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Archive of 'RPG Theory' Articles

Gender in Games

Wednesday, August 2nd, 2006
Important Distinction

Sex - biological dimorphism; male and female; irrelevant to this article
Gender - social identity; man, woman, gay, lesbian, bisexual, transgendered, transexual, polyamorous, and many more, few of them exclusive; what this article is about

Short Form:

I make games about people.

People are gendered.

Gender appears in every game I make.

Long Form:

Gender appears in every game I make, either explicitly or implicitly, because there’s no such thing as an ungendered person and good roleplaying games are about people. I always include gender consciously, because I know it’s important — and, quite frankly, because it’s fun and engaging. Additionally, because I live and write in a gendered societal context, I cannot escape including gender unconsciously, too. If I do my job well, the balance falls into the conscious category.

One of the best things that’s happened to gaming recently is the (re)introduction of sex and gender into games, the recognition that it can create compelling stories, and that it’s as much if not more a part of the human experience as gaming’s first love, violence. This really should come as no surprise to us — every player in the world is gendered, after all, which means that gender in games provides something that they can relate to, whether it’s sympathetic (that’s me!), alien (that’s not me), antagonistic (that’s bad), or idealized (that’s good).

Then

Gaming has a history with gender, though. One which has been the topic of much brouhaha, well-meaning diatribes, and vitriolic flame wars. Gaming’s history includes objectification, infantilization, and stereotyping of genders, primarily women. We’ve all seen the covers of Avalanche Press; we’ve all heard the bullshit arguments. All of this, though, really should come as no surprise to us. Every player in the gaming world was gendered, after all, which means that gender provided something that they could relate to, whether it was sympathetic, alien, antagonistic, or idealized. Moreover, it sold books. It sold books primarily to one gender — boys — and it did it well. That these games did not appeal to girls and women is very similar to complaining that the Lifetime channel doesn’t have enough programming for men. That wasn’t the point. They had a market; they knew what their market was; they knew what their market wanted. They supplied the demand of the market — and went home to feed their kids.

For every young girl who was told that they couldn’t play D&D because it was a boy’s game — well, to some extent, that was true. It was a boy’s game, made and marketed for boys. Girls did not have any more right to have a roleplaying game written for them than the boys had a right for My Little Pony action figures made for them. Or to take it a step further, they had no more right for a roleplaying game than the boys did in the first place. Nobody has a right to have a roleplaying game written for them. Roleplaying games exist so the guy who makes it can play it, enjoy himself with friends, and maybe make some money to pay for rent. The game is the creator’s property, and nobody — girls or otherwise — had any right to say what the game should be. The roleplaying hobby didn’t fail the girls in its demographic — girls weren’t part of the demographic to begin with.

More seriously, that gaming’s history with gender may have led to objectification of women outside of games — that’s a completely different argument, and one that is difficult to prove. Did gaming promulgate destructive stereotypes that gamers applied to real women? Probably. I like to imagine that in the deluded young gamers’ encounter with real women, the real women kicked the shit out of the boys’ stereotyped expectations. On the other hand, I like to imagine a lot of things that are rosier than reality. But if the boys decided to apply make-believe principles to real life, is it really the fault of the books they based their make-believe on? To me, as one of those boys, I’d say it was way more our stupid fault than the books we read. Isn’t it the approximate equivalent of trying to cast Magic Missile on the schoolyard bully? What happens in make-believe doesn’t happen in reality — somehow, I don’t think that’s a warning label that was really necessary.

Now

Which brings us back to the present day, where the young boys have grown up and hopefully figured out that Magic Missile doesn’t really work, and the girls who were excluded from first-generation games are in a position to write and publish games that are made for them. So we look around and we ask ourselves what we’re going to put in our games. It will surprise absolutely nobody that I’ll now point out that answering this question is a marketing concern, and an important one. What we put into our games is determined by who we write the games for. I don’t know about the rest of you, but I’m not writing games for prepubescent boys. Consequently, I’ve got a pretty profoundly different palette to work with.

Part of that palette is gender, and I am absolute ecstatic to have such juicy material to work with. The gender material that I get to work with in writing games for adults, though, is almost completely different than the gender material that I would use in writing for boys. Adults have different interests when it comes to gender. Boys are exploring gender for the first time, and everything comes in broad strokes; adults are familiar in at least some corner of the vast gender landscape, and are either exploring new corners or are delving into the details and subtleties of their own psychosocial backyard. Boys don’t recognize stereotypes as stereotypes because they have little to no empirical experience with which to compare and evaluate them — what is presented is accepted. Adults, on the other hand, know stereotypes well — so well, in fact that they are often quite adept at manipulating them to their own ends (this means you — if you’re a man, you’ve accessed your male privilege before; if you’re a woman, you’ve let a guy carry something heavy for you). Boys accept things at face value (girls don’t like adventure stories); adults know that there is always something behind what they’re seeing and experiencing (my wife doesn’t like this particular movie for about a thousand different reasons). I could keep going for quite a long time, but already the adult gender palette is familiar, detailed, nuanced, manipulable, subversive, layered, multifaceted, and quite simply complex. What’s not to love?

On the other hand, there’s all sorts of useless crap that I can pitch over the side once I abandon my plans for selling thousands of books to wide-eyed young boys. The cheesecake can go right out the window; in the simplest terms, it serves absolutely no purpose any longer. The embedded assumption that men must take up violence in order to save helpless women I can discard — but I can keep the shape of the assumption so that it can be held up to the light, with players poking and prodding it and challenging it and subverting it. The superfuckingcool overpowered giant dick-replacements — the mechs, the daiklaives, the endless angst — can go swirling down the drain. The mechanical underpinnings that say that all conflicts are solved with violence, that power is an end to itself, and that bigger is always better can evaporate away. The thus-lightened game is liberated, flexible, adaptive — and so much more capable to let the players tell their own stories rather than participate in a story the gendered skeleton of which is embedded in every book written for boys (cause they need the skeleton for guidance).

It’s not that gender assumptions and stereotypes need to be ripped out of gaming. We’re reinventing gaming from the ground up. We’re writing for new, more adult audiences. We now have access to so much more gendered content — assumptions and stereotypes included — that we can include in so many more ways. What might be a stereotyped constraint in OGL 17 Magical Lands of Wonder can be put to better use in our games rather than expurgiated wherever it appears. We can take it and use it, encourage our players to examine it, to identify with it and evaluate it, to challenge it and perhaps even find a little corner of it where they still find some truth. Instead of rejecting what has gone before, we can adopt and subvert it and make it ours.

And that sounds like a whole lot of fun to me.

Mark Twain versus the Owlbears

Tuesday, August 1st, 2006
WTF?

In case you’re wondering, this is all Jason’s fault.

Welcome to Alexandria Prime. You may be somewhat disoriented, especially if this is your first visit to a noological construct. That will pass — or persist until you have a psychotic episode. One way or another, your consciousness will adapt to existence outside of time and space, which is where Alexandra Prime is situated. As a noological construct, Alexandria Prime is composed only of information; in our case, AP is the repository of all human knowledge ever recorded. I’m sure you can understand its significance, if only for archival purposes — which is why we’ve brought you here.

Alexandria Prime is in trouble. The information which composes Alexandria Prime is being corrupted from within, and we need your special talents and experience in order to correct it. The library is infested with noological parasites called owlbears, which destroy information by removing the distinctions between units of data. We believe they originated from a book in the Americana section, which is where the infestation is centered. That is why we have awakened your consciousnesses from the written works you produced within your lifetimes — we believe that you will be best suited to deal with their threat.

Some of you will not recognize each other, since you lived in different time periods of the era known to history as the Deep Fried Period. You are: Mark Twain, Kurt Vonnegut, Emily Dickinson, Ernest Hemingway, Alice Walker, and Edgar Allen Poe. Your consciousnesses may be slightly overlapped; take a moment to figure out exactly who you are.

Once you have self-identified, we will insert you into the Americana wing of the library. Your consciousness will experience this as a sort of menagerie of locations and scenes drawn from your era’s literature. No doubt, as you are all authors, you will be able to detect the aberrations to the pure noological matrix caused by the owlbears. Find the owlbears, and stop them. You have approximately four hours — as you experience time — before the corruption destroys the entirety of the Americana wing and we will be forced to call in Jane Austen, Oscar Wilde, and James Joyce. Don’t make me do that. We are counting on you. Good luck, and godspeed.

Two Lists

Monday, July 10th, 2006

Nathan Paoletta, whose name I enjoy spelling, outlines at his blog his Two-List Method for identifying play preferences. This is very hot shit, and I’m going to do it myself using this week’s playtesting for the specific game.

Here’s my General List:

  • I like games where I have some control over my own success (spending willpower for a bonus, for instance).
  • I like games where I am able to create details of the broader setting in the midst of play.
  • I like games where the GM is constrained or there is no GM at all.
  • I like games with stakes setting.
  • I like games that are set up with an explicit premise for that one game (you are members of an elite special ops team…).
  • I like games that can be played in one two-to-four hour session.
  • I like games with an endgame.
  • I like games that utilize history or present-day culture rather than oddball alternate realities.
  • I prefer science fiction over fantasy.
  • I like games with a strong social reality that impacts play and can be affected by play.
  • I dislike “starting characters” who are barely competent and have to “earn” competency through play.
  • I like games that I can play with my wife.

Specific List to come on Thursday the next day I don’t completely and totally forget to go to the game session.

The Design-o-sphere of Late

Thursday, July 6th, 2006


A pictoral representation of the state of conversation regarding game design available through the internet.

Screwing with “The Industry”

Friday, June 9th, 2006

Simon Rogers did a little stint of interviews among RPG publishers and compiled it all into an article, View from the Pelgrane’s Nest: Is the RPG Industry Screwed?, which is pretty interesting and you should go read it. Go ahead; I’ll wait here.

“The Industry” and its Woes

Now, I’m just going to skip over the guys who can’t quite see past the way the business model worked twenty years ago, because, while they’re quaint and all… well, they’re like that uncle who kind of forgets that he retired but he wants to tell you how the business world works but he has trouble sending email. Three things interest me:

The d20 Glut - A lot of the interviewees mentioned this, and while I certainly saw the terrible fruits of the d20 phenomenon on the local game store shelves, I can’t say that I was very impressed, or that it really registered on me. Oh look, another d20 product, cleverly titled 17 Rings of Power and containing… 128 pages dedicated to said seventeen rings, all of which are… pretty boring. I expected that this stuff either (a) sold slowly to people who either didn’t think or didn’t care about how they would use it in an actual game (the fetish-value of some of this material was relatively high) or (b) didn’t sell and got returned to the distributor and hence to the publisher and the publisher went under, which they should have. You put out a dumbass product, you lose your money. That’s justice. But apparently the retailers still have these copies? For some reason? Did they buy these books without part of the contract covering returns of unsaleable merchandise? Cause that’s… oh yeah, more stupid business practices. You make dumbass decisions running your store, you lose money. More justice.

Which is all well and good except it means that the retail outlets, outlets that guys who didn’t fall into the giant sucking hole called the d20 Supplement Mill rely on, are clogged with unsaleable merchandise. Which brings us to…

The Death of Gaming Retail - I have regularly patronized exactly three gaming stores my entire gaming life, which is now going on, like, 16 years or something. The first, I’m Comics, went under but as the name suggests, it wasn’t really a gaming store so much as a comics store with some games. But there’s nothing new or surprising about a hobby store going under; I remember way back when I was little there used to be hobby stores that sold model airplanes and model rockets. They’re gone, too. The second, Metro Games, has sold its soul and become Metro Entertainment, focuses far more on memorabilia and fan-fetish merchandise, and stays in business, as far as I can tell, by getting genre celebrities to come sign things every two weeks. I imagine that this works for them since they’re in Santa Barbara — hey James Marsden, come spend a weekend in Santa Barbara, oh, and sign posters for a couple hours. The third store, Game Castle, has stayed true to the gaming mother lode, sells roleplaying games and high-strategy board games (Catan, Rio Grande Games, etc), and a year or two ago had to find a larger space because they were doing too well for their cramped starter storefront. It doesn’t hurt that Game Castle is snugly situated between I don’t even know how many colleges — at least four or five — and is two blocks from the freeway (essential in LA).

When I was 12, I went to I’m Comics about once a week; when I was 20, I went to Metro every few weeks; these days, I go to Game Castle once every few months. My last gaming purchase that wasn’t online was Blue Rose, when it came out, and that’s like… three years ago, now? I get my gaming on via the internet. Which brings us to…

MMOs Take Over the World! - My wife and I started in playing WoW shortly after it started, and for a good long time I tried very hard to roleplay on WoW. They had, after all, RP Servers, and you could form guilds, and do guild RP, and… god damn did it suck. It was stilted and cramped and simply didn’t work. There was absolutely no reward system for anything resembling roleplay, and a giant reward system including experience, loot, pretty graphics, and tactical challenges for doing just about anything other than roleplay. In fact I got so frustrated with the difficulties in roleplaying on WoW that I gave up the game for six months or so. Somewhere in there I realized the simple fact: World of Warcraft is not for roleplaying. It’s for pretty graphics and tactical challenges and amassing XP and loot. I’ve since returned to the game with that understanding and it’s a whole lot more fun. It is more fun, in fact, than most tactics-based roleplaying games I’ve ever played, and certainly much more fun than all that d20 crap that won’t sell off the shelves.

“The Industry” Loses… and Gains

One of the best quotes in the article comes from Jeff Tidball, who says: “You can divide roleplayers into two general camps based on style of play, with smash-and-grab-and-level-uppers on one side, and everyone else (storytellers, world-builders, wanna-be novelists, etc.) on the other. The first, much larger, group is now — with current network and console technology — much better served by computer RPGs than tabletop RPGs. The computers are just plain better and faster at the game experience they want.” I think he’s spot-on. For tactical challenge, second-to-second action and suspense, and even the wonder of exploring exotic locales, computer games have RPGs beat. I’m not particularly disturbed by this; it’s a lot like saying “For creaming butter and making mashed potatoes, electric blenders have RPGs beat.” MMOs and computers do that stuff better than we can; let them. We do other stuff better.

However, there is the simple fact that the RPG “Industry” has long subsisted on the audience that enjoys that sort of thing, and for a long time RPGs have been one of the few ways to produce that sort of content. With that audience leaving, it signals some pretty big changes for the “Industry.” Jeff goes on to say “As those customers (the smash-and-grabbers) stop buying tabletop RPGs, it stops being economically viable to produce them professionally for the second group.” and here I disagree. I think Jeff’s got a little case of “industry blinders” and can’t see the opportunities that this shift opens up for RPGs.

Computer gaming can have tactical challenge and thrilling, pretty action. That’s what it does, and it does it well, and I’m going to be playing WoW this weekend. What RPGs need to do is focus on what they do better, and the things that are unique to tabletop gaming. From my perspective, the thing in question is people. RPGs can involve emotions, beliefs, ideals, creative endeavor, friendship, rivalry, and even romance in ways that computer gaming can’t (yet) replicate, because those things come from people and come from people interacting with each other. Now, I’ve spent lots of my life defending the internet’s ability to connect people — I’m not in any way saying that somehow with a computer involved it’s no longer socializing with real people, because it is. But the specific medium of online computer games is a pretty poor medium for — yep, emotions, beliefs, ideals, creative endeavor, friendship, rivalry, and even romance. That’s what RPGs do better.

Trivia Challenge!

Which is the larger market:
(a) geeks who read Tolkein when they were 13 and who enjoy fiddling with math
(b) anybody who can throw a dinner party

The Roleplaying Game has spent its entire history hampered by geek status. The association has been so strong, in fact, that D&D has become one of the prime identifiers of geekdom. The irony, of course, is that RPGs aren’t a substitute for social activity; they are a social activity — just, historically, with a rather high barrier to entry in terms of tactical finesse, mathematical ability, and genre familiarity (what’s a drow?). However, if RPGs cede the tactical challenge territory to MMOs (which can handle the math internally) and focus instead on real people and crises that derive from real people, the resulting product can shed that barrier to entry and gain a far broader appeal to a hugely expanded market. When I ran a game store, the biggest seller (after jigsaw puzzles) was How to Host a Mystery which is, when you get down to it, a boxed one-shot LARP for eight players. Nobody thinks HHM games are geeky; in fact they’re kind of quirky and cool. Anybody who can throw a dinner party can run it. Now: which, do you suppose, is the larger market: (a) geeks who read Tolkein when they were 13 and who enjoy fiddling with math and (b) anybody who can throw a dinner party?

Games recently out and on the horizon — Primetime Adventures, Breaking the Ice, and 1000 Stories come immediately to mind — serve as stellar examples of games that can be marketted, not just to gamers, but to just about anybody. My mother, who has regular little get-togethers with her friends all the time, could take PTA to one such evening. Everybody’s familiar with television; everybody’s dreamed at least once of being in a television show or writing for one. For an extra added bonus, PTA uses a deck of cards, which is a much more common household item than polyhedral or even six-sided dice. Bunco night can be PTA night. If losing one part of the audience to MMOs expands the potential market for RPGs to include my mom and her friends and people like them, statements like “it’s not economically viable to produce RPGs without the smash-and-grabbers” become pretty ludicrous. In fact, the reverse is probably more true: roleplaying games become economically viable without the smash-and-grabbers.

The only obstacle is reaching that market, who are either completely ignorant of RPGs or burdened with Jack Chick-inspired misunderstandings. It’s a two-pronged problem of promotion and distribution. Luckily, the answer to the distribution half is already here, killing the retail game stores — the internet. With RPGs available to anyone anywhere with an internet connection, we’re already in billions of homes worldwide. And that’s not just the indie games — I can get a copy of Dungeons and Dragons 3.5 Player Guide or Mage: the Whatever They Renamed It just as easily as I can get Dogs in the Vineyard or Dust Devils. There is very literally nothing that a brick-and-mortar retail store can offer RPGs that a well-designed website can’t replicate (theoretically, a b&m offers face-to-face sales… but when was the last time that happened in your FLGS? — and nobody ever sold bunco to somebody else in a store).

Which leaves us with promotion, and that’s a sticky problem. Promotion is tough, and most of its success stories happen by happy accident. Promoters have to be in the right place at the right time to benefit, but they also have to be prepared to take advantage of the opportunity when it arrives. And that is the greater part of promotion — having material ready for when an opportunity arises. Primarily, we need sample games that anybody can get at and run with minimal fuss, with URLs printed on them for where they can find more. Then we need to put them in the spotlight, and be in the spotlight, ourselves. Now, I have a new-found love of the gaming conventions, but that is not the spotlight. That is, in fact, the opposite of the spotlight, a safe place and time away from everyday life where gamers can not worry about scrutiny. We don’t need to abandon the con, but we do need to outgrow it and start placing RPGs in other contexts. RPGs need to invade dinner parties, coffee shops, schools (take it home to your parents!), parks, community centers, and — I can barely believe I’m suggesting this — church groups.

It’s a huge undertaking, and not one that I expect anybody will be flinging themselves at wholeheartedly, but it also doesn’t need anybody to fling themselves at it. We’re already moving in this direction, anyway, and the distributed work of a few hundred people is, I suspect, going to push RPGs in some of these directions with or without conscious intent. And you never know, if such a thing happens and RPGs start getting played by millions of people all over the place, I might have to take the scare quotes off of “The Industry.”

On Not Using the Published System

Wednesday, June 7th, 2006

So Mo is advocating in Getting Around to (One of) the Point(s) (and I thought I liked parentheses) that players can, if they don’t like how the published system does something, do it another way and get the same result.

Judson is talking in the Story Games thread The Akido of Game Design about how games can be designed with the naive assumption that all rules will be followed, with the even more naive intent to make the rules unbreakable, or turn the whole thing around and design the game rules so that “exploiting” them is how the designer intends it to be played.

It’s not a new idea that players will ignore rules they don’t like. However, I’ve read a big pile of posts and threads and articles where indie players and designers avow that they play their games “exactly according to the rules” or “exactly as the designer intended” which is, when you get right down to it, more or less impossible. (Short version: authorial intent has an influence on reader reception, but it does not and cannot dictate reception exactly due to the very nature of language.) Players will interpret rules, even if they don’t introduce formal house rules.

A great example of this is Lacuna Part 1, where Jared refuses to allow players the illusion that they’re following the rules exactly and producing a play experience as he intended. How you play Lacuna will be determined by your personal idiosyncracies, and in fact how you play says something about you as a person and as a gamer.

Process and Product

Rules channel play. They determine not only what happens but how it happens, at what cost and with what side effects, guiding players to interact with each other in specific ways. Rules are about creating a product and provide a process to get there. Players select rules based on both what those rules produce and how they go about it, and players abandon rules when they either produce something they don’t like or when they do it in a way they don’t like.

Mo’s central conceit is that the point of a game is to produce a certain end result — a product. Dogs is designed to put players in a situation where their beliefs are challenged and they must either escalate or let their beliefs be trampled on. Primetime Adventures is designed to foster a groupthink atmosphere where the players collaborate on creating a television serial. And so on. There are many different techniques (processes) that will get players to that same end product, and different players have different technique preferences. A given game book may offer a desirable end product but an undesirable process to get there. Mo’s argument is that, assuming that the social contract allows for it, players may elect to use processes beyond those presented in the book to get to the end product that is.

Judson and later comments in the thread point out the potential disconnect between the product that a book promises and the actual product of the process the book provides. If a game says that it is about epic derring-do and then hands you a character who has trouble killing rats, well, there’s a problem there. You might want to modify or abandon the process that ends with your character covered in rat bites. The designer might see you changing things willy-nilly and put out a new edition. The new rules do not make your character triumph over the rat population; they make it harder for you the player to change things around in the published process (or make changing this less effective). Or to put it more kindly, the designer may try to provide a system that does not “need” to be modified in order for it to be played. I suspect that this impulse usually comes from a Design What Doesn’t Matter philosophy — you needn’t be spending your time worrying about rules when you should be playing.

…it is not an exagerration to say that the game is the process.

One strand of indie design inverts the problem by putting a focus on creating a set of rules that “hits the target” of a specific intended type of play. These games provide a rule set which encourages players through overt and subtle means to play a certain way and get a certain result — the process rewards the players to keep them on-target to create the end product. This shifts the emphasis from liberating players so that they can create the end product on their own to showing players how to reliably create the end product by specific processes. While the end product is still the eventual goal, these games focus on the process that creates it; in many ways it is not an exagerration to say that the game is the process.

Which seems to bring Mo’s proposal in direct conflict with this design philosophy. If the game is about the process, about the steps and obstacles and progression towards the end result, avoiding that process in favor of another one is, in effect, playing another game entirely. One of my own designs, Agora, is an extreme example of this. One of the prime tenants of Agora is that in order to create any progress, you have to risk what you’ve already got. This is exemplified in the dice mechanic, in which any die roll risks losing that die. You roll in dice representing the things that you are risking in the conflict, use those dice to make the other side lose dice, and whoever runs out of dice first loses their stakes. Usually players will surrender their stakes rather than continue on, since the risks can easily outweigh the potential gains. The product of the game is to put yourself and your followers on the line for your vision of future society; the process is a pretty straightforward matter of risking dice representing things that you care about.

Now, I can easily see players disliking that process. Deciding to sidestep that process in pursuit of the same product, though, changes things. Resolving all conflicts in, say, open negotiation as to what you’ll lose in order to gain your stakes, would result in an almost completely different game — much more staid, controlled, less dangerous, less risky. And that would be perfectly fine.

Publishing Books, Popularizing Games

I design games and I write books. I don’t write games.

I am not going to explode in a puff of smoke if somebody plays my game differently than I intended it to be played. There’s no reason whatsoever for me to point out that they are playing it wrong, that they are ignoring important rules, or that they won’t possibly enjoy themselves playing that way. Most likely, they are enjoying themselves playing that way; that’s why they play that way. And in fact, if somebody out there took something I wrote and played something based off of that material and had fun, that’s a cause for celebration! I’ll more likely ask to hear what they did and what happened, because that’s absolutely awesome. I will no more count it a failure than I would count it a failure if someone used a sculpture that I made as a decorative doorstop (which, for reference, my dad still does ten years after I made that sculpture). Here’s why: I design games and I write books. I don’t write games. So when somebody reads my book and enjoys a game that comes out of it, I count that as a success.

Mo’s proposal that an undesirable process can be sidestepped in favor of a more desirable process is not (generally speaking) changing the rules of the game being played. It’s simply using rules that weren’t presented in the book. Back to the Lumpizzle Schiprizzle: “System is the processes by which the players agree on the characteristics and development of fictional content.” This has no direct correlation to the rules presented in any book anywhere. This refers only to what happens at the table. If Mo’s table uses some rules they found in a book and some other rules that they found somewhere else and they have fun doing it, that’s awesome. If the end product of following these patchwork processes resembles the end product promised by the book in question, that’s just gravy. What’s important is that the end product they create is something that they all want to produce and the process that they use to get there was entertaining for everybody at the table.

The book is not the game, and that has some pretty significant repercussions for the production of the book. This is actually a portion of the publishing process where the mainstream guys are leagues ahead of the indie guys. A book is a product sold to customers and read by consumers; a game is an experience enacted by players. That the players may be the consumers or that the customers are buying the book in order to play the game does not equate the book and the game any more than a chicken farmer made my dinner last night. The book and the game are related, certainly, but they are not the same.

Some people buy the book without playing the game. Some people buy the book without any intention of ever playing the game. There are a ton of books out in the world that were written and published in order to be sold, not played. The obvious examples are tie-in novels the likes of which White Wolf and Alderac both produced with a good measure of success. Less obvious examples are sourcebooks which provide flavor and background, whether or not the events of an actual game ever take place in that location or directly concern the faction or technology or whatever the sourcebook is about. These books provide two things. The first is simple: context. If I’m playing Changeling, the material I read in Kithbook: Redcap will be useful to me even when I’m not playing a redcap or opposite a redcap. The second is a little more amorphous: inspiration, both in terms of fictional content and in terms of process. I have not yet played Exalted or The Shadow of Yesterday, but having bought and read the books, the content has inspired me to create epic storylines like Exalted and tie flags to character advancement like TSOY. And to be perfectly frank, White Wolf and Clinton have my money despite me not playing their games.

Some people play the game without buying the book. This may sound odd, but this is actually the majority of gamers in the world — one guy buys the book and plays with his four friends. One sale, five players. I’ve played Nine Worlds without having read more than a paragraph out of the book. I’m sure you’ve played games that you haven’t read the book for, too. From the designer’s standpoint, they’re putting a lot of hard work into that game’s design that will be enjoyed by people who have not given them any money. For some altruistic souls, that may be fine, but there is also some more pragmatic considerations taken into account. Most obviously, simple play can lead to later sales. Games of all stripes operate on this principle, from indie games to board games to sports (gotta buy a baseball mitt). If it was fun to play the game that Jimmy brought, I’ll buy the necessary materials to play it on my own later. Additionally, this can generate cross-sales. Nine Worlds was all sorts of fun at Gamex; I’ll buy Dust Devils to see how that plays out, too. Lastly, this also helps build brand recognition, a high-level concern that the indie publishers are only starting to realize exists. To take a page from the web comics guys, it’s not a stretch to consider selling teeshirts, mugs, and dice bags imprinted with logos, characters, and memorable quotes, and sell them not only to people who’ve bought the books, but to people who have only ever played the game. The game itself can be an icon.

Designing for Players Not Using the Published System

So once we start looking at the book as a separate monster from the game, players disregarding portions of the book in favor of personalizing their game seems like less and less of a crisis. In fact, once you separate the book and the game, the design that goes into the book is pretty profoundly altered.

In the most basic terms, you promise something (a play experience) and you need to deliver on it.

First, though, the absolute rock-bottom basics. You’re providing a book and making claims about what the book is good for. If you’re a good indie designer and have that target of intended play, the text that you provide must give clear instructions on how to follow the intended processes to get the intended end product. Players won’t do everything “right” all the time, even when they’re trying, but the text needs to get them to the point where they’re performing processes accurately enough to get the end product. In the most basic terms, you promise something (a play experience) and you need to deliver on it. Simple.

However, let’s elaborate on that a bit. You are promising a play experience; you are selling a book. When you sell anything, you present its features — this sportscar goes 120 bazillion miles a second — and so the features of the thing that you are selling — the book — are the things that need to be what’s featured. So in order to make a solid sales demonstration, you need to present how the book provides the game experience. Put the book in the potential customer’s hands; have them read a pertinent section explaining a rule or look up the cost of whatever they want their character to buy or do. Put the quick-reference chart out of the book in front of them. Send them home with the character sheet out of the back of the book. Link the book to the game. Which is all salesmanship and I was talking about design, right? I still am. In order to do any of that you need to have that easily-read rules section, equipment costs table, quick-reference chart, and character sheet. In order to sell the book as essential to the play experience, the book needs to be essential to the play experience. And you can’t make that essential link as long as you’re considering them the same thing in the first place.

However, once you’ve made that sale and the customer takes the book home, hopefully to become a consumer and play the game with others, then’s when the real design work pays off. Because the players are not going to play the game exactly as you intended. Not only may they want to make a few little changes to accomodate their social reality, but they will, inescapably, interpret the rules as they read them. The ensuing game is what sells their friends on buying the book; it’s what sells the original customer on buying a second book; it’s what sells everybody on buying into the brand.

So you give them options. At any given time in any given game, any given player should have more than one option. Options should be within and without the fiction of the game. Mo should be able to call down a conflict and throw her dice around and she should be able to offer up a mutually beneficial and mutually appreciated alternative to rolling dice. Problems encountered in the game should allow for multiple approaches, not only in terms of in-character action (sneak past or overpower?) but also in mechanics and interactions at the table (roll dice or narrate or cut scene?). Players should have resources available to them that can swing results in their favor when it’s important and some means to signify when the results aren’t important. And lastly, leave one option open, unconstrained by the processes presented in the book — the “Say Yes” portion of “Say Yes or Roll Dice.” Consider it an expansion port that they can plug in whatever procedures they’d like to add.

Additionally, design with a space for player input to make a significant difference in the game. Again, this goes for both in-fiction events and at-the-table interactions. If a game design is a rattling machine that always does one thing, it’s entertaining once per playgroup, and the players are engaged as an audience experiencing a spectacle rather than as creators collaborating on something personally significant. This can be as high-brow as thematic concerns that the story will address in play to the down-and-dirty simple mechanics of spreading points out on a character sheet. The more input each player has, the more that player owns the ensuing experience and it becomes not something that happened to them, but something that they did themselves. Not only will this reduce players abandoning the published system, but even when they do supplement the provided processes with their own stuff, the tie-in that the design guides them to make will keep them from straying so far that they miss the intended target that you’ve promised them when they bought the book.

The point, for both options and input, is that these provisions supercede silly little things like how many dice to roll when. Options and input empower the players to take the processes provided in the book and run even further afield from what you might have intended. It makes the game about the players making choices about the play experience they are creating. And it makes the game less about what the designer originally intended. It is providing the seven-cornered cube, and inviting the players — and the readers — to take what you started and create out of it something profoundly original.

And how much better is that than getting some people you don’t know on the other side of the planet to roll dice in a certain way?

Back from Gamex!

Wednesday, May 31st, 2006

Hot damn why did I not get around to attending gaming conventions until now? All the years of unexploited opportunities! It makes me weep.

I’m back from Gamex, and despite coming down with a little Con Crud the day after, and despite quite possibly the worst My Life with Master player ever, I am coming away from the weekend all smiles and exultation. Sadly, I have to wait until August to do it all over again. I am so saving my pennies for GenCon Indy next year — I’m sure it’s completely different, but that just makes it more intriguing.

Here’s what I played:

Dogs in the Vineyard — I ran with six players, none of whom had played before, and we managed to pull off a good game. Not a great game, but at least a good, solid game. Solid enough that three of the players asked where to get the game when it was done, and as far as success metrics go, that’s a pretty good one.

Prophecy — I didn’t wake up early enough for Paul’s first Nine Worlds game, so I ended up playing this board game, instead. It was pretty neat — sort of like Talisman, except designed well. “But have you played Runebound?” everyone keeps asking me, and no, and I’ll fix that soon, but Prophecy was pretty hot shit, too.

Shab al-Hiri Roach — It was me and Jesse and his wife Meghan and some total stranger Doug playing; I had not had the pleasure before. It was lots of fun. I grabbed the Roach early on, when I got the card that turned all of my dice to d12s, and stocked up a high stack of reputation. I ditched the Roach in the next event, and was sailing towards winning… only to pull the Roach in the last Event. Sadness. But Regina Sutton died, so I suppose not everything is lost.

Primetime Adventures — The Ward — Judson and his SO Stacey came down to Gamex and paid admission to play only one game, and it was this one. And I have no idea why they paid admission. But! This was awesome. I’ve never had the pleasure here, either, and that has been revealed to me to be a travesty of untapped opportunity, much akin to not having gone to gaming conventions. I admit, I was skeptical and somewhat put off by the “groupthink” that everyone always raves about in PTA — skeptical that it would happen and put off by the very suggestion that such a thing might be enjoyable — but wow when it happened it was awesome. We put together our series and played two episodes in five hours. The Ward is a serial set in a mental hospital where the patients’ hallucinatory world is shared for reasons unknown. There was all sorts of lingering doom and unspoken possibilities of what might be happening, but all we did in our two episodes was gleefully pile up the mysteries without a care in the world as to what everything might turn out to be in the end. I would love to play a long-term PTA game to see what it’s like to play an entire season.

Nine Worlds — Paul ran the same scenario/situation twice, and based that situation off of a previous game of Nine Worlds at ForgeCon (you all know that’s what the thing is called, so give up calling it “Forge Midwest Gathering”). Basic idea: six people with diverging agenda are on a ship heading from Point A to Point B. Apparently the first game the day before, which I did not wake up in time for, played out as a soap opera with the principals all flinging love and desperation and whatnot at each other, and ended with people settling down to raise children. Our game, by contrast, played like Paranoia, with everybody spying on everybody else, and follow-up conflicts that were all about finding out that they knew that we knew that he knew that they did something else. We ended with me jettisoning two of the other players out into space. Marvellous.

My Life with Master — I’m going to chalk this one up alongside Sorcerer in the category of “games that were interesting and developed a lot of things in the design-o-sphere but by the time I played them there wasn’t anything new for me there.” Also, the paucity of available options (Villiany or Violence and only character action) drove me up the wall. And it didn’t help that we had a player who had responded to the initial pitch of “you’re a minion of an evil mastermind” without understanding the implied addendum and it sucks. Said player and the friend he brought with him had lots of fun wreaking havoc with their character-pawns, but the fact that they were racking up a stat called Self-Loathing was apparently lost on them. All that said, it was still an entertaining game and I’m happy to add that notch to my belt — although I’m not sure I’d want to play the game again.

Then I was supposed to run Capes next, but I only had two folks sign up — the troublesome player and his friend from My Life with Master. Now, while I had been sitting in MLwM and wishing that I had something like Capes to moderate this guy’s, say, casual “accidental” violence to women, I had no wish to play Capes with just he and his friend. I wouldn’t have the player resources to fight them both off, just to begin with. And Capes with three kinda sucks. So I cancelled the game and went to play (wait for it)…

Vampire LARP — All throughout the con I was complaining that I didn’t get to play any mainstream games, since I wanted to play all the indie games that were on offer and that left me no time to “ground” myself in the default gaming experience that so many gamers assume to be the entire world of gaming. Also, I have never LARPed before. So with Capes shelved, I accepted an invitation to play in a Vampire LARP. Good fucking god. I spent, no joke, twenty minutes trying to get out of a room. While they were calling out initiative order for Round Three of the combat that somebody had conveniently placed right in front of the door, I thought to myself, “Why can’t they just deal everybody a couple cards and decide who wins right now? It worked in Nine Worlds this morning…” I am completely unfamiliar with the new Vampire, and have passing knowledge of the old Vampire, which gives me the level of knowledge of exactly dangerous, and easily confused by statements like “The Brujah are a bloodline of the Gangrel.” So it was very profoundly reiterated to me how much White Wolf games are all about mastery of setting minutiae: lots of stuff was happening, and there were boons and favors being exchanged, but to me all of it happened without any significance, so it was an oddly flat experience — like a four-year-old watching movies. Things explode, but who knows why.

All in all, a very successful, entertaining, and educational weekend. Anybody in southern california that aren’t going to Strategicon events are missing out — they’re not big high-production affairs, but they are a few hundred players gathering in one place and cool games being played. Hard to pass that sort of thing up!

Gamex!

Thursday, May 25th, 2006

This weekend at the LAX Westin is Gamex, one of Strategicon’s triannual cookie-cutter conventions. I’ll be there running Dogs, Primetime Adventures, and Capes, and playing Nine Worlds, Shab al-Hiri Roach, and My Life with Master. If you’re in Southern California, admission is pretty tiny ($26?) and it’s a nice little con.

Y’all act good while I’m gone.