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  1.  # 81
    Posted By: ValamirAs a player, I've essentially been creatively emasculated.

    Getting kind of melodramatic, don't you think?

    Ralph, I feel like you're interpreting everything in the most negative possible light, reducing any subtleties into absolutes. I think that's limiting the usefulness of this discussion.
  2.  # 82
    Posted By: Valamir3) there is nothing to ensure that the Earth exploding is in any way pertinent and not just some random throwaway "i can't think of anything so 'everybody dies'" knee jerk statement.


    I consider #3 to be creatively destructive in most cases. There are times when having to adapt to someone's half ass bullshit actually turns into a compelling plot twist that we wouldn't have otherwise discovered...but most of the time its just half ass bullshit.

    Your argument appears to be "I don't trust the other players, I want insurance that they won't screw up my game." Microscope is almost definitely not for you. Apologies if I'm misinterpreting or reading too much into that.
    • CommentAuthorValamir
    • CommentTimeJul 21st 2009 edited
     # 83
    I don't know Ben, isn't the rule an absolute? Isn't the rule that you _can't_ pass or veto? That's the absolute. If the rule was instead "you normally don't pass and you should try to avoid veto"...then you have room for subtleties. Unless the rule has been misexplained to me.

    And its not a trust thing. I've had this discussion a ton of times and typically it initially gets dismissed as "you need to trust your players" or "don't play with dicks" or what have you. But that's really not the issue.

    I can totally trust you...I can totally respect your creative abilities...I can totally enjoy playing with you...and I can still absolutely totally hate to a game breaking degree the idea you just contributed...and vice versa. And that's not you being a dick or me being a dick. Its just two creative people having a completely reasonable creative difference. A difference that IMO a well designed game will provide a vehicle for resolving. If the game does not provide a vehicle for resolving it...if my only option is to suck it up and deal or quit playing...if my creative input on the issue is not factored in at all...then is it really melodramatic to say I've been creatively emasculated? That's issue #1 above.

    Let's put it out there. We're playing. You just played the "Earth Explodes" event. Let's take on faith, that for some completely legitimate non dickish reason such an event just totally deflates my enjoyment and ability to engage productively with the game. If I indicate that to you...would you be willing to alter your event to something that doesn't totally derail me? Or would you be all "screw you Ralph, I get to say whatever event I want"

    If the latter...then yeah...emasculated...and totally not interested in playing. If the former...and I suspect, just because we're both decent human beings, that it would probably be the former...then what's REALLY going on in the game is a degree of give and take and group buy-in to creative contributions. And if that's the case...then that really should be formalized in the rules instead of pretending in the text that it doesn't happen that way. That's issue #2 above.

    As for issue #3, there are times when even creative people draw a blank and the game is just better if they punt, let someone else take the lead. Yes, my three points included a good bit of hyperbole, but the fact of the matter is if you shine the spotlight on someone and force them to create on demand...with some degree of regularity what you are going to get is not that person's best efforts but merely the best they could come up with at the time. If the game does not provide a mechanism for filtering such contributions so that you draw out people's best...but instead enshrines even their sub par efforts as canon...then you have a game built on a whole lot of sub par efforts.

    Even the people who love the game stress how exhausting it is to play...don't play when tired...don't play while drinking...Is that really a feature? Perhaps that is a symptom that you've created a play structure that puts an unnecessary burden on players. A burden that ultimately can be alleviated by tapping into the synergies of the group rather than trying to force everyone to stand alone.

    I suspect that what REALLY goes on around the table in a game of Microscope is a whole lot of informal unspoken consensus building. Consensus building by body language and by people catering to the preferences of players they already know. I suspect that the "no consensus building" "no passing" "no veto" stance that you've taken sounds better on paper than in practice. I suspect that in practice passing occurs regularly...in the form of someone drawing a blank, someone else offering an idea, and then the first someone adopting that idea as their own (which is essentially creatively the same as passing). I suspect that in practice vetoing occurs periodically...in the form of someone self editing something they know the other players will hate or changing their minds after interpreting body language "oohh wait, no...this is even better..."

    Those are my suspicions. Maybe they're completely wrong and off base. But if they're not completely wrong and off base, then I submit that you may want to reevaluate your rules to make them more reflective of what is actually going on at the table that is producing functional play. My money is on some form of group buy-in to individual creative contributions being a critical component of success. And if that's true...then THAT should be your rules.
  3.  # 84
    Microscope is an experiment, so I'm following scientific method: state the hypothesis, collect data, see if the results support or disprove the hypothesis. In the beginning I wasn't sure the game was playable at all.

    To my knowledge 65 people have played Microscope (66 if you include me). With a very conservative estimate that's 119 hours of play time, or around 400 player-hours, which as far as I'm concerned is just the start of the playtest.

    The results of those games are my experimental data (including the game you were in that wasn't any fun).

    But just throwing around a lot "that can't possibly work! You're doomed, I sez, doomed!" doesn't really lead to progress. I'm trying new things and seeing empirically if they work.

    And I have to say that while I get your logic, having suspicions of what "REALLY" happens, saying you know better than the people who were actually in the games and enjoyed them is a bit much. It's seriously internetz. If they liked the thing you don't like, they must not have really been doing it?
  4.  # 85
    Posted By: ValamirSo to summarize: If we're playing the game and you put out an Event Card that says "The Earth Explodes" then the group better be able to look you square in the eye and say "What the Fuck is up with That?" and expect you to justify that event in a way that demonstrates that its a meaningful and compelling addition to what's being created and not some half ass bullshit you just thought up because its your turn and you couldn't think of anything good. And if it is just half assed bullshit then the game had better give the group a way to say "The hell with that, do something else". And even if it IS something that is meaningful and compelling to you, if its a direction that no one else wants to go in and you can't persuade them to try it, then the group should still be able to say "Uhhh, we're not feeling that, do something else".

    Otherwise the entire group is held creative hostage to your whim...and that's not something I find fun.

    I think I understand you entirely! :) IMO there are two issues here.

    The first is directly related to "don't play Microscope tired". In its current incarnation, there is no way within the rules text to deal with a player who makes up half-ass bullshit because she can't think of anything good. Presumably players won't do this on purpose (if they do, that's a different issue altogether), so the problem is that thinking up something good consistently is hard work. There is at least one way I can see without thinking much that gives a player an out if she can't think of something - asking a non-tricky question about an existing event (i.e. "why did the Persians lose?" rather than "which Persian chose to make the Persians lose?"). That's a scene. Now everyone else can chime in with their awesome thoughts. I don't think there's any problem here for anyone besides the obvious "can we make the hard work easier", correct me if I'm wrong.

    The second is when someone creates something she finds meaningful and compelling but the group does not. Phrased that way it sounds simple - the group wins. In reality, of course, "the group" doesn't fail to find something compelling. Individuals do. Perhaps, in the extreme case, every individual but the creator thinks the creation is half-assed bullshit. What do we do in that case? Majority vote? Throw out all ideas that aren't found compelling by every individual at the table? Designate one person as ultimate gatekeeper? All of those are possible solutions with their own merits. Microscope's solution is that the creator is the final authority. As long as the creator really does find the creation meaningful and compelling, it's a fine solution with its upsides and downsides just like the others. One advantage that e.g. only-universally-compelling-contributions has is that you're guaranteed everyone finds every given contribution meaningful - one advantage that Microscope has is that you're guaranteed not to be locked out of certain ways of having fun due to e.g. someone else in the group not caring about Tom Bombadil.

    In sum,
    a) Microscope fails faster to social problems than most games will.
    b) Given a healthy social dynamic, Microscope gives you a wider range of acceptable creative contributions than most games will at the cost of a greater possibility you will find someone else's legitimate creative contribution uncompelling or gamebreaking.

    ETA: just saw your idea about informal, unspoken consensus building - very interesting, obviously at least partly true. I'd much rather introduce something I find awesome and I suspect most or all of the rest of the people I'm playing with would find awesome than something I'm not so sure they'd like, even if I love it just as much. That's the way social interaction works. :) But really, I have no idea how *much* we changed our behaviors based on body language, etc. I don't recall anyone *ever* doing the faux-passing thing you suggest in our AP, though it happens plenty in other games. Or the faux-vetoing. Except kind of, once, during the initial Setup, when one player created a Period "the aliens land at Atlantis" and the other two players faux-vetoing it as being an Event, so it was changed to "the aliens' contact with Earth at Atlantis" (or something), referring to a longer stretch of time.
  5.  # 86
    It seems like if someone does "Event: The Earth goes boom" and you had a stake in what happened to those people, you could do a scene where you ask the question "What happened to those people?" and use the mechanical leverage you do have (Debt Tokens, Legacies, etc.) to make them get away in a spaceship and be on the run from the destroyers of the planet in a really interesting and compelling period.

    Hey, sounds familiar.
    • CommentAuthorValamir
    • CommentTimeJul 21st 2009
     # 87
    Guy, yes. Total concurrance.
    •  
      CommentAuthorJohn Harper
    • CommentTimeJul 21st 2009 edited
     # 88
    Ralph, this rant of yours was more fun when it was about Capes three years ago.

    You preferences have been well documented on this issue.

    You don't like green sweaters. You think they make people look bad. And yet... people keep making green sweaters! Almost as if... your preference isn't their #1 concern.

    Truly, the world is upside down.
    • CommentAuthorderthnada
    • CommentTimeJul 21st 2009
     # 89
    Pardon any typos, but I'm writing from a mobile.

    Oddly enough, all the railing against this idea of absolute creative control being passed around the table in a serial fashion has made me realize that I'm not so opposed to it, after all. There are a lot of good points on both sides, here, but for me it kind of boils down to the spirit of the game, which seems to be something like "take this idea and run with it!" Or away from it. That's cool to, because you're still reacting. It's a game like a relay race. Pass the fiat.

    I think somebody else already put this more eloquently, but how is having my world-ending event voted down by the group any less satisfying for me than having it enforced would be for someone who didn't want it? Or having dice decide in either case? Again, the spirit of Microscope says to me that, for this game, I am going to accept what other people put in, and see what I can do with it. We make similar commitments to randomizers...so why not people? When we play SotC next wek, i can suggest ways to bolster another player's uninspired narrative. Or when we play 4e, I can explain to the GM how gave me no recourse when he unleashed the horde of undead upon us, because what *I* really wanted was for it to be a whorde of hot lesbian elf priestesses of an unholy sex cult.

    Yeah.
  6.  # 90
    Jef, that's a really good way of looking at it.

    From a whispered question:
    Any thoughts yet on when Microscope might be 'release ready' (whatever form that takes)?

    Any estimate would be premature. I'm letting the feedback from the playtesters percolate. I'm still considering the whole thing a big experiment, only now I've amended that to "an experiment that's going really well."
  7.  # 91
    I compiled the links to the actual play reports I've seen online, both here at Story Games and elsewhere:

    Many Shades of History: Microscope Actual Play

    This list only includes game reports that actually talk about the history made, not just rules analysis etc.

    Did I miss any?
  8.  # 92
    The funny thing about these discussions about an "earth explodes" event, is that no one has pointed out how much room there is in the middle. Because there's always room in the middle. You can add in events or periods before "the Earth explodes" that completely change the context of the event in question, such as "Colonization of Earth" or "humans flee earth before the invading interdimensional hordes arrive." Playing Microscope is like building a rollercoaster at the same time you're riding it, so what's the problem with building in a few loop-de-loops?

    Of course, a really evil player could drill down from the event to a scene where he dictates an answer to the question, "who survives the destruction of earth," establishing it as a fact that no one survives. Of course, unless he does this in the ending period, and even if he does, there's nothing to stop you (save possible palette restrictions) from creating a race of intelligent life from hardy bacteria, that come to puzzle over the remains of human life in the eons to come.
  9.  # 93
    Posted By: ThreadbarePlaying Microscope is like building a rollercoaster at the same time you're riding it, so what's the problem with building in a few loop-de-loops?

    That's pretty much it. Heck, if there weren't any loop-de-loops, why bother riding? We have _streets_ for that.
  10.  # 94
    Microscope Playtest Update #2 is out.

    If you're a playtester and you didn't get the email, scream and shout.
    •  
      CommentAuthorBen Robbins
    • CommentTimeSep 6th 2009 edited
     # 95
    Microscope Playtest Update #3 has been sent out, so if you're a playtester you should have gotten it already.

    Legacies have been revamped, and in our games so far they've worked much better: Legacies emerge from play instead of being created as ad hoc solutions during scenes. Between Lenses you have spotlight moments, exploring particular Legacies and how they influence the history.

    I also need to get busy and write up some actual play of our latest games. One is rebuilding after the apocalypse, the other is feudal knights with mecha but no other high tech.

    Everything seems to be clicking into place, so I'm wrapping up this phase of the playtest in the next few weeks -- this should be the last rules update. If you have any more feedback, send or post it before the end of September.
    • CommentAuthorRaconteurX
    • CommentTimeSep 23rd 2009
     # 96
    Ben, I'd love to participate in the playtest as well and shall whisper my email to you in a follow-up post.

    That said, I understand where Ralph is coming from. But that's also why Ralph wrote Universalis instead of Microscope. I also understand where Ben and John Harper are coming from. Ralph, all your arguments come down to, in my mind, "Microscope isn't Universalis, and I want to play Universalis." Part of the rationale behind Microscope seems, to me, to pushing the envelope in order to coax people into participating without fear of contradiction. One of the flaws of Universalis, in my mind, is that it tends to reward aggressive, control-freak players. Win a few Challenges and the token economy means you can often run roughshod over everyone else at the table for a while until they join forces to rein you in. Based on the descriptions here, in Microscope the playing field is leveled.
  11.  # 97
    This phase of the playtest is wrapping up in the next week or so, but if you get a chance to play it I'd love to get your feedback Michael. Be warned the rules may look a little confusing at this point because the updates that came out during the playtest trump some of the original text. Where possible I've marked those sections so you can see what rules are affected.

    I'd actually like to thank Ralph for the whole debate -- as you said Michael, we clearly disagree but it was a very insightful discussion to have.
    •  
      CommentAuthorBen Robbins
    • CommentTimeNov 3rd 2009 edited
     # 98
    Confusing rules suck. I've made a cleaned up draft with all the playtest updates incorporated in the main text. No more "see Update X." If you're playtesting Microscope and you didn't get a download link, give me a holler. Details, yo:

    D is for Drama

    I also have to point out a really fantastic actual play from Daniel Taylor:

    [Actual Play] Celestial Dragon Judges & Vase Runners

    Ancient China-flavor history. Celestial dragons become justices of the Imperial court. Bribe the judge, I dare you. Oh, and there's no paper. Scribes write on vases. Couriers run around the countryside carrying important (and heavy) messages on their back...

    I want to play in that game.