The Heroes Are Back.   And They're Dumber Than Ever.

Resolving The Conflict (Of My Photon Revolver Up Your Poopchute)

Friday, September 25th, 2009

Okay–because Fred demanded it!–we’re looking at conflict resolution outside the rigors of a narratively out-of-control imaginary playtest. Got your swimmies on? Your goggles? Your nose-plugs? Let’s dive in.

Ooh, before we do, if you want to check on the earlier game-chatter: The Gamechat Tag.

Goals: Conflict Is King

I had a professor in college, and this professor taught me my craft, such as it is. As regards storytelling, he said lots of awesome things, one of them being: “In life,  we avoid conflict. In fiction, we strive for it.”

Conflict is bad-ass. Conflict is the number one reason why a story exists. You cannot have a story without conflict.

“Tom goes to the dildo shop, and buys a dildo shaped like Charles Nelson Reilly, and he really loves it. The End.”

That is not a story. You could argue it’s a plot, meaning, a sequence of events. But no story exists in that sequence.

Because conflict is king, we need story mechanisms that elevate conflict to its rightful place on the throne. Conflict must be sought. The GM and players should have reason by which to spur engaging conflicts, and further, reason to solve those conflicts. The goals and philosophies, then, are as follows:

  • Escalation Is Delicious. A conflict is like a question. In conflict lies uncertainty–what will happen, how will this unfold, who is this guy hitting me in the kidneys with a wooden oar? In great fiction, answering a question does not lead only to an answer, but it leads to more questions. And so that is the nature of a conflict: solving one conflict should lead to more conflicts. That is the nature of escalation. Escalation is the machine by which the story tumbles forth, a snowball gaining in girth and momentum.
  • Failure Is Not The End. In many video games, failure to solve a conflict–failure to pick a lock, failure to beat the end boss, failure to navigate perfectly–is the end. You die. Or the story dies. Reload, try again. That’s too binary. It happens in roleplaying games, too. You fail to find the right clue. You fail to save the maiden as the orc smashes her head in with an engine block. You fail to take the proper cues. The story ends until you choose properly. Ah, but we are creatures capable of more complex scenarios. I know that I am at least as intelligent as a monkey eating ants off a dirty reed, and so I must harness that super-intelligence to do more complex things with conflict. Conflict should be like the light at the point of refraction: failure doesn’t end the beam of light, it simply breaks it into other beams. Failure means the story moves forward. Failure is great.
  • Conflicts Must Offer Reward. If conflict is king and failure is great, everybody should have motivation to create conflicts as well as fail challenges.
  • KISS, Keep It Simple, Shithead. The characters are often heroic simpletons. Character builds should then comprise simple mechanisms and procedures. This doesn’t mean the outcome needs to be simple, but it does mean that picking up and playing the game–because, really, just like with stories most games are a series of conflicts–should be simple. I don’t know if we’re smart or savvy enough to go for “elegant,” but simple, we can do.

Okay. With those goals in mind, let’s run across a few scenarios as to how conflict resolution, using traits that the players made up themselves, might play out. Warning: these are spitballed to hell and back, and this process blog is little more than the big whiteboard of my brain. If it doesn’t make total sense, or it devolves into scribbles and sketches of unicorns and flaming guitars and winged penises, you were warned.
Roll Me

The Base Mechanism

At present, here’s how we see the base mechanism for resolving conflicts in the loosest of stools. Er, terms. Terms.

Each character has five traits. These traits are nouns: “Fists,” or “Face,” or “Charisma.” While all characters will technically have a face (though, I’ll concede your character might be a hyperintelligent cloud of methane and thus be faceless), by signaling it on your sheet, it means it is a trait critical to how your hero solves problems.

Each character will likely have five adjectives to pair with those traits. It remains uncertain whether these are gained at the time of identifying your traits, or if they are a motivation to grow your traits. So, “Face” is a noun modified by, say, “Beautiful,” or “Hideous,” or even “Smiling.”

Again, you have a trait, that trait exists because this is how your hero approaches conflicts.

It is also likely that everything else in the game has traits. Equipment a character uses has traits. A door a character is trying to kick down has traits. A villanous Space Blob Cowboy has traits.

Thematically, this works. The setting is a universe composed entirely of stories. Stories are made of words, and the Storyverse is just a visual of all those words put together.

To access a trait, one must spend that trait. A trait can be used to solve a conflict (”I kick down the door with my Oversized Feet”) or create a new conflict (”I kick in the Porn Miner’s face to start a riot down here in the Porn Mines”).

Once a trait is spent (”the trait goes dark”), the player must wait for it to come back naturally, or spend a chit (a sweet, sweet, nebulously defined chit) to bring it back.

If we assume that a character’s “health” in this game is his viability within the story, that means a character’s lifeline to the narrative is found in the number of traits and chits he possesses. Lose all of them, and a character’s place in the story is threatened (this is like dying, but is more a personally existential threat and is one that can be solved by coming up with interesting story and new conflicts).

If all elements of the game setting possess traits, it’s possible then to assume that all elements have a “health” trait equal to traits.

By spending at trait and committing to an action using that trait, a character has the chance to remove the trait of an obstacle or opponent.

Spending the Oversized Feet on a kick means that the door’s Complex Lock is taken away, and the door splinters in.

That’s the base mechanism in an ever-growing nutshell. Multiple variables are worth considering, of course. These variables may be exclusive to one another or used in tandem. Remember: this is the whiteboard. This is the “talking through it” part of the process.

Variable #1: The Verb, The Verb, The Verb Is The Word

If traits are nouns + adjectives, then Rob Donoghue put forth the idea that verbs are the actions. If chits can have stuff written on them, we now have a mechanism for random, non-authorial control. At the beginning of the session, the players and the GM put into a cup or hat a Specified Number of verb-chits. Any time a player gains a chit she pulls from the cup, and whenever she spends a chit she puts it back into the bag (or must replace it with a new verb).

It’s like Verb Scrabble. You have three chits in front of you: eat, run, punch. You must find a way to make your extant traits (i.e. noun-adjective combos) rock that verb to solve the conflict.

My Smiling Face eats his gun, or, more esoterically, My Smiling Face eats the shit he’s spouting in an effort to convince him that I’m on board with his harebrained plan.

My Oversized Feet allow me to run headlong into the rampaging troll, knocking him over. Or, My Smiling Face runs its mouth in a marathon of happy babble, thus stunning them with my nonsensical rambles.

What’s Awesome: By building little sentences, you’re building stories; Verb Scrabble is a neat idea; Random chance exists in this way, with players becoming the vehicles for that random chance; It covers that Balderdash angle we like; We also like abstraction and silliness.

What’s Not So Awesome: The choice if nouns is to show how a hero handles conflict, but by then forcing verbs, it removes that element–why would the character choose to handle conflicts with randomly challenging verbs?; Really silly-ass verbs could gum up the game, taking it into the neighborhood of Too Silly.

Variable #2: Roll Dem Bones

If we want a more traditional approach toward random chance, dice are always a winner winner chicken dinner. It’s likely then we’d need to assign numbers to traits, which could be a case of, “You have ten points to spend between your five traits,” or, “Order your traits from Strongest to Weakest, i.e. from 5 to 1, and these are your traits.”

Then, a rolling mechanism must be put in play: Roll a d10, if you roll under your trait, you do that thing you just said.

My hero possesses Unflinching Optimism at five, and my hero wants to use it to convince the Space Blob Cowboy that he’s wasting his true potential and he can do so much with his life besides White Slavery and Porn Mining. I roll the die, I get a 4, which means I rolled under my trait, huzzah. I succeed, and remove one of the Blob’s traits.

What’s Awesome: Hey, who doesn’t know and love dice?; Gives us easy mechanical resolution, non-complex, and firmly random.

What’s Not So Awesome: Me, I’m tired of dice, though yes, that might just be me; By giving the traits a numerical representation and a gradation, we’re taking off the table the idea that heroes are all Level 20 Bad Asses, and suddenly we have an issue where the Gunslinging Chimp hero can’t properly fire a gun half the damn time; Heroes in myth and story aren’t necessarily better at one thing than they are another–nobody ever says, “Jeez, that Cuchulainn is much better at Battle Frenzy than he is at Chariot Riding, but it’s not nearly as awesome as his Gettin’ With the Ladies.”

Variable #3: They Hate Us For Our Freedom

Democracy rules. Assuming that this is a game where collaborative story-building is important (and even equal to the roleplaying), it’s not unreasonable to have people be able to vote up or down on whether or not a player appropriately describes an action using one of his existing traits.

I use my hero’s Bone-Cracking Fists to… gently caress the secretary’s silken hair in an effort to seduce her.

Bzzt, table votes it down, doesn’t make sense. In this way, the table is also voting to see failure–maybe the player must now describe the consequences of failure, or maybe a die is rolled and another player is called upon to describe the failure, instead.

Or, I use my hero’s Bone-Cracking Fists to punch over that potted plant. I roar in rage and say something about how my dog just died and it made me angry, and I use my rage to gain sympathy.

Thumbs-up, the table votes that as interesting, and the game progresses.

What’s Awesome: Once more, Balderdash rears its head, in the way that players are effectively trying to convince others of the awesomeness of that story path; a democratic Whisper-Down-The-Lane is intriguing.

What’s Not So Awesome: Favoritism at the table is easier felt and more easily made real; are we punishing those who aren’t natural storytellers? (though, Balderdash punishes in the same way, as it’s the conceit of the game)

Variable #4: Nega-Traits!

Ever since Rifts’ “Nega-Psychic,” I like to put “Nega” in front of words as a prefix. I apologize.

This is an idea that continues to gain traction with us: the idea that the consequence of a failed action resolves the conflict in a way that applies negative traits over a character’s positive traits.

I throw a Bone-Cracking Fist and miss, and the Space Blob Cowboy injects me with a syringe full of bubbling green goo. Now, my Fists are replaced with the Trait: “Drug-Addled Confusion.” I can’t throw my fists because I’m too dizzy.

This idea hasn’t been properly refined, yet, but it’s interesting. You might be able to spend chits to remove negative traits. You might not be able to reclaim positive traits until the negative has been removed. You might have to somehow use the negative trait in a positive way to remove it (I use my Drug-Addled Confusion to drunkenly stagger into the enemy, knocking him over a bar stool, taking me with him). Certain attacks might be able to apply negative traits to others as opposed to, or in addition to, removing their traits. A nega-trait might not be an entirely new trait, but might instead be an adjective that replaces one of your existing ones (Bone-Cracking Fists became Clumsy Fists).

What’s Awesome: Adds a new layer of complexity, but remains simple; further carries the “narrative gameplay” ball forward; it ensures that traits aren’t purely binary (on/off), but can be adjusted and replaced and affected; possessing a negative trait still counts as a lifeline to the story, which is appropriate–characters have negative traits (alcoholism, anger, adultery) that are significant to the story, and this brings the possibility of Personal Conflicts to the fore in a new way for us.

What’s Not Awesome: I won’t lie, I don’t find anything un-awesome about this, yet.

Variable #5: Choose Your Own Failed Venture

This one is simple: a player can choose to deliberately fail an action, and gain something for it (chits, likely). The player may gain more chits by putting the failure in the hands of the GM or another player. Or, maybe it’s a way of regaining a spent trait without spending chits to do so.

The fight is on, and I take a shot with my Unerring Aim, except, I’m cocky as shit and I actually fire a laser round through the porthole window above the bar–and, since the outside is the empty vacuum of space, I now have vented the room’s oxygen out into the dark big nothing.

What’s Awesome: Yay! Rewarding failure!; Yay, conflict leads to more story!

What’s Not Awesome: Does this purely become a story-gaming exercise at this point, moving too far away from a roleplaying game?

Conclusions

Conclusion: it’s too early to be thinking about this shit, and my skull now feels like it’s being scoured from the inside by an army of chewing weevils.

Another conclusion: I only chipped away at the possible variables, here. A lot more exist, but this is already a certifiable Wall of Text, so I’ll just going to tap out and go drink some tea.

Oh, P.S.!

I think we’re going to take the Shadowstories serial fiction (y’know, the thing that forms the basis for this game talk) and up the schedule a little bit. You’ll hear more about it next week, I’m sure, but I think our new schedule will look something like this:

  • Monday: Bonus Materials
  • Tuesday: A great wide open gulf of not-a-whole-fucking-lot
  • Wednesday: New chapter (evens)
  • Thursday: Process Talk (game chatter will fall under this)
  • Friday: New chapter (odds)

That’s the thought so far. It is, like all things, subject to change.

Peace out, Wordmonkeys.

Imaginary Playtest of Non-Existent Game, Part One

Friday, September 18th, 2009

What follows is a transcript of playtest elements of a game that doesn’t exist. Which means the playtest lurks only in our heads. Which means, we’re probably crazy, and should be stopped before we kill again.

Dun dun dun! Crack of thunder! Shadow of meat cleaver just before it falls!

Or something.

Character Creation

Donnie: Okay, here we go. I want my character to be really strong, so I write down –

Gamemaster Tom: No, no, wait, don’t write anything down. I didn’t tell you to write anything down.

Donnie: I just figured –

Gamemaster Tom: Don’t figure. Wait for my cues. You have to wait for my cues! This is a new game, you can’t just… run off willy-nilly, writing all kinds of things on all kinds of pages. We have rules. Rules are what separate us from otters and carp.

Donnie: Otters and carp?

Sylvia: I hate rules.

Gamemaster Tom: Well, rules hate you, Sylvia. They do. They told me so in a text message. Now, are you two jizzbags ready to hear how this character creation thing plays out, or not?

Sylvia: Jizzbags is very hostile. And gross, because it implies a bag — like, a grocery bag — bulging with jizz.

Donnie: Yes. We’re ready.

Sylvia: All that sloshing.

Gamemaster Tom: Only thing you write on that sheet is your character’s name, then your name, and then your character’s concept. That’s it. Don’t worry about the five stats, yet. You determine your own stats in-game as it unfolds. Through conflict resolution, your characters are revealed.

Sylvia: Gay.

Gamemaster Tom: Using “gay” as a pejorative is…

Sylvia: Gay?

Donnie: Retarded?

Gamemaster Tom: No! It’s wrong. Just because you don’t like something doesn’t mean it is equal to a man having sex with another man — which for some is a, a, a totally beautiful act. Jesus. Donnie, tell me your character’s name and concept, please?

Donnie: Okay. Here goes. His name is Snakeface Wizinski. He’s a Reptilian Lawyer. As in, a lawyer who is a reptile.

Gamemaster Tom: Fair enough. Sylvia?

Sylvia: I’m playing a Priest of Heracles named Ioioius. He’s a hunky stud who preaches the awesomeness of Heracles through the perfection of his hunky stud body. Boom.

Gamemaster Tom: Sure. Whatever. Okay. So, you guys are in transit to a place called the Cosmic Paisley Wormhole McHappy’s. It’s a fast food restaurant in the center of a wormhole, so located as everyone can get to it from all the distant corners of the Storyverse. You have in hand your coupons, each allowing for one free sundae. To get there, you’ve had to use public transportation, and you’re crammed onto a Space Bus –

Sylvia: Am I there?

Gamemaster Tom: I’m not talking only to Donnie. I’m looking at you when I speak.

Sylvia: Well, I don’t know how you roll. You know what they say about making assumptions

Donnie: It makes an ass out of u and… uhh. Mmmmpshun.

Gamemaster Tom: Yes, you’re both there, for Chrissakes. The Space Bus is crowded, and –

Sylvia: I think Ioioius really hungers for that sundae, and would like to speed up these proceedings, maybe get this Space Bus moving a little faster. I take off my shirt.

Donnie: I’m always confused about this. You speak about Ioioius doing something, but then you say, I take off my shirt, which sounds like you, Sylvia, are going to take off your shirt. Is there protocol for this? Can we decide?

Gamemaster Tom: There’s no protocol, it’ s just — it’s like how some actors refer to their characters, while others refer to themselves as the character, I don’t think it’s –

Donnie: It’s confusing is what it is.

Sylvia: You get confused by zippers, you fucking lackwit.

Donnie: Well, at least I’m not a monkey-faced whore!

Gamemaster Tom: Stop yelling! Sylvia! Your character, Ioioious, takes off his shirt, which will help us determine his first trait!

Sylvia: … okay. Fine. But I don’t know what that means.

Gamemaster Tom: Your character’s first action helps determine his first trait. His second action determines his second trait. And so on, and so forth, until you reach five. Why does Ioioious take off his shirt? What does he hope will happen?

Sylvia: I, or he, is too sexy to be contained. He wants to use his sexy bod to convince the Space Bus driver to speed this bitch up and get us to those sundaes faster.

Gamemaster Tom: Okay. So, how do you want to translate into a trait? We need a noun, but no adjective yet — those are earned later. You could go with something simple, like “appearance,” but the game seems to recommend you get a little more specific, if only for descriptive fun. Could go with “muscles,” or even, “pecs.”

Sylvia: “Narcissism.”

Gamemaster Tom: Excuse me?

Sylvia: It’s not that he’s sexy. It’s that he possesses a deep-seated narcissism that convinces him of his power. So, my noun is narcissism.

Donnie: Figures.

Sylvia: Shut up, Donnie.

Gamemaster Tom: No, no, Narcissism works as your first trait. Very cool. Okay, you spend your first trait, Narcissism, for the effect of –

Sylvia: Wait, I spent it already?

Gamemaster Tom: Yes, you spend it. In character creation, that demands that your next act of conflict resolution gives us a second trait. In the game, it works toward a strategic “resource management” component –

Sylvia: I’m sorry. I fade in and out. I don’t actually care. Go on.

Gamemaster Tom: In spending your Narcissism trait, you achieve success, and as this is the character creation portion, success is automatic and no chits need to be spent.

Donnie: No shits need to be spent?

Sylvia: Chits, you mule-kicked mongoloid. Chits.

Gamemaster Tom: Yes. Chits. Since we’re in character creation, success is guaranteed — conflict resolution gets a bit more complicated once the traits are determined and the game really gets going. For now, you succeed: the Space Bus driver, who is a grizzled dude with a hog’s nose and greasy hair, is bedazzled by your own deep-seated self-love. He’s only half-paying attention to the vehicle, now, and he leans forward, accidentally punching the accelerator as he ogles you, drooling.

Sylvia: I think you mean dazzled, not bedazzled, but whatever. Sweet. I like to think that my Narcissism trait is almost… communicable. Like a disease.

Gamemaster Tom: Because we’re in character creation, though, each success is mitigated by a consequence. So, yes, you succeed in speeding up the Space Bus. That also causes the other passengers to spill their drinks, or get motion sickness, or jostle into one another. Anger ensues. A riot erupts right here on the Space Bus. Donnie, Snakeface Wizinski is right in the middle of it. He’s about to be overwhelmed by rioting Space Bus passengers. What does Snakeface do, as a Reptilian Lawyer?

Donnie: He starts fucking biting people, that’s what he does.

Gamemaster Tom: His first impulse as a lawyer is to bite people?

Donnie: That’s how the people of his world engage in and enforce jurisprudence. They don’t win cases by who has the most convincing argument. They win cases by seeing who can bite more jurors. I just made that shit up. Right here.

Gamemaster Tom: Great. So, Snakeface’s first trait is…?

Donnie: I guess… teeth. Or, rather, fangs.

Gamemaster Tom: Sounds good. He starts chowing down on the other passengers, left and right, getting all bitey…

To Be Continued!

Conclusions

Right off the bat, I can tell you that these people in my head are very surly. I should endeavor to find a new group to make-believe playtest next time.

Still. They’re what we’ve got for now.

The primary design goal supported here is fast and loose. Some games, appropriately so, require one or two sessions of character creation before ever actually playing the game. Problem is, for our group, we meet so super-rarely that if character creation takes that long, we’re seriously cutting into our actual playtime. No good.

So, having a game that allows us — and you — to pick it up and jump right in is ideal. No messing around. It’s not dissimilar to how some video games handle it, these days. The Bethesda RPGs (Elder Scrolls, Fallout 3) help you determine your traits through the course of the game’s opening act, and having that here is useful.

Plus, it also represents how we write Shadowstories. We do so by the seat of our pants. We introduce characters that sound funny or interesting, and we make them up as we go. That’s not a recommended way to write most fiction, but Shadowstories isn’t most fiction — it’s a collaborative experiment in sci-fantasy amusement. By having character creation married to those initial steps into conflict resolution, it allows the players a modicum of, “Fuck it, let’s play.”

Next fake session, our group will hopefully tackle conflict resolution, and the complexities (or, lack of complexities) contained therein.


Story Game Noodle Thought Make Go

Thursday, September 10th, 2009

It’s Thursday. It’s almost Friday. It’s been a long week. The brain at this stage is of a tapioca-like consistency. Delicious, yes. But not primed for juiceful thought. So, it seems like a great idea to make you people do our heavy thinkin’ for us. I’m going to ask questions. And if you love us, you’ll answer our questions without question! Or something! Oh my God! Loud noises!

Okay.

Questions.

  1. Dice, cards, random chance. Do you need that to feel satisfied in a roleplaying game?
  2. So, if we do conflict resolution that involves you pitting traits against other traits, nouns against nouns, modified by adjectives, and made active by verbs, is that just too fucking weird? I’m a fan of non-traditional, but by reaching too far outside the traditional, is there a chance of alienating readers and players?
  3. Is there anything wrong with alienating people? By which I mean, is there anything wrong with limiting your audience provided you know you’re doing it? Is that just dumb? Are we dumb? Are you calling us dumb? Hey, you shut up! You wanna throw down? I got Jack Johnson and Tom O’ Leary right here! I love scotch. Scotchy scotchy scotch.
  4. I’m less and less satisfied with character progression in gaming. The slow grow, the experience points, the experience costs, the ZZZzzz. In Shadowstories, we’re less concerned about character growth — and yet, we still want to invoke change, we want there to be an arc. Not just in the character’s stories, but in some cool way where the player feels like he’s gaining something session after session. What goes beyond stats? Options include a way to modify traits (adjectives added to your nouns), temporary traits, or cool equipment. Any other options? Do those options suck? Why are you looking at me that way? You’re a cannibal. A goddamn cannibal. I knew it.
  5. Why don’t you like Space Blob Cowboys? How did your parents raise you?
  6. We like this idea of adding adjectives to the nouns/traits. Question is — how to use them? What currency do the adjectives bring to the table? Obviously, any adjective’s function is a sentence is decorative, but still has to have substance to counter the style — Bone-Cracking Fists are… well, they’re fists that do more than just punch, they crack motherfuckin’ bones! The question is, how does that play at the table? Can I “spend” my adjective for a bonus move? A special trick?  A riskier, high-chit gamble?
  7. Do you demand a single gamemaster? Tell me about experiences with games where you’ve had a rotating gamemaster, or in games where no gamemaster is necessary or present.
  8. Is existence just a sucking void into which we’re ineluctably drawn, hopelessly spun downward into the giant drain of the universe before being once more ejected out of God’s Mighty Asshole?

Let’s Play Mind Games!

Friday, September 4th, 2009

First things first, let’s be clear: Ceiling Goblin Is Watching You Fellate Grandpa.

Okay, second things next: the two of us got together the other day to talk about what we wanted to accomplish with a Shadowstories RPG. It remained proof again that we share one brain, because after ten minutes of zig-zagging concepts, we immediately hunkered down and started nesting over a basket of delicious ideas, ideas that developed into a whole cool… y’know, thing.

Now, part of our goal here at The Storyverse is to be transparent. This is in many ways an experiment, and so it behooves us to throw some of our data up on the wall so you can see what’s happening behind the Space Vomit veneer and the thrown fists of idiots… er, heroes.

So, it seems high time to discuss our “findings” (it sounds so official when we call it that, like we’re doing real work!). Sure, we could keep this stuff close to the vest, clinging to our Precious with greasy gray hands, but that implies that the ideas that we’re rocking aren’t total shitcakes. Plus, part of the ethos of this site is clearly a “freemium” one. If this RPG ever takes off, you’ll have the means to play it without paying us a dime. But, we might publish it with some Added Value, and as a result maybe make a dime or three.

Anywho. We did a flowchart. Er, shit, excuse me, a mind map. Here, for your displeasure and confusion, is that very mind map, revealed in colorful, bubbleful glory.

Shadowstories RPGYeah. I know. You can’t read it without damaging your eyes. It looks like a bunch of ants have been captured in colorful bubbles. So, feel free to clicky-clicky here; that will, I think, give you a larger, more legible version.

We came to a handful of conclusions about the possibly-potentially-could-be-forthcoming Shadowstories game. These conclusions are, like everything else on this site, subject to the winds of change and our lunatic whims. Friday of next week may come and we’ll say, fuck this bear in the ear, we’re going to do a macrame project — a panorama of ultraviolence made in colorful yarn! Yessss.

Here, then, are our conclusions. At least, the ones we can remember. I know, we have the mind map to follow, but really, we have one brain, and it’s like a sieve. You’re lucky we’re wearing underwear.

Wait. Shit. I’m not wearing underwear. I’ll tend to that later. Onto the slapdash conclusions!

1. Failure Is Fucking Rad

It is. It is in any game by my standards, but in Shadowstories, it’s a must. Our idiots — er, heroes — are forever screwing up. Arguably, they screw up more than they succeed. The story grows out of their failures, not their successes, and so failure needs to be not only an important part of the game, but a holy-shit-fun part, to boot. Hence, we must reward failure. Moreso, we must encourage failure. A player chooses failure, that player is rewarded. A player chooses failure that is outside his hands — putting the ramifications of said failure into the hands of another player, for instance — then the reward is greater.

2. The Characters Are Already Level 20

The characters do not begin as scrubs and work their way up. The idiots — er, heroes — are already super-powerful. A Shadowstory kicks major ass. He can clean the clocks of a whole army of clockwork badgers (see, they’re clockwork, so they have clocks – give it a minute, you’ll get it; swill it around your mouth, get the taste of it) with naught but the flat of his forehead. Headbutts, ahoy. We can’t give the feeling of superpowered hijinks if the characters are weak-kneed ratcatchers. This means that, ultimately, success needs to be easy.

3. How Do You Skill Up A Superpowered Idiot?

Answer: you don’t. Skills are silly. Do I really want to give my Shadowstory hero a Cooking Skill? Do I give a rat’s right foot that she can pick locks, or read books really fast, or seduce a Nebula Pony? I want her to be able to accomplish all these things if it’s something that the player envisions. The more Skills a character possesses, the more specialization that occurs. That’s great for an espionage game, or a broadly-painted fantasy game, but this is Shadowstories. Gonna be a lot of kicking and shooting and axe-wielding. Piloting spaceships, riding horses, insulting foes, jumping from foolish heights — stuff like that. And they should be able to accomplish all of it. The only reason a Shadowstory shouldn’t be able to accomplish such a feat would be because the player doesn’t envision that as part of the character.

4. Story Is Everything, Dipshit

(Uh, we’re the collective “dipshit,” here, in case you think we’re talking to you. It’s the Internet, and people get so angry on the Internet. So angry.) I don’t mean that conclusion as a metaphor. I mean, the Storyverse is composed of stories. This universe that you and I live in is a cobbled together pastiche of molecules and quarks and string theory. The Storyverse is a mushy fruit-and-nut ball of  narrative threads. The Shadowstories themselves are… well, stories that are pulled from their respective tales and made to police the Storyverse. They are stories that interact with stories. Everything is stories! So, what does that mean?

It means that all our rules have to work in accordance with that precept.

Even the way that we tell our tales here at the Storyverse is very much a “pass around the speaking stick.” We take the tale to a critical narrative point and then pass the ball. The game has to work like that. The players are building a story together, with their characters as the focal point for that narrative energy.

5. Character Descriptors Are Cooler Than Skills

They are. Shut up. Your Mom! Your Mom’s Vagina! Wait. What were we talking about? Oh, right. What’s cooler, that a character has the Illegal Download Skill at 72%, or that your character has the trait, “Space Trucker.” Is it more fun to have “seven dots in Digital Underwater Photography,” or is it much more super-awesomer for that character to have the trait, “Bone-Cracking Fists?” I know, this is a false dichotomy, but don’t make me say “Your Mom’s Vagina” again. Ooh, too late! Bam! You just got schooled! Dang, son!

Uhh. Anyway. So, because these character descriptors can be so awesome, and are totally wide open, they then can be our means of conflict resolution. Yes, that becomes a “when I have a hammer, everything looks like a nail” scenario, but that already exists in gaming. If my character has “Bone-Cracking Fists,” and he’s confronted with a belligerent bureaucratic secretary, I-as-player must ask, how can I use my bone-cracking fists to get through the door to see the Boss? Punch out the secretary? Pull some weird Fight Club shit and start pummeling my head like a pumpkin? Or do I reserve my fists for a better moment?

6. Success Is Fucking Rad

Wait, didn’t I say that failure was rad? Yes. And so is success. Random chance can eat a dick. If a player has a trait and wants to use it, it works. That’s it. It works. No, we don’t know how well this will play at the table, but this is a story. We want the story to progress, not be hampered by meaningless failure or incremental gradiated success. You say, “I use my bone-cracking fists to punch a hole in the ceiling, and I’m going to climb up through the ceiling to get to the Boss’ office, by passing the secretary.” Great. You do it. That has consequence, though, because that’s the point of stories — conflict born as consequence. On a mechanical level, you spend a trait, you don’t get it back immediately. A story becomes boring if a trait is overused, so it goes dark for a period of time (more on that later). Plus, even out of success, consequence occurs. You just punched a hole in the ceiling. Good job. Now the guards are coming. Now you’re lost in a maze of duct-work. Now you’re subject to attacks by the chittering Scum-Bots that patrol and clean the maze of duct-work. So on, and so forth.

7. We Really Like The Word “Chits”

We do. It sounds fun. “Chits.” It’s almost naughty, like I just said “shits” in an Antonio Banderas accent. Right now, we’re thinking, no dice. No playing cards. Again, random chance isn’t what we want. We want chits. You have chits, and you can use them to bid traits, or regain early a used trait, or extend the traits of a piece of equipment. Something like that. You take failure instead of success, you can gain a chit. You let someone else describe your failure, maybe you get two chits. I dunno. I really just like saying “chits.” Never underestimate the power of us amusing ourselves.

8. Characters Begin As Thinly Veiled Ideas In Our Half-Formed Idiot Brains

In Shadowstories, that’s how we’ve always done it. The narrative is very much a game to us. Introduce a character on a lark, a whimsy, and throw all caution to the wind. Worry about the details… y’know, later. Hence, the actual game should work like that, too. See, 3:16 does something really sweet: you build your character as the game goes on. (And it’s such a good game, you’re a fool to not buy it.) We take the idea of the “character prelude,” then, and build it into the game. You come to the table with an unformed character and a largely-empty sheet (hah, “sheet” kind of also sounds like “shit” in a European accent!). You have a concept, and not much else. “I’m a Lusty Bar Wench.” “I’m a Violent Fish Merchant who is also a Giant Fish.” “I’m Hansel, from that story with the stupid sister and the mean witch.” Whatever. Your first conflict arises — “You encounter a table of Space Blob Cowboys, and you accidentally spill your drink on them” — and how you respond determines your first character trait. You punch him. You shake your boobs (or your cock, let’s not be sexist!) at them. You talk your way out of it with a silver tongue. You insult them into submission. Whatever your choice is results in your first game trait. You have a finite number of these (five, or seven, or something — playtesting will yield this number), and you continue to build traits anytime you use a new way of solving a problem until you’re at your maximum. At which point, your character is roughly sketched, which is all you need. This ain’t Shakespeare, people.

9. Traits Are Just Words, And Words Tell Stories

Thematically, this works. If conflict resolution is born of me pitting traits against conflicts (and potentially other traits), then that’s telling a part of a story. And, assuming that a trait can be anything bound to my character, then my character becomes a primary actor, a vehicle for the story to be told. And, assuming that all things can have traits — a photon repeater, a space bike, a Space Blob  Cowboy (no, really, check the mind map — they are porn miners!) — then the entire game flow is derived from taking nouns and adjectives and smashing them together in a cosmic ejaculation of conflict and consequence! Or something! Yay! Traits make a push-and-pull. Traits can be removed as part of “damage.” Negative traits can work in opposition to positive ones. Temporary traits can replace permanent ones. Traits as nouns can be built onto with adjectives. Traits are tasty treats. Say that 750 times fast, suckers!

10. Death Is Only So Interesting

Yes, in theory, it’s a primary motivator in roleplaying games. I do not want my character to die, so I act accordingly. But, really, it’s not that interesting when the protagonist dies. It’s an overused conflict, this false suspense of one’s demise. What’s more interesting are the organic conflicts that grow out of stories — rejection by a loved one, a ticking clock, a betrayal by a buddy, being kidnapped by Space Blob Cowboys and forced to work your callused hands in their vicious Porn Mines. So, death needs to be a bit more abstract. Death comes when you’re out of traits and out of chits. And it doesn’t mean that you’re literally dead (though, it can). It means that you’re out of the story. You’ve been written out. It’s an impermanent state, provided you wish it so; you simply have to be written back in. Consequence occurs. You or another player have to tell the story of how you emerge from the quietus of your character’s narrative stagnation and take some manner of consequence (a reduced trait, a lowered maximum of chits for a time, something) to get back into the tale.

So, that’s that for now. We have more conclusions, but I’m already at “wall of text” levels of reading, and besides, some of our conclusions are things like, “Mmm, turkey-and-apple sandwich,” or “Beer good.” So, you probably don’t need to hear all that.

We’ll be back with more thoughts when the time is right. If you have thoughts on this stuff, as usual, we’re game to hear them.

Get it?

Game?

Game to hear them?

Because it’s a post about games?

Shut up. Your Mom’s Vagina!

*drops mic, walks off the stage*

It’s Getting Gamey In Here

Friday, August 28th, 2009

It feels like within Shadowstories lies a very interesting game.

Wait, did you think I was going to talk about rotting meat? Pshh. That’s a discussion for another day, when we’ve alienated all our readers and all that’s left behind is an oozing carcass! (Actually, here I’m misusing the term. Poor “gamey.” It’s so often used to mean something that smells rotten or decayed, like spoiled meat, but really, it just means that it has the odor, or taste, of a wild game meat. The misuse of the word has ruined it.)

No, I mean, an actual game.

We have a universe here comprising a million narrative threads. The invisible galactic strings that hold the Storyverse together are, in Shadowstories, plot threads from limitless stories. These threads bind the whole thing together. And that means anything can happen. You can have a planet of Greek Gods go to war with a mining colony of goblins who unearth the fossils of Aesop’s Fables. You can have relationship dramas and office comedies unfold on a distant world where the inhabitants are not people, but cryptozoological critters. (The yeti stands at the burbling watercooler and whines about how his ex-girlfriend, the Loch Ness Monster, should really be called the Loch Ness Goatsucker! Laugh track! Applause! Forced hilarity ensues!) At the center of all this, you have the Shadowstories, which represent a handful of idiots nominated to rush blindly into danger and save the inhabitants of the Storyverse from… well, themselves, mostly.

See, that’s a game, right there.

The question then becomes one of design and direction.

Will it be a pen-and-paper RPG to start? Could be. It’s certainly our background, and this has a lot of space to grow in that environment. Setting-wise, it’s nigh-infinite. Not much you can’t do. Endless worlds. Limitless tales. You want a satyr character to go on an adventure with a kung-fu space miner and an ancient Sumerian goddess? Done and done!

Of course, even there, then what?

On the one hand, you could go rules-light, and pare it down to the bare bones so you don’t necessarily even need a single gamemaster. You could say, “Fuck dice,” and play this as some kind of awesome narrative collaboration, which is certainly in the spirit of the thing.

On the other hand, you could have a lot of fun with something a bit more crunchy, something that has traits both useful and funny, something with a robust creation system for new planets and encounters and how stories can interact with (or infect) the current tale at hand…

Of course, if you wanted to take it out of the RPG arena, you could do any number of things. A forum game of people collaborating on their own tale in the Storyverse? A crazy “experience design” game that’s immersive and weird and designed to hook new readers? A $10 million dollar MMORPG set in the Storyverse? (Oh, that reminds me: does anyone have ten million dollars they could lend us? And when I say “lend,” I actually mean, “give?” No? Anybody? What if I have a gun? Does that change the equation?)

So, let me put it out to you crazy readerheads.

Let’s say that, in the future, we do a game.

What would you want to see out of a game set in a narrative universe of endless story possibilities?