Caput Caprae
dribs and drabs of RPG stuff from Sam
Monday, October 23, 2023
This Blog Has Moved!
Saturday, March 25, 2023
Are RPGs Games, Really?
Defining Games and Play
For me, the oncept of games embraces those activities we know mostly clearly to be games—football, cat's cradle, gin rummy, peek-a-boo. These are clearly games.... I consider a game to be something that provides us with a common goal, the achievement of which has no bearing on anything that is outside the game. (De Koven xxiii)
Defining RPGs
Many definitions of "role-play" and "role-playing games" have been suggested, but there is no rboad consensus. People disagree because they often have an unclear idea of what kind of phenomena they are talking about, and therefore, what kind of definition is appropriate.... Hence, if we ask for a definition of "role-playing games", we can only refere to either how particular groups at particular points in tiem empirically use the word and organize actions and the material world around it or how we, as a scientific observer, choose to use the word to foreground and understand a particular perspective... (Zagal & Deterding 47)
Do We Play RPGs?
Are RPGs Games?
Art
System of Parts/Tokens and Resources
A game is a closed formal system that subjectively represents a subset of reality... By closed I mean that the game is complete and self-sufficient as a structure. The model world created by the game is internally complete; no reference need be made to agents outside of the game... By formal I mean only that the game has explicit rules... a game is a collection of part which interact with each other, often in complex ways. It is a system. (Crawford 4)
Inefficient
- The "primary framework," that is, the real world. Physical, actual reality, with all of its normal social rules and expectations. Players are themselves.
- The "game framework" formed from the rules and mechanics. Here, players are thinking in ludic game-mode: they make optimal, tactical decisions from within the context of the game and the rules.
- The "fictional framework," that is, the world of the game. Players are characters, fully inhabiting their fictional personas.
Make-believe/Representational
Uncertain
Voluntary
Creates special social groups
Artificial/Safe/Outside ordinary life
Play is the enactment of anything that is not for real. Play is intended to be without consequence. We can play fight, and nobody gets hurt. We can play, in fact, with anything—ideas, emotions, challenges, principles. We can play with fear, getting as close as possible to sheer terror, without ever being really afraid. We can play with being other than we are—being famous, being mean, being a role, being a world. When we are playing, we are only playing. We do not mean anything else by it. (De Koven xxiv)
Never associated with material gain
Not serious and absorbing
Involves decision-making
Activity, process, or event
Goal-oriented/outcome-oriented
Conflict or contest
Task resolution is succeed/fail. Conflict resolution is win/lose. You can succeed but lose, fail but win.In conventional rpgs, success=winning and failure=losing only provided the GM constantly maintains that relationship - by (eg) making the safe contain the relevant piece of information after you've cracked it. It's possible and common for a GM to break the relationship instead, turning a string of successes into a loss, or a failure at a key moment into a win anyway....whether you succeed or fail, the GM's the one who actually resolves the conflict. The dice don't, the rules don't; you're depending on the GM's mood and your relationship and all those unreliable social things the rules are supposed to even out.Task resolution, in short, puts the GM in a position of priviledged authorship. Task resolution will undermine your collaboration. (Baker "Conflict Resolution vs. Task Resolution")
Proceeds according to rules that limit players
Making a simulation is a process of abstracting -- of selecting which entities and which properties from a complex real phenomena to use in the simulation program. For example, to simulate a bouncing ball, the ball's position is important but its melting point probably isn't. Any model has limitations, and is not a complete representation of reality. (Robinett, Chapter 5, "Getting Ideas")
In Summary
- Proceeds according to rules that limit players: Yes, but not the rules found in the text.
- Conflict or contest: No.
- Goal-oriented/outcome-oriented: No.
- Activity, process, or event: Yes.
- Involves decision-making: Yes.
- Not serious or absorbing: No, but this is hard to define.
- Never associated with material gain: Yes.
- Artificial/Safe/Outside ordinary life: Yes, but no.
- Creates special social groups: Yes.
- Voluntary: Yes.
- Uncertain: Yes.
- Make-believe/Representational: Yes.
- Inefficient: Yes, but no.
- System of parts/Resources and tokens: No.
- A form of art: Yes!
Conclusion
Works Cited
Tuesday, February 21, 2023
High Fantasy Worldbuilding: Plenty Vaults
Age of Mythology (2002) |
THE WILDERNESS
BEACONS OF LIGHT
PRACTICAL MATTERS
- It fulfills the basic requirements that our fantasy media demands: improbably large cities immediately surrounded by huge amounts of wilderness. These cities are self-sustaining because of magic plenty vaults, and that means they don't need farmland. The bigger the vault, the bigger the city—simple.
- It means the wilderness can be dangerous. Normally in D&D there's this overriding question of "why don't the 2d100 goblins in the cave just crush the local village?" Here, it's simple: all the towns are really old and well-fortified because they want to protect their magic food supply from a world full of D&D monsters. It also provides some obvious and convenient motivation for those 2d100 goblins to act aggressively towards towns—they want that magic food supply.
- It provides a plausible-enough excuse for high fantasy bullshit that's totally out of wack with the standard medieval millieu. If your population-one-million Fantasy Rome doesn't need to have 90% of those people farming, it's not that implausible to suggest that their (magic-)technological speeds would advance quicker than our own human history, thus allowing lots of fun high fantasy nonsense.
- It's an easy way to give each of your cities a very distinct identity: this one's built in the middle of inhospitable arctic wilderness; this one's dug into the face of a gigantic cliffside; this one's atop the back of a huge walking elemental. Why? Same reason for each: people found a plenty vault there, and so now it's a city. You can double up on this by having weird city-specific offering requirements for each vault—the cliff-city's vault demands one pure sapphire for every hundred tons of food, so now it's a major mining hub.
- Relatedly, because the wilderness is so dangerous, naturally each city needs some huge high-fantasy entity that protects it. This city is watched over by an ancient dragon, this one is warded by a wizard school, this other one still is run by a megalomaniacal beholder's secret mafia. Monsters that want minions need to feed those minions, and so they gravitate to the vaults.
- It helps keep the world in a kind of relative stasis. While it's very in-vogue for the OSR to have constant background churning—factions clash, politicians backstab, armies march, borders change—your classic fantasy world needs to stay pretty still (until the heroes arrive to mess things up). A world where the outside is super dangerous and every city is quite isolated ensures that, while cities themselves can be a bit volatile, the broader world status quo is unlikely to change anytime too soon.
Saturday, February 11, 2023
Quotations from The Well-Played Game
...as our play community develops, there are particular times when we seek out games withy fewer and fewer rules. We have so affmired our ability to play well together, to be safe with each other, that rules begin to get in the way of our freedom together.
As we begin to sense our power to create our own conventions, as we discover that the authority for determining whether or not a particular game is suitable resides not in the game but in the play community, we are willing, even, to change the very conventions that unite us.
pgs. 12–13
As we continue to pursue this need to focus on the game alone, we find ourselves less and less willing to do anything other than think about the game. (...)
We create an authority which is no longer within our control, no longer subject to the conditions of our community. This helps us keep our minds on the game. This helps us avoid arguments. We have others now who can do that for us.
As our rules become regulations, we create greater and greater distance between our community adn those who govern it. Not only do we give our authority over to the referees and umpires, but we also allow their authority to be determined by an even larger authority, unnamed, unspecific, to which ascribe the personality for determining the regulations by which we play. (...)
We have reached a point in the pursuit of our well-played game in which the game has taken precedence over our community.
pg. 32
Rules are made for the convenience of those who are playing. What is fair at one time or in one game may be inhibiting later on. It's not the game that's sacred, it's the people who are playing.
pg. 44
If anything needs to change, it is much more logical to change the game than it is to change the people who are playing.
pgs. 47
No matter what game we create, no matter how well we are able to play it, it is our game, and we can change it when we need to, we don't need permission or approval from anyone outside our community. We play our games as we see fit.
Which means that now we have at our disposal the means whereby we can always fit the game to the way we want to play.
pg. 53
Clarity. Clarity. We can't play unless we are clear that that's what we're doing.
pg. 103
The games [of the New Games Foundation] were called "new" not because people had never played them before but because they were kept new by the ways in which they were played. Whatever rules there were, they were only the starting point, the introduction to the game. They described not how the game had to be played, but rather how the game could be played. People played the games the way they wanted them to be. that was the understanding that made the games "new."
pg. 113
We can play dangerously and still play well. If it works, we can play with more. We can be safe even though we're playing with things that we can't play with anywhere else. We can play with serious things—things of consequence. We could play with silence, with fasting, with patience. We could play with anger, with fear... Because we play responsibly, because we have affirmed our responsibilities to each other, to the sense of wellness, we can become larger than necessity. We can discover a new freedom. (...)
So we play with danger. A little danger. Enough danger. It is thrilling beyond words, this ability to play well with survival—to include in our games the very things that we have never been able to play with before. We can even play with death.
We can do this as long as we maintain our balance, as long as we are fully aware of the consequences, and fully accepting them. But, as our games get dangerous, our community has yet another obligation—we must make doubly sure that everyone we are playing with knows the consequences, has chosen to play.
pg. 125
Playing to win is as absurd as anything else, but if it helps us play well together, if it helps us arrive at a well-played game, we have to know that we all take the effort seriously.
pg. 130
Imagine how incomplete you would feel if, before the game, you were already declared the winner. Imagine how purposeless the game would feel—even though the universal agreement was that you were the winner.
It is disillusioning, being a winner. As disillusioning as it is to be a loser. If you're a winner, you lose the reason to play. The game goes on, but you don't. If you're a loser, you lose reason. You go on, even though the game is already over.
pg. 138
We seek purpose so strongly that when our purposes are finally, ultimately fulfilled—when we come close enough to see that satisfaction is inevitable—we create, as swiftly as we can, other purposes.
pg. 140
When we're playing, we're not thinking about how well we're playing. We're just playing. We're not even thinking about playing.
pg. 142
If we can all play well together, if we can find out how to do that, we might be able to raise the stakes infinitely.
pg. 143
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Monday, January 9, 2023
Review: Lingua Ignota, Live
Thursday, September 22, 2022
Failed Experiments, or, Slush Pile 09.22
#1: Harrowhame, aka "40-mile Dwarf Tunnel"
#2: Ten Thousand Miles
- The mail must go through.
- Never open the mail.
- Always hold yourself to highest standards of decency.
#3: Beowulf-3, aka "Mars Colony"
#4: PbtA Mutable Moves
#5: Downtime Grunge Heroes
#6: PbtA Communal Cyberpunk
#7: Maximalist Ritual Spells
#8: Cyberpunk Lady Blackbird
#9: Back Alley Razor Gangs, aka "Blades in the Dark but actually good this time"
#10: LANCER Hexcrawl
#11: Locks & Keys
#12: Forged in the Dark Scooby-Doo
- If you fail the roll (pretty common), your clumsy incompetence leads you to actually find evidence that it's Old Man Withers! Bank statements, machinery, human footprints, lost wills, etc. etc.
- If you succeed the roll (pretty rare), you find evidence that holy shit, Bigfoot is real. Once in a blue moon on a mystery, you actually see aliens, you actually talk to ghosts, etc. etc.
How I Fixed 5e
1. Use E5.
2. Use Extended Rests.
3. Cut damage cantrips from every class except Sorcerer.
4. A million other tiny tweaks that are basically unnecessary but I added anyways.
- Strip ASIs out of species and attach them to backgrounds instead. (Apparently 5.5 is doing this, but I thought of it first.)
- Use inventory slots. Most items take 1, big weapons take 2 or 3 or 4. Armor takes slots equal to AC - 10. You get slots equal to STR score + CON score.
- Add a dismemberment table they roll on whenever they reach 0HP. If they roll above a 10 (higher is deadlier), they automatically fail one death save.
- Every time they would take 1 exhaustion level, fill 1d6 inventory slots with "exhaustion slots" instead. You clear [HD roll] exhaustion slots per short rest, and all exhaustion slots on a long rest.
- Fuck the common tongue. Use my gigantic language chart instead. You start with languages equal to INT score / 5, rounding down. Backgrounds and classes still grant bonus languages, as normal. (Someday I'll make this into a flowchart poster that you can buy.)
- Replace all the non-resistance related stuff from the Barbarian's rage with a flat STR bonus, starting from +4 and ending at +8.
- Let Barbarians spend one use of rage to negate 1d6 inventory slots of exhaustion.
- Give all Barbarians the features of the Berserker Path on top of whatever else they get. These features should be core Barbarian features.
- Give all Bards the features of the College of Lore on top of whatever else they get. These features should be core Bard features.
- Cut guidance.
- Cut the bit from Wild Shape that says "all your clothes and gear transform with you." Let your Druids be direwolves with their swords in the mouths, but then have to be naked afterwards.
- Let Land Druids change their chosen Land once every full moon.
- Let Fighters use Second Wind while they're unconscious.
- Give all Fighters the features of the Battlemaster. Figure out which subclasses get which maneuvers as you need them.
- Let Eldritch Knights and Arcane Tricksters choose two magic schools of four to get their spells from (EK: Abjuration, Conjuration, Evocation, Transmutation // AT: Divination, Enchantment, Illusion, Transmutation).
- Give all Monks the Open Hand Technique feature at level 2.
- Give Open Hand monks a feature called "Thousand Steps" that lets them add their proficiency bonus to their AC against one attack as a reaction, then rename the subclass to "Way of the Mountaintop."
- Give Four Elements Monks control flame, gust, mold earth, and shape water at levels 3, 6, 11, and 17, in any order they choose.
- Make Divine Sense an always-on passive for Paladins.
- Use the revised rules from Tasha's for Rangers.
- Let Thief Rogues use DEX in place of STR to determine their inventory size.
- Give all Sorcerers the features of Wild Magic on top of whatever else they get. These features should be core Sorcerer features.
- Give Sorcerers an extra Metamagic at level 6.
- On the Wild Magic table, change basically any entry that says "1 minute" to "1d6 hours" or "1d6 days." Cut any line that says anything like "it [disappears/reverts to normal/returns] after 1 minute." Let Sorcerers actually be fucking weird.
- Give Sorcerers chaos bolt for free.
- Attach the Hexblade feature that allows you to use CHA for attacks with your sword to Pact of the Blade instead of Hexblade (they'll be fine without anything to compensate).
- Add an invocation called "Fell Legions" for Blade Pact Warlocks that gives proficiency in medium armor and shields.
- Any invocation that essentially expand your spell list (Bewitching Whispers, Dreadful Word, etc.) now provide one free casting of the spell per short rest.
- Cut prepared spells from Wizards, they can just cast any spell from their spellbook. Only give them 1 free spell per level, rather than 2.
- Add a line to the Grappler feat that lets you grapple a target 1 size larger than normal, and you deal 1d4 bonus damage to targets you're grappling.
- Make light and dancing lights 1st level spells instead of cantrips.
- When combat starts, PCs roll initiative trying to beat [10 + enemy DEX mod]. If they succeed, they go first; if they fail, they go after the monsters.