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Posted By: Paul CzegeI think lots of indie games have skewed many of us to where our play behavior is more like authoring at each other than it is character play. We play many indie games to use the engine of the mechanics to author something that affects the other players. But the result is, paradoxically, less affecting. Because for a story to be affecting it must be made from some of the author's bare personality and honest identity. When a player's character is a tool for affecting others, more than a membrane for two-way communication, play is "awesome" but boring. We appreciate the creativity and talents of our fellow players, but have no contact with their identities.
Posted By: ValamirAlternatively...mechanics focused authoring eclipsing character play is a good thing.
*I* happen to think its a VERY good thing...even to the point of going as far as saying an inherently superior thing.
Posted By: HohoI don't really think it's that fun to look at my sheet and be like "Oh, I have the Key of the Goat-Molester! If I go smell that goat's butt, I get 2XP!" I don't really think it's that much fun to do that thing in order to cash in on the mechanical stimulus—it devalues the action's inherent value by making it a thing I get paid for.
Posted By: Valamir
My favorite example of a superior mechanic design in this sense is Polaris. It would be hard to imagine (and I've never experienced) actual play of Polaris that didn't engage full force with the fiction that didn't produce memorable characters doing memorable things in memorable ways...ways that are both meaningful and impactful to the players. And yet, the mechanics stand alone by themselves quite well. By simply substituting "Good things happen to my guy" and "Bad things happen to your guy" for real fictional events and characters you can use the Polaris mechanics completely effectively.
Posted By: JesseI think we play The Roach very differently. When I play The Roach I build characters that I am absolutely in love with.
Posted By: sageI think the divide between authoring the character and playing the character comes to some degree from the motivation: are you playing your character as they pursue a goal (even if that goal is tragically flawed and you know it) or are you playing your character to present a great story?
Posted By: JesseI'm not saying you can't enjoy your character's folly and fall. But there's a difference between playing your character with honesty and having him end up in folly and deliberately *pushing* him over the cliff because you think that's going to be emotionally "affecting".
Posted By: JesseP.S. I just realized that "turns out" is the key phrase. It's about discovery in hindsight. As opposed to "make" where I a priori decide my guy is the villain and then use all the tools to "make" that happen.
Posted By: BWA
Game #1 -- I wanted my character, the evil grand vizier, to triumph, and I worked hard for him to do so, but despite my best efforts, he fell over a cliff, and I enjoyed it when that happened, because it was a cool ending for such a memorable villain.
Game #2 -- I didn't want my character, the evil grand vizier, to triumph, because my friend's character was the hero of the story. So when push came to shove, I opted to have my character fall over a cliff, and I enjoyed it when that happened, because it was a cool ending for such a memorable villain.
Does this sound like the difference between character advocacy (in the first example) and character autoring (in the second)?
Posted By: JessePosted By: Valamir
My favorite example of a superior mechanic design in this sense is Polaris. It would be hard to imagine (and I've never experienced) actual play of Polaris that didn't engage full force with the fiction that didn't produce memorable characters doing memorable things in memorable ways...ways that are both meaningful and impactful to the players. And yet, the mechanics stand alone by themselves quite well. By simply substituting "Good things happen to my guy" and "Bad things happen to your guy" for real fictional events and characters you can use the Polaris mechanics completely effectively.
Ralph, this, to me, is proof that you don't fully understand Vincent (or Paul or mine's position). No you CAN NOT use Polaris's mechanics effectively without the fiction. When you make a declaration in Polaris without its emotional content within the context of the fiction I have NO IDEA, NONE, ZERO whether I want to go with "But only if..." or "You ask too much..." I simply can not respond in a meaningful manner without that detailing. Vincent made this EXACT point with the Raises and Sees in Dogs in the Vineyard. Without the fictional content of your Raise I have ZERO idea of whether (emotionally) I want to take Take The Blow or not.
Jesse
Posted By: Jesse
Hey, Brian, this is your thread and I kind of took it over. Was there anything from all of the above you wanted to focus on?
Posted By: ValamirIaWA is another game whose mechanics are fully functional and engageable in the absence of fiction. Thus when fiction is added the mechanics become that much better. But the fiction isn't required to make the mechanics function at all.
Posted By: ValamirWhat IaWA allows is for players to narrate fiction (i.e. high level story stuff) rather than simply narrate / advocate for their character. This IMO is a good thing...it is, after all, what we spent 5+ years at the Forge struggling to learn how to do effectively But it does allow players to fall into the bad habit of ONLY narrating high level story stuff and forget to actually advocate for their character. For some this makes the experience feel less like a Role Playing Game and more like a "story boarding workshop".
Posted By: ValamirBrian, one of Vincent's own criticisms about IaWA is that it let that player just roll dice without spending the effort and, as expected, made for less interesting conflicts.
One of his goals for Apocalypse World (which we're now on session 2 or 3 of...I forget because we've had some scheduling issues) is to make that impossible. In AW that player literally could NOT do that. If he wasn't putting forth effort to describe his characters actions*...and if the GM isn't putting forth effort to describe the environment and the actions of the NPCs embedded in that environment than no one will ever get to roll dice and the game will just...stop.
Posted By: Tim C KoppangThis. I don't get this. What, exactly, is wrong with an effective story-boarding game? I understand that it isn't your bag — and, frankly, it isn't mine, either — but why does everybody keep saying it's "bad design" or "incomplete" or "lacking" when what they mean is does not do what I like?
A separate issue is a game that specifically tells us to merely story-board instead of roleplaying. I think that's bad design because it saps the power of roleplaying. If you want to sit around and story-board, I suppose that's your prerogative. But don't be surprised when everyone complains about something missing.
Posted By: Josh RobyThis. I don't get this. What, exactly, iswrongwith an effective story-boarding game? I understand that it isn't your bag — and, frankly, it isn't mine, either — but why does everybody keep saying it's "bad design" or "incomplete" or "lacking" when what they mean isdoes not do what I like?
Posted By: sageAt the risk of being the obligatory definition-debater, how is it roleplaying if we're working on the story level, not the character level? Seems to me that authoring leads quickly to high level plot description, which isn't bad but isn't really the same thing either.
So no, it's not a bad thing.
But no, it's not roleplaying.
In particular, once you move to caring about the character's story, not the character themselves, play tends to move away from anything actually happening in character. Why describe the details of the fiction if the character just exists to tell a better story to everyone else. Story flows from character, if you have a strong character (which usually means someone advocating for them, in RPGs) the rest comes naturally.
This is kind of like asking why coffee drinkers dislike bananas: they probably don't, but if you try to pass off a banana as coffee you're not going to get very far.
Posted By: BWAJosh and Tim, what are some examples of the kinds of games you'd consider "story-boarding games"?First: we're talking about a kind of game that's currently derided as "bad design" so realize that the moment I point at any game, I'm casting the cloak of "not really roleplaying" over it — and that can have a direct effect on that game's success. So no, I'm not going to name the other people who were members of the Communist party.
Posted By: Josh RobyFirst: we're talking about a kind of game that's currently derided as "bad design" so realize that the moment I point at any game, I'm casting the cloak of "not really roleplaying" over it — and that can have a direct effect on that game's success. So no, I'm not going to name the other people who were members of the Communist party.
Posted By: sageMy most story-boardy experience was Universalis: there didn't seem to be any real action, or anything happening, just kind of high level story description that was full of 'awesome' but didn't really feel that fun at the table. Interesting fictional things happened, but the mechanics and approach of the game made it feel like we were workshoping the plot for a novel, not playing a game or actually writing the novel.
I am not familiar with Apocalypse World. How do the mechanics of that game solve the problem? I'm hoping the answer is more elegant than "The rules explicitly tell you to narrate something".
Posted By: Josh RobyThis. I don't get this. What, exactly, iswrongwith an effective story-boarding game? I understand that it isn't your bag — and, frankly, it isn't mine, either — but why does everybody keep saying it's "bad design" or "incomplete" or "lacking" when what they mean isdoes not do what I like?
Posted By: Valamir
Note to players in Author Focused Games: You still have to drive.
Posted By: Tim C Koppang
That may sound harsh, I know, but I don't say it to be confrontational. I really think that story-boarding leads to a disconnect in most instances. And I think it's behind a lot of the difficulties that players are experiencing when they sit down to play. They always seem to wonder why the game doesn't quite seem to work. Most of the time I want to shout, "What are you preparing?! You're always preparing! Just go!"
Posted By: JuddI suggested that the play was lame because they had talked their way right past 2 or more seasons of play in creating the series history, rather than coming up with a cool premise, getting characters down and playing.
Posted By: Tim C Koppang, heavily snippedThings have to happen in a story. The characters have to advance, and the plot has to continue. When you're story-boarding, the opposite seems to take place. You're not creating a story, you're creating a collection of stagnate "scenes"... As is, they're just sort of sitting there, divorced from the context of an actual story.See, this is kind of weird, because I really have no idea what you're talking about — which is to say, while I'm sure this does and has happened to you, I haven't ever experienced this myself.
The other problem here is that story-boarding encourages strings of revision and discussion. Instead of stating an action and creating a shared imagined space, the players are constantly moving backwards, stuck in what can become an endless loop. That's not story. That's planning. No movement.
Second, we have a lack of engagement, both with the characters and with the story. This is heavily related to my first point. But really, how can you engage with a story that isn't really a story in the fist place (except maybe in an abstract sort of way)? I concede that it's certainly not impossible to engage with story-boarded events, but I think it's so much more difficult that it's more of an ideal than a common product of play.
Posted By: Josh RobyWhich, I realize all the sudden, isn't quite true, because when we playedPolaris, we walked away saying that it created a great outline for a story, but it didn't actually deliver the story. Which is somewhat ironic, in that folks have been arguing thatPolarisdoes the lead-with-the-fiction thing that makes it immune to storyboardingitis.
Posted By: Tim C Koppang
First, when I say movement, I mean story -- plain and simple. Things have to happen in a story. The characters have to advance, and the plot has to continue. When you're story-boarding, the opposite seems to take place. You're not creating a story, you're creating a collection of stagnate "scenes". If it was a movie, you'd have to actually make the movie in order for the story-boarded scenes to do anything. As is, they're just sort of sitting there, divorced from the context of an actual story. They are in need of movement, a common link to tie them all together. That link is roleplaying.
The other problem here is that story-boarding encourages strings of revision and discussion. Instead of stating an action and creating a shared imagined space, the players are constantly moving backwards, stuck in what can become an endless loop. That's not story. That's planning. No movement.
Posted By: Tim C Koppang
Second, we have a lack of engagement, both with the characters and with the story. This is heavily related to my first point. But really, how can you engage with a story that isn't really a story in the fist place (except maybe in an abstract sort of way)? I concede that it's certainly not impossible to engage with story-boarded events, but I think it's so much more difficult that it's more of an ideal than a common product of play.
Posted By: JesseBecause it promotes emotional distancing on the part of the player. Basically, the player is trying emotionally impact the others in the group *without themselves having an emotional stake in the fiction*. That's the paradox. How can something affect someone else when it clearly isn't affecting you. If it's more "dramatically" interesting to have your guy kidnapped then I suggest it isn't dramatically interesting to have him get away either. I suggest the entire scene is dramatically void because there is no legitimate, for real, emotional tension among the real-world players. This is the entire thesis of of my Play Passionately project (which is sadly on hold for the moment).
Posted By: komradebobWhich circles back to the idea that one of the primary players in an RPG, the GM, isn't roleplaying, despite playing a role-playing game.
Which I think is a fairly daft concept.
Posted By: JDCorleyI think it's the word "Drama" in "Dramatically" that is tripping you up. Replace the word "dramatically" with "comedically" and the reason for putting characters at arms length and watching them go becomes obvious.
Posted By: Tim C KoppangSimple negotiation at the table is not story-boarding either, in my opinion, as long as it come back around to an actual scene that flows not from abstract talk but concrete actions that become a part of the SIS.
Posted By: JesseMy criticism enters when those author level decisions become transparent to me as an audience member. When it becomes clear that you're trying to have a very specific and calculated effect on the fiction, rather than a sense of honest emotional expression that's free to impact me however, I choose.
Posted By: JDCorleyBut we don't hope he will succeed. We know he's a jerk and hope he falls on his face. We're eager to see that. We want to see it. If it doesn't happen we will all be disappointed.
Posted By: sage(I don't get the Ollie/Stan reference, if there is one, so I'm imagining them as Zap Brannigan and Kiff from Futurama, just FYI)
Posted By: JDCorleyOllie/Stan = Oliver Hardy and Stan Laurel, aka Laurel & Hardy, a film (and theater) comedy team from the early part of the century.
Stan is a milquetoast, short, thin and perhaps slightly dimwitted (depending on the exact role - sometimes he is merely easily befuddled by everyday absurdities.) Ollie is a prissy, big, overbearing jerk, but, as I say, just as dimwitted, though unlike Stan, Ollie is never confused, he is just wrong.
Posted By: JesseThis is getting very abstract. But another component of my Play Passionately project involves not deciding what "kind of" story you're telling advance.
Posted By: Josh RobyCan you talk about this style of play that you've identified as something you likewithoutdisparaging other styles of play as badwrongfun?
I'm not saying "story boarding" can't be done functionally. I'm saying the tools we have now don't support it in a socially constructive manner. To people who enjoy that play, I say awesome, go invent tools that actually remove that dysfunction and I'll probably come over and play.
Jesse
Posted By: JDCorley
I mean, if all this is about is someone has to say "my guy does this", and we base that on some drive or flaw or passion in the character, sure, that's fine, but that's not really what "advocacy" means to me. I can do that at arms length, look at the character, think a bit about what they'd do, and announce that. That's not advocacy to me. When I advocate for someone professionally, I fight as hard as I can to get the outcome I want. I don't just weakly say "heh heh heh, I know I won't get this but I know you want it so okay, here goes, heh heh heh". That is weaksauce, it is nothing, just showing up and taking up space. To the degree that you are advocating for a character's desires, you MUST be let down if the character fails, exactly to that degree. And that is as frustrating and not-fun for you to the same proportion as you have invested in advocating.
Posted By: Josh RobyJesse, Tim —
Can you talk about this style of play that you've identified as something you likewithoutdisparaging other styles of play as badwrongfun? I'd really appreciate it, and so would my blood pressure. :D