Showing posts with label an interplay model of roleplaying. Show all posts
Showing posts with label an interplay model of roleplaying. Show all posts

Saturday, 11 September 2010

The Flow-er Model: Step 4-7

This is the third part on the Flow-er Model. The first part is here.

Step 4-7 in The Flow-er Model concerns the process of play, it concerns how the players' input to the game are handled.


4. Agency (The will to grow)

The will to grow is what makes a plant out of a seed. Agency, to take action, to make decisions, is what makes play. Without choices, you're not playing a game anymore, or even interacting with the others. No matter if the choices are tactical, in-character or story ones - As long as they feel meaningful to the players, they will involve, activate and energize the players.

If you have a safe and secure environment (2), a clear and inspiring vision (3) and an openness for everyones' input, the players will jump to get involved in your game and start interacting with it! Active players means energy for your game and fun for everyone.

Now, I talk a lot about improv roleplaying, but I actually quite like D&D 4th ed. as well. What?!

Well, that game places player agency in its combat instead. Combat isn't planned, it's just a collection of conditions: These people have these powers, these people have these. They are at this place, and they have opposed interests. Now, let's see what happens! That is a very open setup, one that invites player input with cool powers. Also, between the encounters, our DM let's us mill around and explore his world at our leisure, going with the flow on our ideas and initiatives.


5. Blocking (Obstacles)
When players contribute to your game, they're adding valuable energy to it. Blocking is saying "No" to these contributions and energy. Blocking are big, ugly rocks in the way of your growth.

Instead of saying no, say yes. Say "Yes, and..." or say "Yes, but..." or say "Yes, if..." to other players' ideas. Take their contributions, accept them, and build on them.

That does not mean you shouldn't provide adversity to the players! You can definitly provide adversity by building on other players' contributions:
Don't take away their stuff, but let their stuff put them in trouble instead.
Let them see the impossible to see-high ranking official by their ludicrous plan, but have him angered by their hijinks and demand something from them.
Don't cancel out something that the player's have spent energy to obtain or plan or create, just raise the stakes instead - Add another risk, or raise the cost of failure.
Let the player's decide if it's still worth doing. Let the player's keep their agency and momentum.
Always build on top of what you get. Never take away.

And here is the big problem of pre-planning: When you've planned ahead of play, there is a right and a wrong, independently of what the characters are interested in. You have an investment in your ideas, you've already spent energy on them, and this means that at some point you are going to say "No" when you could have said "Yes", or you're going to let the characters head off in a direction you do not intend to build on yourself. In either case, you lose valuable energy and movement for your game.

When the players' wants to do something, that's a great opportunity for you as a GM. That's where their energy is, right now! That's what their interested in! Go there, meet your players where they are, and you'll have great reserves of player's energy and enthusiasm to scoop from and add to your game.

A big flaw in traditional game design is that skill checks are, essentially, blocking. You want do something - Great, either the game system let's you, or it says "No, you can't". It doesn't say "Yes, if..." or even "No, and...", it just says "no".

Crassly speaking, skill checks could be considered a blocking tool for the GM to keep the player's from straying off the right path of the scenario.


6. Clarity (Water)
Like water, both you and the game needs to be clear and transparent, or you will be blocking each other inadvertantly.

If the game rules are confusing and hard to learn, you will need to stop play and consult them. Only when you've mastered a game will it flow without interruption. So... don't design games that are impossible to master! (Duh.) Complex rules, sure, if you're okay with the player's spending the first sessions learning your game. Confusing, unclear and inconsistent rules, not so okay. Your players will never master those.

Also, the players need to be open and clear on what their intentions and interests are, what their visions are, either through conversation or through the system. Has the player's intentions and interests been clarified in step 3? (Shared vision) If not, the other player's are forced to guess, which makes nurturing difficult and blocking a hazard.

It never ceases to amaze me how hard it is for some practicioners of a hobby about talking with each other to actually talk with each other!


7. Yes, and... (Nurture)
"Yes, and..." is the opposite of blocking, it's taking another player's contribution and adding to it, nurturing contributions to make your game flow.

Mouse Guard is an example of a game that builds on player's contributions. When a player fails a roll, that doesn't mean sie can't do what sie wanted to do: Either trouble shows up, or sie accomplish what sie wanted, but at a cost, maybe getting angry, tired or lost. This adds more fuel to the story!

Is player reward, like XP, fate points, power points et cetera, a form of nurturing? Well, as long as it isn't a way to force the players to play a certain way, but rather something that stimulates the players and brings energy to the table - Sure!

A game can also invite the players to "Yes, and..." by providing inspiring output for the players to interpret. In the game Apocalypse World, when a character uses the move Sieze by force, you pick two or three keywords that define your action, and one them is "You impress, dismay or frighten your enemy". I can say "Yes, I frighten my enemy!" and then add "and I do this by quickly stabbing him, drawing my blade back, licking the blood off it and looking hungrily at him!" See what happened there? The game gave me a contribution that I got to accept and build on, I interpreted it according to the fiction and what it inspired in me. You can read more on this in my post on Designing with "Yes, and..."

A player can be nurturing by being a good listener, meet other players where they are coming from, understanding their contributions and adding to them. A good, nurturing player also feels safe, (Step 2) and doesn't try too hard. Sie doesn't try to be awesome, which makes play feel forced and unnatural, instead sie is obvious. Sie simply keeps an attitude of curiousity, spontanity and interest.

If you wish to learn how to be a nurturing player, that's beyond this model. Go buy Play Unsafe by Graham Walmsley, which explains it in an extensive and accessible way. Just as The Flow-er Model, it is rooted in improv theatre, but there should be something for everyone in it.

If you wish to learn how to becoma a nurturing game designer, that book hasn't been written yet. I will post analyses of games that inspired flow in me on this blog though, under the label "the flow-er model". Check that out for my thoughts on game design that makes flow happen.

The Flow-er Model: Introduction

This is The Flow-er Model. Go ahead, click it. Check it out.

The Flow-er Model as illustrated by the wonderful Anders Bohlin (DeBracy)

In short:

  • Energy is the basic currency of roleplay gaming. If your game has energy, it is going somewhere, it is interesting, dynamic and involving. Simply put, energy is what makes roleplaying feel good.
  • This model identifies seven steps to cultivate this energy and bring it into a state of flow, which is what make roleplaying feel great.
  • The model is meant to be useful for both players and game designers.
  • The model places great emphasis on clarity, sense of security and sense of curiosity. It stresses confusion and rigidity as antagonistic towards flow.

Before diving in, a short introduction on my assumptions in this model:

Flow
Flow is psychological term for a state of total focus and immersion in what you are doing. You cease doubting and planning, you know what to do, and just do it. Performance is at it's peak, and all you need to do is to follow the momentum and your intuition, hence the term "go with the flow". Flow can be achieved in almost any task that requires concentration. The article on wikipedia describes flow as a very strong experience, but remember that flow is a gradient, not a strict category - You can have both slight and enormous sensations of flow, and everything in between.
For this model, let's consider flow as the moment when you're immersed in the game, whether you're immersed in your character, the story or overcoming a challenge. Everyone is active and throwing out great ideas, the mood is at it's top. Simply put; roleplaying that feels great.


Interplay
Energy and flow is something that happens in play, in the group. To me, roleplaying is primarily a group process, it's what happens between the players. It is not primarily obeying, exploring or using a game book.
What the game book is though, is a participant in this process, just like the other players, one that shapes this interplay. A game as written can facilitate or inspire energy, but the game book never has flow or energy in itself..
Also, when I refer to "players", that includes the game master. (If the game utilises a game master at all)


Play style
This model is drawn from my personal experience, it's a way for me to map out what makes roleplaying feel great. Although I feel that energy and movement is what makes roleplaying enjoyable, other people might of course emphasis other qualites of roleplaying.
Also, the model places a great emphasis on improv roleplaying and story games, which I feel are the kind of games that lend themselves best to flow. If you are new to improvised roleplaying, this is as good a place as any to start learning about it, and how it works.


Improvisation and pre-planning
In my model, I draw a lot from improvisation theatre, and in a way the model is born out of my experience in both improv and roleplaying. Throughout the text I problemise and criticize the tradition of planning stories and scenarios before playing. This is not because I hate that kind of roleplaying, but because I hope to develop both the traditional and the improv style of roleplaying with my writing. My goal is to make a model that is useful for all kinds of roleplaying, that inspire and provoce development in the entire field of roleplaying games. I hope everyone can find something informative, inspiring or useful from this model.


Okay, let's go!

Tuesday, 24 August 2010

Roleplaying games: Designing with "yes, and..."

This is how you make characters in the storytelling game "Do, Pilgrims of the Flying Temple", by Daniel Solis. Basically, you look around the room and choose an object for how your character helps other people, and the word that describes that object describes how your character gets into trouble.

I love it!

Check it out, I spent some time just coming up with characters:
* Unlit Lamp - Illuminating to others, but lacking an insight in hirself.
* Half-full glass - Makes things transparent and clear, but constantly hungry for more.
* Solid Tree - Nurturing and lifegiving, but set in hir ways.
* Dirty Machine - Efficient and uncomplaining, but uncouth and rude...

I think this is excellent design for roleplaying and collaborative storytelling. It is both simple and inspiring, which I consider the two most important principles for designing roleplaying games.

So, why do I choose "simple" and "inspiring" as the two chief principles of roleplaying design?

I'm going to springboard off of this and describe the foundation of my improv/roleplaying theory. What is improv and roleplaying?


Improv

I've written an introduction to improv here, but what is relevant to us right now is the process called "Yes, and..."
This is the cornerstone of improv, and it means that instead of blocking other peoples contribution you first accept them, and then build on them. Simple!

Here, check out this short game that plays with the "Yes, and..." principle! http://www.youtube.com/watch?v=Qe2a3ppacUk

(I lack a better word for "yes, and...". In swedish there is a great word, bejaka... (to actively accept, affirmation sort of))


Roleplaying

I consider roleplaying as basically the same process as improv theatre:
* A bunch of players talking to each other, creating, accepting and building on each other's contributions.
* Building on other people's contributions rather than blocking them is crucial, because then the game goes somewhere. Blocking instead blocks progress of storytelling.
* Thus, movement is the basic measurement of interesting storytelling. To have a good, creative movement is to have flow. This is the ultimate goal of roleplaying.
* Roleplaying has a unique oppertunity compared to improv, through! There is also a game present in this interaction. A good game will inspire flow, a bad game will block it.


Roleplaying games

I think many roleplayers would consider the roleplaying game as a simulation which you emerge into. Roleplaying is primarily the game, so to speak.

Personally, I consider roleplaying primarily the interaction between players, with the game as another participant. It is the players who set up expectations for the game and a shared vision of the game world, but the game does a very important job of informing these expectations (For instance, saying "You're all supposed to play powerful mages in a medieval Europe setting") and the quality of interactions between the players. (For instance, saying "When you are working magic, roll these dice and tell the game master the results")

Roleplaying can be focused on making strategic and tactically sound decisions, immersion into and acting your character, or creating a story together. All of these cases though, are about immersion into the game, and thus a possibility to attain flow.


Designing with "yes, and..."

Okay, so those are some improv-roleplaying theory basics.

So, if all roleplaying games should aspire to attain flow in the participants, how do you write a game with visions, game rules and other game structures to reach flow? I say there are two principles of game design to attain flow when playing:


1) The game must be clear, and not distracting from flow
Meaning, it should be easy enough to grasp and not slow or requiring referencing during play. It should be clear, rather than confusing or ambigous.

When playtesting Berättelser från Staden, I found that when the rules were newly written, they were often unclear and ambigous, and the players became too occupied with figuring out what they actually were allowed to say and not to say within the game, who held story authority over what, etc. Rather than just going with what they felt like, they had to first figure out the game before they could feel safe in the game.

Just as people can't function in daily life without a sense of security, players needs a sense of security when playing a game. The structure of the game, the rules and boundaries needs to be clear. Not to avoid cheaters, but rather to make the players feel secure in what they are supposed and allowed to contribute to the story. The players needs a shared vision, shared expectations, they need to know where they are, and what what they're doing.

In other words, the players should not be spending time figuring out how to play the game, they should be spending time playing the game.


2) The game should inspire flow

Meaning, the game should add it's own impulses, inspiration and movement to the game, to which the player's can answer "Yes, and..." and add their own interpretation of these impulses.

This way, the game does half the work for you, and you do the other half. It is always more interesting to work on and interpret the impulses of others, than just straight up telling a story on your own - Which is not interesting at all, but rather intimidating, even!


Inspiring flow

Some different ways to do half the work for someone and thus inspire flow are...

1) Lists

Lists from which the players can pick concepts. In Berättelser från Staden, play starts with the players choosing from a list of ideas to build a story on, such as...
- The crows whisper their secrets to a man on his balcony
- A young man is going insane over the murder he has committed
- It is the hottest day in summer
The same model is used in In A Wicked Age by Vincent Baker, and called oracles. I provide basic concepts, the players pick one and use hir interpretation of that concept, the inspiration and images that pop into hir mind.

2) Concepts
Rather than a long list with short concepts, you can make a short list with extensive concepts. Character classes are a good example of this, highly stylized character concept choices which inspires and awakens ideas in the players minds. Dungeons and Dragons and Apocalypse World are excellent examples of these. Choosing between an Avenger and a Warden is inspiring. Choosing between proficiency in Electronics or Rifles is does not evoke the same imagery, for instance.

3) Questions
By asking someone a question, you have done half the work for them. When I say "Hey, what does The Great Frog Cave look like? What does it sound and smell like?" I'm making a contribution for someone to build on. Likewise if I ask "This woman, Beth, is coming at you fist firsts, trying to beat you up, why is that?". That is something you can say "Yes, and..." to! Again, Berättelser från Staden and Apocalypse World.

4) Looking at things around you and then interpreting them
Which I've never thought of, but Daniel Solis proves it can be done! Do, Pilgrims of the Flying Temple.

All of the above methods sets the style and vision to work with, relieves you from complete storyship authority (which can be very tiring and anxious-inducing, as we fear failure) and brings ideas to you, ideas you wouldn't normally think of, ideas which hopefully inspires you to creativity. Also, note how they all require you to make meaningful choices. Playing is making meaningful choices, which is a whole fundamental part of game design on it's own.


In conclusion


Good game design achieves the following:
1 - Gives your players a sense of security.
2 - Inspires your players.
3 - Let's your players make meaningful choices.
4 - Clarity, meaning the game does not block flow.
5 - Gives your players techniques to avoid blocking flow.
6 - Profit! (Achieves flow)

The foundations of these achievements is built by communicating a shared vision of the game, through setting, rules, design and accessories (dice, cards etc) and even the wording of the text. A game should put images in the players' heads, and the basis of these images need to be roughly the same.

Cross-platform
Compare the rules of a roleplaying game to the set up or rules of an improv game. Improv games also provide some structure for the players to act within. ("The rules are, you may only speak in gibberish, which your mate then translate as he wishes. The setting is, you're holding a lecture on frogs.")

It is interesting to see how my opinion on game design mirrors my views on mental health, with emphasis on sense of security-creativity and meaningfulness. (See my Model of mental health and Meaning, story, understanding) Then again, that's why I started this blog.

Breath of air, diving in

All of my life, I've been very good at distancing me from my opinions, keeping myself sceptical and doubting, nuancing things carefully. At this point in life, I feel like I have reached a sort of peak, a sense of security and confidence in myself and what I have to say.

I've started believing in my ideas more, ready to fight to prove that they are in fact true.
I believe in my capabilities, I know that there are things that I can do, and that I can do real well. I feel secure in this.
But I still feel that I will hold on to this foundation of skepticism and doubt, a good insurance from losing perspective of oneself.

This blog has probably played a major role in this.

I feel I've found proof that the models and ideas that I have written here mean something. They might not be universal (for everyone) truths, but they are most definitly truths.

Yet, there is one thing this blog lacks, and that is other people. The perspectives of others, the discussions that can challenge my thinking just enough. (I'm very good at critizing myself as it is!)

I got what I was asking for with the discussion thread on Story Now and rollspel.nu, replying my Why don't women play roleplaying games?-post, so I'm writing a follow-up to that. I think I'll remain in the topic of roleplaying for a while, I have some other posts in that domain coming up. I've also done a really nice interview with Tomas Halling, dada performance artist, about improvising. That'll go up once I'm done editing it.

Thursday, 24 June 2010

(4/4) Roleplaying tradition

This is the fourth part in a series of four. The previous posts have been on accepting tradition in cognition, identity, and ethics.

Traditionally, designing roleplaying games have been based on writing simulations of a fantasy world. The setting is written in an effort to construct a complete and cohesive fantasy world, and the rules are written to arbitrate what the most probable (and thus realistic) course of events would be in a given case. For instance, the rules tell me whether my character succeeds or fails any given endeavour. They tell me if my character hurts hirself, and if so, how badly. (And that's basically it, really)

Just as there is a tendency to accept the norms of society, the norms of roleplaying design have for long gone unquestioned. This is enhanced by the striving towards realism in roleplaying games: Since the rules are based on reality, the design and focus of these rules can very easily be considered given by nature and thus right.

The last five or so years, this has changed. There are indie games with setting based on storytelling rather than world simulation, with rules to guide said story telling rather than provide realism. The design traditions of roleplaying games as a whole is changing, accomodating new perspectives.

Just as we need to scrutinize the traditions of our society and ask us what the effects of these traditions are, what it means to use these rules, even if they are justified by realism.

These are some of the traditions I'm thinking of:
- Failing a roll blocks your creative input.
- The game master and players' nfluence on the story is discussed from the perspective of authority and force, and not from the perspective of trust. This teaches the game master and players techniques that run counter to creativity.
- The game master is expected to pre-plan the scenario and lead the players through it, putting all the work on the GM and none of the creativity on the players. Players building little dice towers out of boredom, and forced combat encounters where not uncommon in my youth, simply because the story didn't feel relevant to the players and their characters.
- Communication between players and GMs are not adressed, players are supposed to accept what happens in the fiction, even if it isn't enjoyable fiction for them. Either that, or force the story their way through their characters.
- In short, there is no way of synchronizing the expectations of players.

Many of these, I've adressed in my posts an interplay model of roleplaying and creative roleplaying.

These problems do not need simple fixes, they are the symptoms of something fundamental missing in roleplaying design. What they need us as game designers to finally and fully do is to adress roleplaying as a creative interplay process, not only as a simulation.

Players has learnt to cope with these problems by their own intuition, but they need to be brought into design, tested and analyzed methodically. Tradition is not enough.

Sunday, 2 May 2010

Impro and creative roleplaying


On impro theatre
You can read my introduction to impro theatre here.

Since impro is made in the moment, the actors have to remain in the moment, spontaneous and open to their own and others idea. If you get an idea, act on it; If you notice it feels right to tap your foot, then do just that, and then build on that. If you notice another player bringing an idea into the scene, accept it and then build on that.

In effect, you have to remain sensitive and open at all times. Never plan, never force the scene to become what you would like it to be. Impro is a collaborative effort, you need to get a feel for where you as a group are going right now, and go that direction.

Imagine that our story is a train, and that our ideas are it's fuel. Whenever someone brings an idea to the scene, they bring energy to the scene, moving it forward and energizing the other actors. You need to recognize energy when you see it, grab it and use it.

On blocking in improvisation theatre
Blocking, or rather avoiding it, is a central concept of improvisation theatre. When I introduce an idea and you reject it, that's blocking.

Let's say we're playing a scene about a burglary, and we're considering how to get through a security door. I say "I've got just the thing, I brought the dynamite!"

You could say...

"We'll have to find another way around!" which would be ignoring the idea. Perhaps you're not paying attention to the other actors because you're occupied with planning a window-break in-scene.

"No, this door is dynamite proof!" which would be cancelling the idea and making the last exchange pointless, not moving the story forward and thus dull. There is a tendency to add complications to stories in impro and roleplaying, to make them more exciting, but this is still blocking, putting a dead stop on the idea.

"You doofus, the door is wide open!" which would be sure to draw some quick laughs from the audience, but it would also be rejecting the idea.

All of these are blocking in some form. I've offered energy, but you've discarded it, pulling the brakes on our scene. That's bad. Energy and momentum is vital, our scene cannot live without it. Let's look at accepting:

"Great, let's do it!" Alright! You take my idea an add more energy. Let's go!

"The dynamite!? Whoa, that's dangerous! Can you handle it?" Here you take my idea and add a complication for more energy. Notice the difference between adding something to the idea and cancelling it. (The dynamite proof door-reply) The story is still moving forward! This is the proper way of adding complications.

So complications != blocking. Undoing other players contributions is blocking, and that can be both by providing roadblocks or solving their character's problems for them, if they were interested in exploring these problems.

Blocking in roleplaying games
What's funny is, while blocking is a deadly sin in impro theatre, traditional roleplaying games are built on blocking. The game master has complete control of the story and the players have complete control of their characters, what they do, etcetera. But consider this: If the control of the characters belong to the players, then all the numbers and dice rolls are a way for the game to say when they can't do whatever they like, effectively blocking them

So we're playing, and you say "I run across the roofs to escape, jumping from building to building, staggering on the slick roofing tiles in the moonlight" Cool! That's an idea that inspires me, it gives me energy, get's me engaged in the story and we're heading somewhere. Now the game master says "Roll for Athletics, difficulty 5", so you roll the dice, and they say... "No, you didn't".

And that's it! Talk about roadblock! All that investment and the game just throws it away.

Now, you could argue that it's up to the GM to keep the game moving even with failures, but the matter of fact is that games have traditionally been written so that;
1) If you want to act, you roll.
2) If you fail your roll, your action fails. The game doesn't give you tools or advice to keep the story moving from this point, at all. Hey, most players wouldn't provide the kind of creative input I quoted above, as it would be in vain anyway if your dice roll failed.
3) As a matter of fact, the game can punish you for failing. Injuries provide negative modifications to your stats, making future failure more likely.
As a matter of fact, I've seen GMs use dice checks with the purpose of blocking, so that the players doesn't stray from the pre-planned course or scenario, or to make sure the players doesn't get anything for free. I don't think these are rare cases, either.

Consider that: The players (the players, not their characters) want something, and it's your job as a GM to make sure they doesn't get it. Why should you do that? When the players want something, that's where their energy is, where their interest lie, that's how you get them fired up. You need to go there, give them what they want, add complications if you wish, but give them what they're interested in.

Forcing
In traditional roleplaying, the GM has a pre-planned vision to lead the players along with. In a tradition were communication between participants is seen as distracting from immersion, the only way for players to realize their vision is to force it through the rules.

Trad gaming is soaked in this philosophy of influencing the game through force.

When trad games implement player influence, it is usually in the form of points with which to buy your influence. When trad gamers discuss shared storytelling, it is in terms of authority, rules for when you as a player may force your vision on others.

But force never leads to creativity. Trust does. Forcing is blocking.

No wonder the game master doesn't trust the players to muck up the story by forcing their influence on the story, because force is all they have.

But enough with the critizism.

To play with creativity
Improvise. Collaborate. Keith Johnstone says in his books on impro that everyone is creative, if they just trust theirselves. Trust your players. Provide a clear, shared vision, and create from it. Don't use force, use openness. Let your character and your ideas be vulnerable, allow them to change. Find the ideas in the shared imagination, not in what you have planned out for yourself.

Listen, like really listen, to each other. Communicate. Do what you feel is fun and gives good movement to the game. If you don't like something, say so. You needn't have anything happen to your character if you feel it is tedious, unpleasant or not fun for you as a player. There aren't winners and losers in roleplaying.

Don't block.

Rules should be written not as laws or maybe even mechanisms of rewards, but as something to relate to, to make the story more tangible and inspiring.

Litterature
For now, I'll have to point you to further litterature rather than developing this theoretical body.

Graham Walmsley has written the book Play Unsafe on how to adapt Johnstones ideas of impro to tabletop roleplaying. The books, Impro and Impro for storytellers by Johnstone are just as relevant.

John Harper has written Lady Blackbird, a free quick-read game which is improvised, provides a clear and inspiring vision, minimalist rules, rules that inspire story-making a very non-blocking resolution system, and advice how to encourage collaborative creating. Harper is also working on the excellent game Danger Patrol, where a single scene is all the prep the GM does pre-game.

In Mouse Guard by Luke Crane, all actions are successes. If a roll fails, the GM either introduces a complication or gives the character a harmful condition - Sie gets what sie wants, but at a price. No blocking, just adding to the story. The condition mechanic is present in Lady Blackbird as well.

On traditional roleplaying games and indie games
As I critize the traditions of roleplaying, does that mean I wish to promote indie roleplaying games and devalue trad roleplaying?

No. Roleplaying as a hobby is just 30 years old. There is no money in roleplaying, and thus there are no professors of roleplaying and you can't go to roleplaying design college. Thus, the development of roleplaying games are happening right here, right now, and to me, challenging and analysing the assumptions of trad rpgs is how to develop trad rpgs.
Indie roleplaying is just 10 years old, and even moreso trying to find its form. Is creative roleplaying the same as indie roleplaying? Is it narrativism? Or is it something else? You tell me.

Saturday, 1 May 2010

An interplay model of roleplaying


Background
My thoughts on roleplaying are influenced by my interest in impro theatre and client-centered therapy. Here, I intend to make a general model of roleplaying, and in the next post follow up the general with the specific, going into detail of "creative roleplaying", a style of play I am particulary interested in exploring.

In this model, I view roleplaying as movement, a process that is happening in the here and now of a group. Also note that one of my key concepts, flow, is said to require great experience - So perhaps my model is only accurate in capturing the process of experienced roleplayers?

In any case, In this post I make four statements on roleplaying in general:


1) Roleplaying is a group process
As a tradition, roleplaying games have been written as simulations. The books contain rules and the setting that together describe a world and its set of laws, and you are offered to bring your character to life within this world and experience it through that character.

But I believe that the act of roleplaying is not primarily a simulation, but a group process, an interplay between players. This is an aspect of roleplaying that just cannot be ignored, but historically it has been grossly neglected in the writing of roleplaying games. How often does a roleplaying book concern itself with how to take care of the other player's creativity, or how to settle on a social contract together? Oftentimes, writing roleplaying games seems to be lacking the assumptions that some people are actually going to play this. Perhaps the worst example of this is the following rules which where present in all (?) of roleplaying games released by the leading swedish roleplaying publisher in the 80s-90s:

1) The GM is always right
2) If, for some reason, the GM would not be right, see rule 1)

This is denying the interplay in roleplaying.


2) The ultimate goal of roleplaying is flow
Flow is the sensation of losing oneself in an activity, to be completely immersed and absorbed in concentration. All of your cognitive (thought) resources are in the game, so you don't have to consider what to do next - You just do it. You go with the flow, so to speak.

In my introduction to roleplaying I mentioned three aspects of roleplaying: Game, immersion and story. I believe flow can be achieved in all three.

I have experienced flow sensations in story-focused games when going on a creative spree with my fellow storytellers. To immerse completely in your character is the equivalent of immersive play. I haven't encountered flow in game-focused roleplaying, but since the sensation of flow is common to most task-oriented human activity it should definitively be possible when trying to best an in-game challenge, such as tactically mastering a combat scene.

Now, achieving this flow state should be understood as exactly an ultimate goal. Casual roleplaying can have the goal of meeting and relaxing with friends, but I believe that working with the assumptions that leads towards flow also work towards easier achieve casual roleplaying. Working towards flow is making the game smoother, simply put.

It might also be prudent to point out that constant flow is not necessarily a good goal for roleplaying - In most stories, we switch tempo between energy-filled intense scenes, and refreshing and slow ones. In any case, I wish to make the point that a good game is one that moves forward, one that has energy.


3) Blocks are counterflow
So the game needs to go somewhere. It needs to move forward to be interesting and captivating, and anything that breaks this energy is counter to flow and enjoyment of the game. As these elements are blocking the game, let's call them "blocks". They are the phenomena that block the games movement, disrupts and distracts players when they are in the game.

Imagine that you know what do next in the game, you have a vision (I'll return to this) in your head, you just need to verbalise it to bring it into our shared imagined world. If you're interrupted in that process, you have been blocked. Your movement loses its momentum, and thus the game loses momentum.

What counts as blocks depends on what you're concentrated on, of course. A player immersing in hir character and the fantasy world is blocked by out of character-discussions between players, or the game master breaking out the rulebook.
A player focused on creating story is blocked and disrupted if elements that run counter to the storys established mood is introduced.
Most everyone is blocked by long discussions on how to interpret game rules during game time.


 4) You need to share the same expectations on the game
When doing roleplaying, I believe that shared expectations on the game is the very foundation without which rewarding interplay between the players are impossible. The greater extent of shared expectations, the better the game works.

Expectations can be social expectations, such as "We all show up at Daniel's place at six o'clock" and "We don't make fun of each other's characters". Let's call these the social contract.

They can also be expectations on the game world, such as "My character is a real upstanding hero, I expect others to view that way too" or "I expect those vines would be a perfect to climb that wall". Let's call this vision, how we see the game world.

We can use expectations to construct three levels of how well the game is going. I will use a graphical representation of the interactions between four light-beige coloured people around a gaming table. Pardon the eurocentricity. :)






4.1) The expectations aren't shared








If this is the case, you have a problem. If the players have different ideas of how to conduct themselves, what goes for this group, which mood is appropriate in the game, and how events should resolve in the game ("I hit you, you're dead!" "No I'm not, you missed!" to quote a classic line from children's play) you get frustration and conflict among the players.

Players might resort to try to enforce their vision on the others rather than working collaboratively.  "Okay, your character is making mine look bad, but I expect him to look cool, so I'll have to kill your character" or development along such lines is one way of reaching your personal vision by force. This means constant blocking of each other.




4.2) The expectations are shared


If this is the case, the vision of the game in each players head are matching. When you verbalise your vision, it doesn't block anyone elses vision, but rather works in concert with them, creating a shared, sustained fantasy. The game gathers momentum and it goes somewhere.




4.3) Flow



Without blocking, the players can get into the flow together so to speak, and their visions are not only matching anymore, they become a communal vision shared by all, almost tangible. The players can scoop story ideas, in-character lines, et cetera from this shared vision without hesitation, just creating and creating together. Each contributition builds on the previous, moves the game forward and energizes the other players.

This should be understood as a continuum. There are always some amout of blocks appearing in all games, and a flow or sensations of flow can be achieved without being completely immersed in the game.

You can draw a parallell to my model of mental health, at the bottom we have defensive-aggressive, in the middle communal and at the top creative. When roleplaying, just as when living our life, we need a sense of security. A sense that my contributions works, that they are worth something, that they won't be blocked, and that I won't have to justify myself.


Conclusions
No matter your creative agenda (Game, immersion, story), roleplaying is a group process. As a player and a game designer, you have a responsiblity to take care of other players creative input - Probably most relevant to immersion and simulation games, where it is easy to hide behind in-game logic. "But that's what my character would do!"
Games should be designed for clarity above all things, as confusion will lead to blocks of the game. Clarity builds a sense of security of which the players can work creatively from.
Games should be designed to provide energy to the group, not to drain energy.