2010-01-30

benlehman: (Default)
2010-01-30 05:07 pm

Contest Entry: A Breath of the Heart (Giving and Taking)

This entry has already been revised since the contest deadline; I'll be reviewing the original submission. The author is a fast one, and it's hard to keep up with her.

As far as I know, the game is not available for download anywhere (I received it in e-mail). The author might be convinced to put it up for download. [edit: She has indeed done so. This is the revised version, so some of my comments below might not make sense.)

This game explicitly labels itself jeepform, which I will take the author at her word, because I'm pretty much incapable of distinguishing between jeepform and high-concept, small group LARPing.

The game calls for 2 to 4 players, although the third and fourth players are somewhat superfluous and require extra bits to shoehorn them in. During play, one player portrays a root character who interacts with three other people in three separate scenes, portrayed by the second player: one person who they are close to, one person who they know but not well, and one person who they are antagonistic to. In each scene, there is a conflict for the non-root character and also between the characters, the root character expresses love in some way, and the other character reacts to their expression. Each scene is played out multiple times, presumably with different outcomes. The game consists of these three scenes, and the interstitial discussions of them. When they are played out, the game is over.

In the three or four player version, the extra players can rotate playing the non-root character, or can hover over play and whisper suggestions to the players that are actively playing a character.

The game contains a large amount of technical terminology that I don't understand, so it is a bit of a challenge to offer significant comment. Here's a brief list of these terms: scene, take, guide, intensity, players are resolved with the situation.

Here's my assumptions: a "take" is a play through of a scene. A scene is either the played event or a unit of play that encompasses many "takes." A scene is played in many takes until all players agree to end it, at which point we move on to another scene. "guide" means something like "give suggestions to other players, plus control environmental features and incidental characters." "players are resolved with the situation" means "players, for whatever reason, have decided to move onto the next scene." But there are other possible interpretations (for instance, maybe you play three each scene in order and that's a take, and then we start over and replay them until we're satisfied).

So what's my critical judgment of the game? I would play this, because I trust the writer and also because it seems pretty different from what I'm used to, but there seem to be a number of procedural issues which I expect would give me trouble.

First, like with Romantic Comedy, the amount of prep compared to the amount of play seems very high to me. There are, in this case, some prep suggestions, which are very welcome. Nonetheless, I worry that we're going to spend a lot of time determining trivial details of the root character (what's her job?) which aren't really going to matter much in play. I would rather either give a single player control of this, in order to speed through it, or leave it open to be addressed in play if necessary, which would allow for transitions between retakes (okay, let's play that scene over, but this time you're a gas station attendant).

Likewise, a fair amount of prep goes into each scene. I'm more worried about this than I am the initial prep, though, because while initial prep really only has the chance to waste my time, in scene prep we're figuring out what the conflicts of the scene are, which strikes me as really dangerous pre-play. I worry that we'll figure out the conflict entirely in preparation, which would leave very little space to explore during play. My fear is that this will end up playing like a flat game of Primetime Adventures, when we've figured out the whole conflict and stake before we even start playing. Maybe we're supposed to do that? Or maybe I'm over-thinking this?

(reading again, I realize that I might be mistaken: there's no explicit pre-figuring in the text, however, the presence of "conflict" and "difficulty" on the game sheet makes me think we are supposed to pre-figure them. I guess it's another ambiguity.)

There is a tone throughout the text that we're going to be doing some very heavy emotional stuff, but for the moment I don't really see it justified in the text. I mean, yes, the topics that we'll be dealing with can be very heavy and emotional, but I think that there's not really the tools for emotional deep-sea diving that would require an emotional check-in after each scene. The thing is, I would like to play that game, I'm just not quite seeing it present in the text, unless we already have a social contract-level understanding that we're going to "go there" in which case we probably also have our own pre-existing expectations about emotional well-being and such, and don't really need the game to do that for us. What I'd like is to see more tools for that in the game itself.

In all, I think that this game is strong, if written in a technical language that I don't entirely understand and with assumptions that I can't access. I would love to see a version that was more accessible to me (nb: it is possible this already exists: I haven't yet read the revised version); I think that a lot of my issues with the game would be cleared up if I understood the basic procedures and social contract level understandings that went along with the 'jeepform' label. Even as is, I'm considering playing it soon, just to try to understand what else is going on.
benlehman: (Default)
2010-01-30 06:10 pm

The Prep Mountain

Here's an RPG theory topic which has come out of the Love contest entries: the prep mountain. Basically, before we play, we have an enormous amount of material we need to pre-establish in order to have a foundation to play on. There is the basic level of mechanical stuff, but this is usually pre-set by game's rules. Then there is the enormous amount of fictional stuff, for which there's a wide variety of strategies.

So how do we deal with this? And what are the problems with each approach?

1) Group discussion and consensus on all points. The problem with this is that it takes a long time, and often gets hung up on totally pointless details. For instance, in Bliss Stage, we can spend upwards of an hour arguing about details (such as what sort of grains we can grow) that will not actually matter very much in terms of actual play.

1a) Group discussion with some sort of structure: a list of questions, a method of discussion, etc. Bliss Stage has this, as does PTA. PTA probably does this the best: it provides a pretty detailed conceptual structure for doing prep work that keeps people moving and focused on what's important.

2) Give authority for all such decisions to a single player, often the GM. The advantage of this is that it doesn't waste time. The disadvantage of this is that there is a huge amount of homework for the GM player, and also that the rest of the players may not be clear on all the details of the prepwork.

2a) Divide authority between players in some way. This has two versions: public and private. In public, this has the problem that it can lead to a sort of pre-play where everyone figures out the conflicts and relationships between their characters before the game starts or, just as damaging, a sort of one-upsmanship where everyone tries to make their part more interesting or spike the other people's part, rather than leaving such things for play. The private version has the problem of the the 30-page backstory which never enters play, and the scenario where the most interesting parts of the character's life necessarily happened before play started.

3) Pre-fixed. One or more aspects of prep is nailed down before play starts, and won't be changed during play at all. The weakness of this version is that the game loses replay value, and every time the game is played it has a certain sameness to it.

3a) Pre-fixed but modular. A way to fix the sameness of the above, a game with several distinct pre-prepared set-ups. For instance, D&D and its campaign settings. This has the same weaknesses as the above, plus the additional problem of making sure all the players have similar and relatively high levels of knowledge about the setting before starting play. Assigning reading to players is really just another prep wall.

4) Mechanical and game like prep. At the simplest, this is a random generation system for part of prep. But other versions are more gamey, where choices by one player trip off choices by other players, etc. The greatest weakness of this is that prep can be more fun than the actual game (I'm looking at you, IAWA), plus some of the issues of the public split-up prep, above.

5) Systematized prep in a non gamelike way. This is an outright procedure for prep which is heavily structured but not individualistic. It's basically an advanced version of 1a. The problem here is that the system has to produce good prep every time, and that it can be just as time consuming as the initial prep itself. Plus, if the mechanics aren't well designed, it can lead to some serious problems in play (Universalis and lasersharking).

6) Development in play. Many decisions which would be normally considered in preparation are instead pushed out to be discovered / revealed / addressed as they come up in play. The downside of this is that there can often not be enough to make a good, juicy situation. Additionally, some prep is always required.

This listing is not intended to be prescriptive, it's just a list of strategies for dealing with one of the most basic RPG design problems. Any other thoughts on this? How do you deal with it each of your games?
benlehman: (Default)
2010-01-30 09:51 pm

Song Outlines!

Long ago, on LJ, there was a thing with people posting song lyrics in outline form. I thought this was funny and would like to start it up again.

Example:

The fire~
* Our relationhip to the fire
* * Didn't start it
* * Tried to fight it
* Been always burning
* * Since the world's been turning
List of historical personages~
* Abridged

Everyone got the idea? Here's another, slightly more obscure one.

Hey~
* Lady
* You, lady
* * Cursing at your life
* * Discontented mother
* * Regimented Wife
* * Dreaming about the things you'll never do
* * Sharing a part of the weary heart that has led a million lies?

Please~
* Lady
* Don't just walk away

Things I wish~
* Someone had talked to me like I wanna talk to you
* * Re: Why I'm all alone today

Things I see~
* So much of me
* * Within your eyes
* Some things a woman ain't supposed to see

Things I am out of~
* Places
* Friendly faces

Things I cry about~
* Unborn children
* * That might have made me complete

Things I took~
* The sweet life

Things I didn't know~
* I'd be bitter from the sweet

Men I have had sex with~
* A preacher man
* Kings

Places I have been to~
* Georgia
* California
* Everywhere I could run
* Nice
* Isle of Greece
* * While sipping champagne on a yacht
* Monte Carlo
* The subtle whoring that costs too much to be free
* Paradise

Places I have not been to~
* Me