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    •  
      CommentAuthorBen Lehman
    • CommentTimeAug 28th 2007
     # 1
    This is something I was talking about at GenCon. I guess it's related to Tony's recent thread? But different.

    There are games that rock out. Games that rock out are awesome! This is like those games where you totally head-butt a fucking ninja and he explodez! ROCK OUT! After you play a game that rocks out you're all like "that game totally fucking rocked out! ROCK!"

    There are also games that rock in. Games that rock in are really good. These are the sorts of games where you play the game and after you play it you go "huh." And then the next day you're like "really, huh." And maybe a week later you're going "wow, that was about that? And then there was the thing where, and wow. Holy crap. That was a good game."

    By "games" I mean "individual sessions of play" not "game rules texts."

    There's a couple of things I want to point out with this distinction:

    1) Story Games, the site, has a cultural bias towards rocking out over rocking in. I'm hoping that getting some terminology going can change this, so we can go "I played 'emo ninjas' last night and it totally rocked in."

    2) Rocking out and rocking in are clearly not mutually exclusive. But are they totally orthogonal? My thought is that it's a matter of the focus of play.

    3) Are there systematic techniques that tend one to rocking out? How about techniques that tend one to rocking in?

    yrs--
    --Ben
  1.  # 2

    Well, they both use the same units of Awesomeness — the Rock — but can one fully Rock Out while fully Rocking In? I suggest that the two are, in fact, tangential curves meeting at 0. While slight Rocking Out and slight Rocking In can be similar experiences, the more you experience one, the less you'll experience the other.

    Some in the field of Rock Topology have speculated other dimensions of Awesomeness, but no proof has yet survived the peer review process.

  2.  # 3
    Ben, neat stuff. Just curious -- did you play or otherwise identify some rock-ins? Specific games that do this well?
    • CommentAuthorMark W
    • CommentTimeAug 28th 2007
     # 4
    Not my experience. I have definitely had the "layered" experience - where a game Rocked Out, and I knew that right away, but only saw the Rocking In on reflection or as seeds planted there germinated in a later session. But if I have to pick one or the other, I'll go for Rocking In most of the time.
    • CommentAuthorEmily Care
    • CommentTimeAug 28th 2007
     # 5
    I posit Vincent et al's Poison'd game at GenCon as a game that rocked out whilst rocking way, way in.

    The experimental game Jonathan, James Brown, Marc Majcher and I played also rocked in. We explored the lives of four characters, based on real live people we knew, using them as a jumping off point for the issues they suggested based on our imaginations and fears/hopes about their lives. I'll write it up on the Forge today or tomorrow.

    Land of 1001 Kings has potential to let people to rock both in and out, in a big way too. (Though perhaps with less ninjas :)
    •  
      CommentAuthorBen Lehman
    • CommentTimeAug 28th 2007 edited
     # 6
    Specific examples for Matt: Both of these are with PTA. Why I'm using both PTA is to show that this isn't necessarily an characteristic of game system (I want to avoid, for right now, statements like "PTA rocks in") but of game play ("Our PTA game last night totally rocked in").

    I played most of a PTA season (disrupted by a traumatic injury to one of the players) about the Sparrkles, a magical girl rock-n-roll band from the 80s that used their mystical keytars to fight evil corporations. It had unicorns and rainbows and SPARRKLE POWER! and stuff like that. It rocked out.

    Of course, it also contained thematic content, because it was PTA. So they were totally dealing with their issues and what have you. But it wasn't really rocking-in in a significant way.

    Different PTA game: Blue Line City, which I played at the end of GenCon 2005 with Malcolm, Emily, Eric, and Joshua. It was a game about cartoon characters and their off-camera lives. At the end of it, there was this sense of buoyancy: the game was really good but I couldn't have totally put my finger on why. The next day, talking to Joshua, I was all like "that was about our own creative processes, wasn't it?" and he was like "yeah, I think it was" and then I realized that I needed to take the people in my fiction and games more seriously as people, and not oppress them as much as I had been. That was rocking in.

    yrs--
    --Ben
    •  
      CommentAuthorBen Lehman
    • CommentTimeAug 28th 2007
     # 7
    Posted By: Mark WNot my experience. I have definitely had the "layered" experience - where a game Rocked Out, and I knew that right away, but only saw the Rocking In on reflection or as seeds planted there germinated in a later session. But if I have to pick one or the other, I'll go for Rocking In most of the time.


    I'm having trouble synching your first sentence with your other sentences. I think that the time-delayed, reflective component of rocking in is really key to the whole experience. In other words, I totally agree with you.

    yrs--
    --Ben
    •  
      CommentAuthorRemi
    • CommentTimeAug 28th 2007
     # 8
    Does rocking in to counterpoint the rocking out (like a pixies song loud-quiet-loud) fit in this discussion? In last night's Food Holes game we had a bunch of scenes that were just quiet, personal scenes that really made the gonzo world of competitive eating pop a little more. I really loved those scenes, and they're the ones that are sticking with me. I really liked playing the Dad/Husband who quietly pleaded with his wife to not make him go outside.

    Or are you talking about something completely different?
  3.  # 9
    Ben, cool. I like using PTA here as examples. So, I guess what I was badly asking was: Can you identify techniques that help one or the other, or is it more a "just happens" thing. 'Cause "just happens" sorta sucks if I can't bottle that lightning.
  4.  # 10
    Hippie freeform collaboration as part of pre-play or starting play seems to facillitate rocking in. Whether that's characters, setting, or rules of play.

    James
    •  
      CommentAuthorBen Lehman
    • CommentTimeAug 28th 2007
     # 11
    Matt -- Right now, I don't know what techniques cause it. That's why I'm posting, so I can talk with people about it.

    My thought, presently, is that of course there are techniques, but there may not be a simple 1-1 correspondence. It might depend on the group.

    yrs--
    --Ben
    •  
      CommentAuthorBen Lehman
    • CommentTimeAug 28th 2007
     # 12
    Remi --

    I think I'm talking about something different. When a game rocks in, it rocks into the players' hearts and minds, transforming them. It's not about "we had some slow scenes between exploding ninja headbutts." It could be about "holy shit. that ninja I was headbutting was totally me getting my aggression out against my father."

    yrs--
    --Ben
    • CommentAuthorJ. Walton
    • CommentTimeAug 28th 2007
     # 13
    I would also posit that personal connections, to your or people you know or real things going on in your life, is also important to rocking in. These can be intentional or unintentional, though. I think the later self-reflection that Ben's talking about occurs mainly when it's largely unintentional and only fully understood later.
    • CommentAuthorJ. Walton
    • CommentTimeAug 28th 2007
     # 14
    Also: mechanics that are exploratory instead of firmly directed may help achieve rocking in. Here's the framing/development/experience system from my Avatar game, which we used for the rocking in game Emily was talking about.

    1. Start with a trait that the character is not satisfied with. "I am upset with my brother."
    2. Declare, in-character, what you want that trait to become. "My brother is my best friend."
    3. Play.
    4. Whenever you have a scene in which you address "I am upset with my brother," write down a summery of what happened. So...

    • TRAIT: "I am upset with my brother."
    • GOAL: "My brother is my best friend."
    • SCENE 1: "Yelled at him about going out with his friends."
    • SCENE 2: "Played video games together in silence."
    • SCENE 3: "Did his laundry for him. He mumbled thanks."
    • etc.

    5. When you've reached a narrative plateau in struggling with the trait, turn it into a new trait.
    6. The new trait can't be the same as your goal, because you never get exactly what you want.
    7. When your character has become sufficiently dissatisfied with the new trait, pick a goal and start the process over again.

    So, in the example, the new trait might be, "Armistice with my brother." And the new goal could be anything.

    I think this supports rocking in because there's a process of discovery that goes on here, with characters becoming people they don't necessarily expect, which leads into the self-reflection process that I think is a major part of rocking in.
    • CommentAuthorMatt Snyder
    • CommentTimeAug 28th 2007 edited
     # 15
    Posted By: Ben LehmanMatt -- Right now, I don't know what techniques cause it. That's why I'm posting, so I can talk with people about it.

    My thought, presently, is that of course there are techniques, but there may not be a simple 1-1 correspondence. It might depend on the group.

    yrs--
    --Ben


    Doh! Which I would know if I had rememebered #3 in the original post. Duh.

    So, is this a reasonable condensed regurgitation?

    Rocking out: About something
    Rocking in: About us
    •  
      CommentAuthorMatthijs
    • CommentTimeAug 28th 2007
     # 16
    One technique for rocking in is to bring your own stuff to the table. I have problems with aggression & relationships? I play an aggressive guy in a relationship.

    Another is to play games that force you to shut up and listen to the important stuff. Instead of going "After the funeral, we go and do some investigation", and playing out a long investigation scene - just stop right there, rewind, and go "First, we play out the funeral. We need to be there, in that scene, and see what it's about."

    Rocking in means listening to yourself, I guess. And sometimes, your self isn't shouting all that loudly. (Sometimes it is).
    •  
      CommentAuthorgreatwolf
    • CommentTimeAug 28th 2007
     # 17
    Well, I'll take a stab at this. I don't see there having to be a disconnect between "rocking out" and "rocking in". Indeed, I've found that games I've played that rocked out were also games that rocked in. (Must...track...prepositions...) That might be because all my games are about me or things that I think are important.

    However, what I don't mean is that I know the important thing going into the game. My experience of "rocking in" is an emergent thing. I don't front-load with important issues. Instead, I trust that I will naturally integrate things that I think are important into the game.

    Rather, it is my discipline of reflecting on the various media that I take in, including the roleplaying games in which I play. This is something that Emily Care Boss and I discussed briefly at GenCon. She suggested including "questions for discussion" for the group to answer at the end of a game. These should be answered purely as the audience of the story, not as a creator.

    So, I offer some of these questions as another technique to encourage "rocking in":

    --Did you enjoy the story? Why?
    --Was there anything that happened that you wished had happened a different way? Why?
    --Were you happy with the ending of the story? Why?
    --Who was your favorite character? Why?

    I'm sure that there are better ways of phrasing these, but they provide a good start.

    Seth Ben-Ezra
    Great Wolf
    • CommentAuthorEmily Care
    • CommentTimeAug 28th 2007 edited
     # 18
    The jeeps call this "playing close to home".

    Crossing that player-character boundary is what's important. When the game touches you, and gives your room to bring in your own self, issues and desires it rocks in. 1000 Kings does this explicitly: you play "yourself", and give eachother stats based on your experience of eachother. The switch in BtI does the same thing in a very abbreviated fashion. The conflict, in that game is where people make the choice about rocking out or in.

    Playing characters more like yourself gives more opportunity for putting less distancing in. Fantastic settings have that power--they take us out of our daily selves and put us into a safe place where we need not interact with our issues, or the issues that hit us daily if we choose to look at them. Games like Shock:, Dirty Secrets and Steal Away Jordan bring it back home.
    • CommentAuthorMcdaldno
    • CommentTimeAug 28th 2007 edited
     # 19
    Emily,

    Note also that fantasy and distant worlds can also be really good for targeting our personal issues and beliefs. Sometimes they concretize and make tangible things which we fail to express in the real world. Sometimes they help us make sweeping statements that are too gray or conflicted to make about the real world. Sometimes they help us vent our emotions in ways we know won't work in real life.

    Shooting lightning bolts at your undead brother can be just as personal and gut-wrenching and tied into your identity as, I dunno... botching your father's mayoral campaign because you hold a petty hatred to him.

    Edited to add: Not that I'm trying to contradict what you're saying. I'm trying to add a second angle.
    •  
      CommentAuthorJosh Roby
    • CommentTimeAug 28th 2007
     # 20
    I'm really not sure about the distinction -- not in the "don't understand what you're saying" but in the "not sure the distinction exists." I know when I design I'm usually trying to hit both -- FLFS thematic batteries can really hit deep and hard, even as you're patching the ship's hull with aluminum tables from the ship's mess hall. Or, if Seth's still around in this thread, I like to think that Sons of Liberty does this, too: after you're done punching Tories in the face, you're walking around an hour later and you're thinking about what it means to be American.
    •  
      CommentAuthorgreatwolf
    • CommentTimeAug 28th 2007
     # 21
    Posted By: Emily CarePlaying characters more like yourself gives more opportunity for putting less distancing in. Fantastic settings have that power--they take us out of our daily selves and put us into a safe place where we need not interact with our issues, or the issues that hit us daily if we choose to look at them. Games like Shock:, Dirty Secrets and Steal Away Jordan bring it back home.


    Posted By: joepubNote also that fantasy and distant worlds can also be really good for targeting our personal issues and beliefs. Sometimes they concretize and make tangible things which we fail to express in the real world. Sometimes they help us make sweeping statements that are too gray or conflicted to make about the real world. Sometimes they help us vent our emotions in ways we know won't work in real life.


    I'm pointing at both of these and saying "Yes". I doubt that the two of you are disagreeing, either. But this gives me the chance to put my two cents in. Indeed, it gives me the chance to point at my design work.

    As noted by Emily, Dirty Secrets is designed to have very little distancing. You play in your home town, last week. The point of this is to bring the stories "close to home" very literally. We have a thousand associations with the places where we live; gaming there provokes connections and emotions that we don't even know exist. I want those stories to be close to home. I want them to hurt a little when you play. I want you to feel the heat from them. That's how Dirty Secrets is supposed to provoke reflection (aka "rock in"). Another good example of this playing out is my recent game of Breaking the Ice.

    Legends of Alyria takes the opposite route that Joe discusses. The mechanics frame everything in terms of moral conflict, but the setting is gonzo weird fantasy, shaken together with steampunk and Dragonriders of Pern. With zombies. That's pretty distant. However, by distancing the issues from the players, it can free them up to interact with issues in the abstract, thus enabling them to discard feelings or prejudices that might be invoked, were the story set closer to home. Then, upon post-game reflection, the issues that were invoked can be applied to the players' real-world situation. My first game of Polaris, especially the ending, is another example of this.

    At the same time, I will say that gamers have traditionally embraced distancing without taking up the discipline of reflection. As a result, we use distancing to enable our power fantasies, rather than using it to enable us to better evaluate our world. Thus the bias against distancing in certain streams of design right now. At least, that's why I did it. However, I also have high hopes that games can be designed that will teach and encourage quality reflection through distancing. Sign in Stranger has the potential to do this, I think, and I look forward to being able to give it a spin.

    Seth Ben-Ezra
    Great Wolf
    •  
      CommentAuthorgreatwolf
    • CommentTimeAug 28th 2007
     # 22
    Posted By: Joshua BishopRobyOr, if Seth's still around in this thread, I like to think that Sons of Liberty does this, too: after you're done punching Tories in the face, you're walking around an hour later and you're thinking about what it means to be American.


    Doh! I still owe you commentary from our GenCon game. Argh! Well, I'll give some of it now.

    Sons of Liberty is not a deep game. That's not a critique. If anything, I mean that as high praise. It's easy to enter the game and have a massive amount of fun. There's something special in frantically searching the table, trying to deal with the pestilent pungent putrescence that is your hand of cards. On that level, it's like Jungle Speed: fast, fierce, and frenzied. (I'll see what other alliterations I can work in as I go.) And, like Jungle Speed, that frenzy has a bonding effect on the players. At least, that's what it seemed like from our playtest.

    At the same time, the game pushes certain concepts and buzzwords that are uniquely American. Rather, I should say that those concepts and buzzwords have a special place in the American myth. I'm talking about words like "Tory" and "tyranny" and "freedom". For crying out loud, the Tory's narrated actions are all about violating the Bill of Rights.

    Sons of Liberty is all about celebrating the American myth. Quite honestly, on the Jungle Speed level, the game would work just fine if you were all Space Marines trying to stop the Tyranid/Zerg menace. (Pick whichever mythos appeals to you more.) However, I don't think that there would be quite the same sense of desperation and drive to win. It's like playing Reiner Knizia's Lord of the Rings if you're a fan of the books. Suddenly, it's not just about moving pieces on the board and efficiently allocating damage. It's about protecting Frodo as he is wounded again and again in body and soul. And in Sons of Liberty, you are fighting to overcome an enemy that epitomizes everything UnAmerican. I actually wonder if a foreign audience would "get it". Maybe I'm completely wrong, and I'd be curious to hear about a playtest by folks who aren't Americans.

    After the game, I bumped into Gregor Hutton, and I said, "I just finished playing a game of Sons of Liberty! I think I'm supposed to hate you now!" We both laughed.

    And he's just Scottish! Imagine if I had stumbled across an actual Englishman!

    When I posted earlier about playing Sons of Liberty, I said, "I felt very American after playing. You can take that in the broadest way possible, including all the insulting emotive ones." I stand by that. On the one hand, playing the game was a great time, in which awesomeness was accomplished, like the human chain of Quakers across the mouth of Boston Harbor. (Rock out!) At the same time, I think that I understand being an American a bit better as a result of playing the game, including how Americans can be highly obnoxious to everyone around them. (Rock in!)

    And so, to summarize....

    I agree with Joshua.

    Seth Ben-Ezra
    Great Wolf
    •  
      CommentAuthorgreatwolf
    • CommentTimeAug 31st 2007
     # 23
    And once again, I kill the thread.

    My skilz remain.

    Seth Ben-Ezra
    Great Wolf
    =>==+=
  5.  # 24
    I think there is one really important difference between Rock Out vs. Rock In that so far hasn't been mentioned: I think it's a lot easier to go into painful/uncomfortable places with Rock In play. In my very first Primetime Adventures game, I had a pretty traumatic experience playing a single mom in war-torn Serbia. In hindsight, that character was all about loving something (a son, a community, a way of life) and losing it in the most horrible way possible, despite all your best efforts. We only played 2 sessions before we ran into some mismatched agendas, but play was absolutely shattering for me.

    So, "Rock In" can be pretty powerful, but it's often an emergent effect and you need to be cautious with it.

    (Also - I think some characters are more "Rock In" than others; it might be a function of character concept & theme, rather than whatever's going on in-session.)

    What's the difference between "Rock In" and "Life Now"? Are they synonymous?
    • CommentAuthorMoreno R.
    • CommentTimeAug 31st 2007 edited
     # 25
    Posted By: Great WolfAnd once again, I kill the thread.

    My skilz remain.


    Seth, be careful. Do you want to create another monstrous undying thread? =:-O
  6.  # 26
    joepub wrote:
    Note also that fantasy and distant worlds can also be really good for targeting our personal issues and beliefs. Sometimes they concretize and make tangible things which we fail to express in the real world.


    Good point, Joe. I've experienced freezing up with issues because the setting I'd chosen had been too close to home for me. I based a character in a Sorcerer game my group played on someone I knew, but felt blocked and frozen about playing her to the hilt, likely because I felt guilty (and because I wasn't adequately using the darn rules of the game). And have seen people address issues like rape and murder in deep ways precisely because they were playing in a setting that gave enough distance to do so. (And because they rocked.)

    I think we'll be having a good dialogue in the next couple of years about the levels we can reach by these different means. I'm looking forward to it.
    •  
      CommentAuthorgreatwolf
    • CommentTimeSep 2nd 2007
     # 27
    Posted By: Emily CareI think we'll be having a good dialogue in the next couple of years about the levels we can reach by these different means. I'm looking forward to it.


    Me, too. I think that this is an exciting frontier in game theory and design, and I hope to be able to contribute to its development.

    Seth Ben-Ezra
    Great Wolf
    •  
      CommentAuthorgreatwolf
    • CommentTimeSep 2nd 2007
     # 28
    Posted By: Moreno R.Seth, be careful. Do you want to create another monstrous undying thread? =:-O


    On this topic? Yes! :-D

    Seth Ben-Ezra
    Great Wolf
    • CommentAuthorJDCorley
    • CommentTimeSep 2nd 2007
     # 29
    Seth - As I mentioned on the phone, our playtest of Dirty Secrets took the "last week, right here" suggestion in a different direction. Nothing was close to home - none of the characters were anything like the players and their experiences were absurd (I do not mean that in a bad way.)
    •  
      CommentAuthorgreatwolf
    • CommentTimeSep 2nd 2007
     # 30
    Posted By: JDCorleySeth - As I mentioned on the phone, our playtest of Dirty Secrets took the "last week, right here" suggestion in a different direction. Nothing was close to home - none of the characters were anything like the players and their experiences were absurd (I do not mean that in a bad way.)


    Oh sure.

    I'm not saying that a game can automatically make a group "rock in". However, I think that there's a better possibility for a group to form meaning by bringing the action close to home. If nothing else, I learned about an organization (Humane Borders) that I never would have heard about otherwise. And I'm guessing that the local color of the story made it easier for the players to engage with the fiction.

    Seth Ben-Ezra
    Great Wolf
    • CommentAuthorJDCorley
    • CommentTimeSep 3rd 2007
     # 31
    There's no question that it bypassed a huge amount of "setting concoction", which happens in PTA and other collaborative story games.