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.

Sunday, July 5, 2009

Characters with Personality

The very first version of The Fifth World, the version we do not speak of, included MBTI types as part of character creation. Now, coming back to the medicine wheel and using Carl Jung's psychological types as the most stripped-down and generic of wise compasses, I can't help but feel like everything old has become new again. I don't know if the game has room for the extra dimensions of the full MBTI, but I've always thought that the emphasis on balancing opposites in Jungian psychology gave it a good ecological tone. Daniel Noel points to Jung as a valuable starting point for an authentic Western shamanism.

In the last version of the game, with the Prisoner's Dilemma, we wound up with a system that left little room for your character to influence it. My brother once despaired how the game left no place for the fearsomeness of his fearsome warlock to effect the outcome. The color beads mechanic offers several different ways to influence that. Now, I wonder about ways to keep track of that with a minimum of bookkeeping.

Jung's compass plots personality against two axes: one representing how you perceive the world (ranging from sensing to intuiting), the other how you make decisions (ranging from thinking to feeling). You'll always dominate in one; perhaps you perceive more than you judge, or vice versa. So your favored mode of perception (or judgment) would dominate. Jung called this your superior function. Then, you have your favored mode on the other axis: your secondary function. Your tertiary function sits on the other end of that same compass, and opposite your superior function, you'll find your inferior function.

So, someone who senses most of all could have thinking as a secondary function. She'd have a little harder time feeling, and a much harder time intuiting. Jung would represent this with a compass tilted slightly off-center, so the superior function points up, and the secondary function rises a little higher than the tertiary function. What an elegantly simple design for a character sheet!

I haven't decided entirely what to do with it, though. I see three possibilities: really, one of two options, and then the possibility of combining them.
  • Fill your bag with beads according to your functions. So, you get 12 beads colored for your superior function, ten for your secondary, eight for your tertiary, and six for your inferior function.
  • Add two successes for your superior function. Add one success for your secondary function. Subtract one success for your tertiary function, and subtract two successes for your inferior function.

The first means that most of the time, you'll pull your superior function most, and your inferior function least. The second means that you can always count on your superior function, and you'll always know that your inferior function will pose a challenge. The combination would really emphasize your choice: it would make your superior function very superior, and your inferior function very inferior. I think the combination might push it too far, losing that balance I like so much in Jungian psychology.

The last version had names and deeds that you would add up to make a reputation. Reputation never amounted to much in play, perhaps because counting up names and deeds required so much bookkeeping, but I liked the idea of names having mechanical significance. I still like it. I've taken great inspiration from Unconquered [PDF], Jonathan Walton's excellent hack of Exalted. There, the number of words in your name matches your Essence. I wonder if that could make a useful way of keeping track of something like "level"? Maybe, whenever you pull beads from your bag, you can pull a number equal to the capitalized words in your name?

I've also decided that this version needs to move more of the interesting parts of the game from setup to play. So, this version will have more character and setting creation as part of play, rather than something done before play. I have in mind a mechanic where players can add a story about the place where a scene takes place, perhaps something like the "flashback" mechanic in 3:16. That story would work like free-form traits in some other story games; it could give you more beads to pull, or additional successes. To emphasize the locality of these stories, perhaps you can use them once per story, and once additionally in a scene set in that place. Or, perhaps taking part in a scene set in that place recharges it. Perhaps you write down these stories on your medicine wheel, putting them in one of your four quadrants. Maybe, like the "weaknesses" in 3:16, a story associated with your inferior function has to feature your weakness, failure, or humiliation; maybe it works as something that others use against you, rather than something you use yourself.

We also had a problem finding motivations for characters. A lot of that probably comes from the as-yet largely undetermined setting. With an open source setting, I expect motivations to proliferate as the setting gets filled in more and more. But even so, that problem still reveals a weakness in the system. So one part of character creation that I plan to keep in the "warm-up" phase puts a spin on "see-me." After a brief introduction giving us a very rough outline of your character (since we'll really define these characters in play), we take a round around the table, and each player will put out something that your character wants to get from their character: love, respect, acknowledgment, forgiveness, apology, etc. So right from the beginning, we'll have player characters who all want something from everyone else. That seems like a great way to start the story!

All that, and a final game that only uses pieces you could quickly and easily gather, with things you could already have at home, and play effectively around a campfire.

Yes, I realize this has gotten a bit rambly, but I have a lot of ideas pouring out now, so please excuse the lack of structure here. I'd love to hear what you think.

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.

Monday, June 29, 2009

A Little Close to Home

I started a thread on Story Games asking folks what they'd look for in a game about exploration. I got a lot of good suggestions from that thread, but, at the risk of seeming like I just have an interest in patting the backs of people who follow my blog here and comment after yesterday's post thanking Michael Wenman, I really got a great suggestion there from Bill White. He wrote:

I think there was something powerful in The Fifth World's transformation of a modern landscape into a post-urban one. It's like that old Talking Heads song: "Here was a parking lot; now it's all covered with daisies." Make that a part of play: lay out a roadmap of the place you'd like to see transformed and have one output of play be alterations to the modern landscape. Another output of play then becomes integrating these newly defined zones into the post-urban politico-spiritual economy.


I could've jumped out of my chair when I read that. Yes! That totally captured what I wanted from the game. It captured what had excited me so much when I first saw Michael Green's Afterculture, that consideration of a future where the world has become magical—as Michael Green would put it, "cool"—again. A re-enchanted world, a world once again recognizably more-than-human.

So, now I wonder, what if you had to set every scene in a place you knew? Then, you had to tell us what that place looked like 400 years in the future? It seems like it could fit well with a mechanic built for awareness, where you have to spend points to add details to the scene.

I feel pretty excited about this. What do you think?