Tuesday, September 22, 2009

Fluency Play

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.

Thursday, September 17, 2009

RPG's in the Mainstream

I listen to a lot of gaming podcasts while at work. Sometimes, I run out, and have nothing to listen to, which can sometimes make for a very long day. I don't know if I'd say that I like Fear the Boot, which seems to stand astride the RPG podcasting world like D&D stands astride the RPG world, but I still listen to them. Very often, they aggravate me, but I generally don't bother saying anything because it really doesn't matter. In episode 163, they talk about how or whether RPG's might ever become "mainstream." I don't know if this topic matters any more than the others, but it provides me a good starting point to make some points that I think do have enough relevance to warrant the time to type them out.

Now, I have a hard time keeping everyone's voices straight sometimes while listening, and I listened to the episode several hours ago, so I hope you'll forgive me if I don't even attempt to attribute these points to one or the other of the hosts, much less get the wording quite right. You can listen to the episode itself for such details. However, the discussion raised some of the expected (snobby) points: that RPG's can't go mainstream because people don't want their entertainment to challenge them intellectually (which thankfully, another host repudiated by pointing out the increasing intellectual sophistication of films, TV shows with years-long plot arcs, and video games of both staggering technical complexity, and philosophical depth—like BioShock's treatment of Rand's Objectivism, or Fallout's ethical issues), and that people don't want entertainment to actively engage them. They want something to entertain them, allowing them to remain passive. Since the hosts addressed the first point in the show itself, I'll leave that point lie. The second one speaks very much to something that I've written a great deal about: the importance of participatory folk art.

I reject wholesale the notion that people want passive entertainment. That said, we have no shortage of people trying to sell passive entertainment, precisely because they can sell it. Before you can sit back and passively consume it, they have to make it: whether "it" takes the form of a movie shown at the theater, a DVD, a CD, music on the radio, a book, a symphony, a play, or any other "medium". That makes the art an object, which someone can sell to you.

If you play your own music with friends, who profits? If you tell stories around a campfire, where does that leave Hollywood studios? We have a culture which sees the world as a collection of objects, and looks for art as objects. It values the ephemera left behind from an artistic performance, but rarely values the performance itself. Least of all we value participatory folk art, the art done without any audience whatsoever, save one's fellow performers. Playing music at home, or jamming story.

And yet, in spite of that, we see participatory folk art nonetheless continue, like the stubborn weed that keeps poking its head heroically through the cement, reminding you that no matter how many times you pave it over, living soil lies underneath, life preceded you here, and it will prosper here long after you've gone. Kids invent freestyle rhymes on street corners, old time players get together to jam for no one but each other, and geeks roleplay.

You hear some people say that the tabletop RPG can't out-compete the computer graphics of an online MMORPG. As one of the Fear the Boot hosts in this episode said, we want visual entertainment. And yet, World of Warcraft has by far the biggest audience of any MMORPG, and it also has some of the worst graphics. Why do people play? Pay attention to what they talk about. Transferring to a different server, where a friend plays. The guild they belong to on this other server. The people they play with on a particular server. They don't play for the graphics, they play because in an increasingly isolated world, they want social connection most of all.

I think people yearn for more active, more social pastimes. So why haven't RPG's gone mainstream? Well, have you ever tried playing D&D? My wife compares it to math homework. RPG's emerged from wargames, among geeks, and that meant they emerged with a very complex mathematical system. We need to face the fact: RPG's appeal to a particular set of not-entirely-normal people. I would even go so far as to say that your traditional RPG has a design that appeals most of all to someone somewhere on the autism spectrum.

I think indie RPG's or story games actually could become mainstream. But, having grown historically out of RPG's, we try to sell them to RPG players. And yet, the very people who would most likely pick up an RPG like D&D have self-selected themselves as the very group that would least respond to a story game. If we sell to them, then yes, we'll always seem like a very small niche. Not to put too fine a point on it, but selling a very social game to a group where many have taken a liking to the activity precisely because it caters to an autistic condition, even if very mild, and the rest of us, to a large extent, mimic that behavior even if we don't have any such problems ourselves, doesn't seem like the best idea.

Many people who get to play a lot more story games than I do have reported how they've had a much easier time finding people happy to try these games among the general populace, than they have among RPG players. This does not surprise. Neither does it surprise me that, for one of these "uninitiated," they respond far better to a game like A Penny for My Thoughts or even Polaris than D&D.

RPG's remain a tiny niche hobby because the traditional RPG simply does not appeal to most people. Most people do not consider math homework fun. I do think RPG's could go mainstream, but not the "traditional RPG" we currently have. I think, one day, story games could compete not just with Monopoly, but with TV shows or films. But that won't happen until indie RPG designers begin to understand that even when that happens, they still won't get much more of the regular RPG market than they already have.

I do plan to take the Fifth World to some gaming conventions when I have it ready. In fact, I'll release the new public beta at GASPcon in November. But my big marketing push doesn't rely on reaching out to the RPG fans who will probably always like my game least of all. I plan to take it to ecovillages, intentional communities, permaculture design courses, nature awareness schools, and people like that. I think they'll enjoy it a whole lot more than RPG players.

Sunday, September 6, 2009

The Fifth World Movies: Origin

Plenty of people have pointed out the thematic and aesthetic similarities between Origin: Spirits of the Past, and another Fifth World-inspiring movie, Nausicaä of the Valley of the Wind, some even going so far as to call it a "rip-off." I think that stretches too far, unless Nausicaä has a monopoly now on all post-apocalyptic ecotopian anime now. In some ways, Nausicaä seems like a much superior film, but I can't help but admire Origin's ambition. It tries to do a lot, and I think it does accomplish it—though it does require you to meet its challenge and really think about its themes. Otherwise, they seem a lot like plot holes.

Origin begins centuries after a civilization-destroying apocalypse, in which a genetic engineering experiment goes out of control. The plants shatter a good part of the moon, and rain down on earth, creating a sentient Forest that can move quickly and violently. While the human survivors begin to rebuild their lives, two characters that awaken from a cryogenic sleep have a harder time adapting to the new life, and seek out ESTOC, a device that will "return everything to normal," (and by "normal," they seem to mean that brief anomaly of civilized life)—by vaporizing all life with volcanic eruptions, and allowing life to start anew.

The protagonist of the story, a boy named Agito, follows in his father's footsteps by becoming "enhanced": tapping into the Forest's power to become a bit of an eco-superhero. You get a few scenes reminiscent of anime like Dragonball Z as Agito shows off his powers, but it comes with a price. Agito's father ended up becoming a tree, losing his personality completely to "the Forest consciousness." In his quest to save his girlfriend (the last of the two characters from the past to awaken), Agito risks using his power to such an extreme that he might follow in his father's footsteps in that, too, but in a matter of days, rather than decades.

Ultimately, the film ends with (what I personally felt as) a powerful statement about human kinship with a more-than-human world. But certainly, that takes a unique perspective. Like I said, the film can certainly seem challenging, and what I consider its strengths, to some, seem more like plot holes. As one Amazon reviewer put it, "The problem is, the plot makes no sense: presumably the whole living-in-harmony-with-Forest thing is symbolic of living in harmony with nature. But since the Forest was mutated by humans, wrecked the world, genetically altered the survivors and keeps civilization in a stagnant stranglehold, it's about as unnatural as you can get. And the alleged bad guys just want to switch the world back to its pre-mutant-plant state when man and nature were in balance... meaning that the Designated Anti-Nature Bad Guy is actually the Pro-Nature Good Guy."

This argument rests on an assumption that I'd consider extremely pernicious, but we've all heard it so many times that I think few of us would recognize it. William Cronon certainly would, though. I actually saw someone tweet a link to his 2005 essay, "The Trouble with Wilderness; or, Getting Back to the Wrong Nature," just earlier this week. In fact, if by "wilderness," we mean "some place where humans don't have an impact," then no wilderness has existed for thousands of years. But of course, that distinction only makes sense if you first accept that humans have a unique uniqueness in the world. Otherwise, humans belong to "nature," and Origin deals with shifting from an ecology where humans dominate to an ecology where humans participate.

Those themes resonate through The Fifth World, too. Origin does it with really captivating, fluid animation, and some beautiful, haunting music. I often listen to Kokia's "Cyouwa Oto" to "get in the mood" for working on The Fifth World. Like so many others, Origin presents a much harsher future than The Fifth World, but it still presents some very evocative images and sounds, along with resonant themes, that it can still help inspire you with the right tone.

Tuesday, August 25, 2009

Debt

So, Bill said something pretty smart yesterday (he does that a lot). He said:

...make the mechanics instantiate setting, so that the rules of the game are the rules of the world. Then players will make sure that character behavior reinforces the intended social dynamics of the "setting." Where did we have the conversation about making the mechanics mirror a gift economy? *Do that*; that's awesome.


I can't find that discussion, either, but it sent me back to some of my old notes. In an earlier version, I tried to break everything into relationships, but that became too much book-keeping. But luckily enough, the very defining characteristic of a gift economy lies in not keeping such records. You don't have a quid pro quo arrangement. You just have your generalized debt.

According to Martín Prechtel, the Mayan word for "human" means "person in debt," as in, indebted to the land and your parents and your community and the other-than-human persons who give up their lives so that you can keep on living. In Soul Hunters, Rane Willerslev talks a great deal about the balance of debt that Yukaghir hunters incur when they go hunting, and the attendant fear that if they become too much in debt, someone may come to collect on that—making them or their families sick, or possibly even dying.

I think the gift economy itself could pull in that tension of trust that Ingold wrote about, that I've referred to before. You have to contribute what you can, and just trust that the rest of the world will do its part and give back to you. Nerve-wracking? Absolutely. Which also makes it great for the kind of tension that a fun game comes from.

Debt in this sense has the nice aspect of forcing you to balance. Too much debt, and you risk losing what you hold dear. But without any debt at all, you lose your connection to the rest of the world, your agency. This could bring the game back around to something played with coins (and I do really appreciate the twist of coins representing debt). Players can stack up adversity from a central pool of coins, and it takes that many encounters to resolve that adversity. Those coins go into a different pool, from which players can reward each other for "selling" their issue, like I'd worked out before...

...except that totally does not work with debt. Why do I have more debt from making you look good? Shouldn't you get debt from that? You owe me for making you look good? I "sell" your issue, and you acknowledge it by ... taking some debt for yourself? It all seems terribly backwards.

I thought about making characters spell out what they fear losing. Maybe you have to put "My life" somewhere on the list (and how much you value your life could say a lot about you: two coins? Five?). If you have that much debt, someone can take that many coins away from you by making you lose something at that level. I like keeping the game very simple to play, so I don't know if that adds up to too much book-keeping again.

More importantly, what does debt do for you? Why would you want debt? I guess I've come back around to the question of the resolution mechanic (argh!).

I don't want randomizers because animists don't consider the world a random place. They consider the world full of persons who respond to our pleas and our requests. I wonder if I've hit upon a fundamental contradiction here. On the one hand, if you build that into mechanics, you strip players of any choices they can make. On the other hand, if you leave it entirely up to the players, then your characters have no impact on what happens. I think I've playtested both extremes, and I didn't like either one.

I feel like I've run around in circles here. I think I need to hear other people's ideas to clear my head here. Sometimes the strangest thing, just a little phrase, unplugs something. It's happened often enough with this project! What do you think of this debt concept? Does it prompt any ideas for you?

Monday, August 24, 2009

Doubts

I listened to some interviews from GenCon on some podcasts today: Judd Karlman on Theory From the Closet and John Wick on Bear Swarm! They left me doubting what I should do. Do mechanics focused on what you perceive really tell the kind of story the Fifth World should tell, or have I once again so over-thought and over-analyzed the situation that I've gotten tangled up in a bunch of fancy novel ideas, and lost track of what the game needs to do? Maybe I should just look to an existing ruleset like FATE, and focus my efforts on bringing the setting to life in an evocative way—like James Gurney's Dinotopia, or Will Huygen and Rien Poortvliet's Gnomes.

Or do you think this looks more like over-thinking and over-analysis? Maybe I just doubt myself chronically. Maybe I just like to sabotage myself (I think I've seen a bit too much evidence for that one lately, actually). I don't know. I just have a big wad of doubts and confusion tonight. Any ideas?

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?

Saturday, August 1, 2009

Revisiting a Wicked Age

I've spent a lot of time lately in my other life, working up to the point where these two finally intersect. It looks like I'll soon get a chance to playtest Microscope with the Myth Weavers (or at least some subset of them), and then, I'll have to start shifting into high-gear again with Fifth World development. But for the moment, I still have a more relaxed RPG schedule (which fits nicely with a more hectic everything-else schedule—as a quick example, I've moved and had minor surgery just in the past week). But I just finished playing two chapters of In a Wicked Age, and it's reminded me of everything I love about this game.

In a Wicked Age more-or-less invented the idea of oracles, something Willem riffed on last year (parts 1 & 2), and now, I have an even deeper appreciation for what he said then. The Three Rivers Oracle needs improvement: it lacks the right balance that Willem talked about.

But not just with the potential for oracles to seed a game with elements of a meaningful story, the game itself drives in a particular direction. Rather than dreaming of a character and then saying what that character would or would not do, we first establish "Best Interests"—the things your character wants—and in play, we explore to discover what kind of person would want those things. Robert E. Howard especially brought a strong streak of that kind of existentialism to sword & sorcery. Think of Conan, and how much the original stories define him in terms of his ambitions, lusts, and desires. In play, you wear each other down over time, driving, typically, towards a thunderous climax. My brother noted early on that In a Wicked Age usually results in myths or folktales.

Perhaps just as important—at least to me—when played right, In a Wicked Age thrives on sensory details and lush description. Between this and the oracles, it focuses play on finding the story. We discover the type of character who would want these things, rather than "make up" a character and then extrapolate her desires. We unravel together how the statements from the oracle weave together, and flesh it out with sensory details that move us towards a common dream. In a Wicked Age still involves a lot of story that we make up, but it has a lot of story for us to discover, too.

We played with the default oracles for once—The Unquiet Past in the first chapter, and The God-Kings of War for the second. We might even play again sometime during the week, simply because everyone wants to know what will happen next. Sometimes it seems with all the oracles available, not many people play the default oracles anymore. I think I could use more In a Wicked Age in my life—but then, I could use more storyjamming in general.