritans, the "Lost Colony" of Roanoke, and Jamestown, the "Noble Savage," and even parallels my own family's travels, having once lived very near Jamestown, and then coming home to Pittsburgh. As mythology, I feel very pleased with it, and you can read more about that on the Obsidian Portal site if that interests you. As a game designer, I've enjoyed getting a chance to branch out and try something at least a little different.

But now I feel like I really do need to get back to the Fifth World, though I feel another round of heavy-duty research should come next. With this round, I picture the game's mechanics revolving around a bowl full of beads (the matter and energy, "life force," mana or orenda of the land, if you will), with players taking beads from it and throwing them back in, hopefully creating a gameplay occupied with questions of balance, and the conservation of mass/energy, and perhaps even some land-wide problems if the bowl becomes too depleted? But as I said, I want to do some research into questions of animist worldview before getting too far into mechanics. Specifically, I need to take a look at:

  1. Skill, specifically the concept of "mana," and similar concepts, which I suspect will provide me with my best basis for how to handle skill in the game.
  2. Awareness, and where that comes from. I plan to read a lot of Tom Brown on this question, and I suspect that this will tie in pretty strongly with the relationship system.


Some other game ideas I've come up with:

  1. A lot of story games include a collaborative setting creation system, which I find interesting, but how does that fit into the Fifth World as an open source setting? And, with so many pernicious, ignorant stereotypes, misconceptions and outright misinformation about "primitive" peoples, does such a system ask for those stereotypes to come on in, make themselves at home, and become glorified and entrenched by the game? I want the Fifth World to provide an experience to counter those stereotypes, not reinforce them. But what if we had cultures defined in the wiki where they could receive attention from anthropologically-minded contributors, but then we have mechanics for groups to collaboratively create their own villages and bands? I think that idea just might work out. I normally harbor deep suspicions about myself when I find myself doubting the ability of a group of people to come up with something good on their own; it goes against my anarchist grain. But I don't think this really questions people's ability to figure things out for themselves, so much as it questions our ability to really understand how thoroughly civilized thought has poisoned the well. I know I can't accomplish the goals for the Fifth World directly, it has to come from emergent play. So how can you expect anyone else to figure all of that out on their own?
  2. The idea of tracking relationships with beads on a string has really hit home with me. This will likely make it all the way to the final draft.
  3. Tracking skills according to angles on a circle doesn't seem to work very well, but I still like the idea of the character sheet primarily taking the form of a medicine wheel. Perhaps concentric circles, representing tree rings or the energy potential orbits of an atom, and perhaps combined with four rough quadrants, might give me a better direction.

Sunday, December 2, 2007

I love deadlines.

"I especially like the whooshing sound they make as they go flying by." So sayeth Douglas Adams. Yes, I once had aspirations of v. 0.3 coming out in time for Dec. 21, being exactly 5 years now until the Fifth World actually starts. But that's simply not going to happen.

But, my brother & I are planning on going to Origins next year, and I'd really like to be able to run some kind of Fifth World game there....