Thursday, May 9, 2019

Mechanics that focus on Prioritization and Agile Thinking

As a gamer, when i see an attempt to do something I think about "rolling to do something".
Now that I know the default of even a skilled task i 15-50% success (skill 10 in gurps but considering many -0 to -3 difficulty), I plan - which is like telling the GM: "I do this easier task (+2 to +4) that gives me a +1 bonus to my goal task" rolling these tasks and spending the time to do this tasks before doing the major task.
Because now its not a matter of succeeding - its a matter of prioritization: Which tasks will I do many minor tasks to buff my odds to succeed. So now Time = Success.

  • I cant wait to run a game where I use this mechanic and See how the players PRIORITIZE their time instead of opportunistically rolling. 
  • I want to see how creative players can be in Defining the Minimum Viable Product - the special skill of breaking down Goals to Achievable small wins and the minimum win they need to achieve their objective. 
  • I want to see players Pivot and adapt their strategies, as now that they Time is their resource for success - Problems are Moving targets that change over time. 

Tuesday, March 26, 2019

Cult of Personality - Ego in the Games

BJ Recio and I had chance upon each other in BGC recently and I got to catch up on what he’s doing with #Manilaencouters and all the other things I missed when I was not active anymore in Gamers and GMs.

One of the things I realized now that I’m older was the need to have a “Cult of Personality” that this GM was the best and that his capabilities is the pinacle. So much time has passed and my work and life experience changed my perspective. It was BJ’s words -“Cult of Personality” in GMing that best described when the GM became obsessed in racking fame, being exclusive, and had to keep the attention to himself. 

I realized that - I realized the rush and the need for that validation and how stupid and petty it was. The level of EGO at play explained the fractured infighting in many RPG groups in the Philippines. “The Cult of Personality” kinda made so much sense of how how these all made sense the history of gaming groups and how they rose and fell. 

Players were scores or trophies. Being in the center of attention was crucial. And of course twisting reality and perspective was one of the most intersting results of this obsession. This got me to reflect a lot of my “sins” or “faults” when I was a GM through college and until I stopped Playing at around 2015. Family changed all that, I had to change my priorities and I had to stop gaming because the 10-30 hours per week of my gaming had to be transfered to: Studies, Health, and Family. 

There is a lot of Emotional Investment in the Games. When our minds are fully occupied by the game - how its a skill that gives us a sense of flow and a thirst for living - it can make me driven. I still have that Obsessive Personality that really mentally dwells on negative emotions and memories.  Games are very much addicting to me - except that earlier in life I had a hard dose of reality when my younger brother was a better GM than me. Thats when a lot of my reflections revealed a lot of my flaws. I loved him and wanted him to be best, but I had the selfish desire that I had to be better. I was the older brother. That conflict and realization stayed with me: it stayed with me when I flunked grade 2 and had to repeat, and it came with me when I realized the limits of my mental abilities and my place in the attention of the world and in life. When games are my world and I realized I was not the best and have so much to learn is what changed my path. 

Accepting my brother is better made me want to get better, the EGO was still there, now my brother and I was obsessed in learning as many techniques from as many GMs as possible. You see the obsession when you look at the Game Mastering Technique List I made in Google docs. I was still obsessed and trying to learn and to rise up. Things changed when I started Philippine Table Top RPGs in Facebook. When I learned the mistakes of the past and the ego involved. I learned to Tolerate and Accept people and different gaming philosophies. I dont know when I became more Humanist in my Gaming - that I accepted the rule of Fun and learned to get along with good behavior. 

This is when I learned the CONSENT cardinal rule in TRPGs. That when a Player said this ws the Line not to Cross I took it to heart. And that MY GAMING had to evolve with those consitraints - if the Player had some boundaries but wanted to play with me - they could and I can work around it. TRPGs is an exercise of creativity - I shouldnt feel constrained as a GM - imagination is my resource. 

This is when I learned about the example of abusing consent that popped in my radar. The twisting the consent to maintain power over someone. That was when I remembered my brother and how I wanted to stay the top dog - to still be the older brother and to be the best. I realized then the amount of EGO I had invested in my Identity in Games and how I didnt’ grow. Everytime someone thinks theyre the best - they fail to be the student. This is where the Toyota Production System, LEan, Stoic and Humble philosophies of knowledge re-arrangded all my perceptions of myself for the EGO and selfishness I had. I could see it in BJ’s example and I felt really bad how much I’ve stagnated when I believed in my own superiority. 

NOw I see gaming groups and gamers are all in their own Journey and there are ups and downs and they are all in various stages of development. Like a good story - one’s progress in the story doesn’t make it better farther down its progress: we can rewind and fastforward in every point of time and we can see every painful part that needs to happen for every point of development. 

Its like having kids, knowing that any tiny change in history would have resulted in different personalities than that what we have now. Narrative Bias makes us value the flaws and the sequence of the story, despite that any change in our most precious loved ones will be irrelevant to who we are now or the infinite number of variations in probability they could have turned out to be. Narrative Bias helps us grow “Stockholm syndrome” making us love our current circumstance because of our human limitaitons. 

I’m no saint. Hopefully those who suffered when I was a bad GM to can forgive me with forgetting and not ruin the hobby for them. I hope I can play again one day, probably when my son is 10-11 and my daughter is 5, or probably not. I wish I can teach this to my kids and save them from the pain and threat of having a permanent flaw in this fully recorded age. With everything so much recorded and stored, I guess we need to be able to love people with their flaws more now than ever. To allow people to learn and forgive. 

I hope I get over the need to be the center of attention and just let people have fun, and take a place in helping it along. 

Thursday, February 28, 2019

Gamer Take Away from PMBOK Skill and Action Part 1

PMBOK (Project Management Body of Knowledge) an inspiration in talking about and discussing RISK and Occasion to Roll. before we go to risk lets talk about Skills and Actions.

Tentative Outline: 

Skill and Actions Part 1. Key gamer take away: thinking in What performance in controlled conditions and out of Control Conditions. Allows the Gamer or GM to Identify what the Player or Action Automatically succeeds or fails, and What is not up to them but the Chance within the circumstance.

It is possible to commit no mistaks and still lose.

Thinking of Risks as Areas of Control and Out of Control Part 2. Key gamer take away, Players and GM will not just have the ability to improvise problems (by being more conscious of risk) but able to Think-Fractally/or Mentally Scale Problems to Macro or Micro levels as needed.

Skills and Actions

Its the same thing and its not. For our purpose lets say a Skill is a mental or physical Skill a Routine or a Process that can vary in Complexity. Action pretty much the same thing, but when we say Action it means something we can do with Geat Certainty. An Action is a SKILL where the factors is within the PC's/Actor/Agent's Control. 

When we break the idea up to these two components, we have Actions that succeed, but the Objective of the Action fails. 

Example. Trying to Convincing Letter to someone of your cause with writing, vs Putting pen to paper and writing the essay. The Action is Writing - putting pen to paper and able to write.   

Skill is about the Process, Action can also be the Process but focuses on a Process that has very defined paramaters. 

To be Continued. 

Closer Look at Skills and Actions Part 3. (probably burned out at this point). Key gamer take away - how to work with an Evolving Definition of Skills. Your definition of skills WILL change as you go into more intensive problem solving. It means that over time and complexity you will have to redifine your skills and assumptions and update your definitions and how to approach this and allow New Players to Quickly be up to date.

Drafted Outline, that is the Drawing Board:
Thinking of an Adventure and Scope Baseline = Areas of Control + Areas out of Control.
The hard parts, the Actionable Parts: What makes this parts hard? (Practice and Study).  
Identifying the Stakeholders and Risk. 
Identifying the Actions that Improve the Chances to Make an Opportunity. 
Actions are a Resource. There are ACTIONS that influence our chance of success in a given opportunity. 
DILIGENCE. taking the time to Understand and Work on a problem.

Tuesday, October 9, 2018

Hi Guys I'm migrating to

Hi Guys I'm migrating to

I'm hedging my bets with Plusplora

Sunday, September 16, 2018

Update, out of Practice.

Update that I'm so out of practice I've forgotten most of the things I usually carry around in my head and replaced with work related Game Material. 
Basically If its Bureaucracy, Processes, Social Challenges, Leadership, Management, Logistics, etc... I can probably run those kind of games on the fly. 

Of course I'd rather fix my Home brew or GURPS spreadsheet for Modern Games that allows me to generate characters based on Philippine Industry Demographics. 

Most of the projects I want to do thats gaming related would take 200manhours in its smallest phase. I notice after 2-3 months I burn out naturally so I really need to break up projects into 1-3 month phases of usable deliverables.
You can take my last posts and pretty much analyze the trend of how much I've removed from my life my gaming so that I can fix the family business. I really wish one day I can afford to go back. I'm part of the Gen X generation that may end up working till we die, and while that may be a sad thought - i believe sadness and sorrow helps us accept changes and realities we really need to live with or else we will carry that baggage forever and distract us.

Sunday, June 17, 2018

Plan-Do-Check-ACt in EVERYTHING - even in Game Systems, and Game System Design

Seeing Cyberpunk 2077 and Cyberpunk 2020 it makes me wonder why it isnt an acceptable model to Rewrite a Scifi Setting every 3-5 years updated to consider all the new technology and Trends like a new D&D edition?

It would be so beautiful work of Documentation Management 😅. But I realize people are people and Change and updates are not very welcome, what's wrong with how I do things now? Still its an exercise of creating an Approachable Living System.

Its kinda weird since most Gamers I encounter in G+ are Programmers and Version Control and Iterated Improvements and Rollouts/handoffs are something deeply understood and appreciated. 

So PDCA in Everything - A System for Systems - is a very meta but usable framework in Looking at TRPG systems. TRPGs are not just Games but Playable Models of a Story (or Narrative "reality").

What's wrong of how I do things? Or Whats wrong with the Status quo?
Architecture is a word I encountered in CISP and in BPM that talks about Designing Frameworks - Designing how a System in teaching a Target system (Designing System A, System A is designed to Teach System B). Architecture is the Term for Designing System A. So wow take a breather.

Anyway, so Architecture in Designing a TRPG's Design would be kind of Heavy. But the things Some TRPG Game System nerds think in this way. They can put to writing the system by which they design the system of Developing the User Experience. Tobie Abad's works and his discussion of these works is what reminds me of this. This is Architecture. There is a Wikipedia Article in TRPG Design Theory and there was another book about it - which come to think of it was a great foundation for me getting into ISO, BPM, and other PDCA systems.

So what's the point
TRPGs is a great way to Learn some Key System Literacy skills that is essential in Learning more complicated frameworks and models that deal with real life work. The obsession about it is what allows us to get deeper and deeper into it and seem to see PDCA systems like in ISO or BPM (and the many other Process Frameworks) one of many systems we can understand as we've been given a system framework from TRPGs.

Its great education - its a life skill, and its fun to talk to other Gamers who think in System Architecture and find a FUN use of such  a serious skill. A fun use of a serious skill - how games and play is a strange evolutionary memetic of preparing us for harder problems ahead.

Saturday, March 31, 2018

Initial Cost and Running Cost of Skills in Life

So I've been keeping a notebook of my TRPG mental ramblings. One of the Key thing I've gotten into is Decision Analysis for stuff. I realize that the same Decision Analysis for a Car or a House has some parallels to Skills.

Becoming Literate in Chinese has an Initial Cost. This can come in the form of the Classes as well as the manhours invested.
Buying a Car has its Initial Cost, both in Manhours and Investment.
Getting into Linux has an Initial Manhour Cost.

Then there is a Running Cost.
For a car this can be the Gass, Maintenance, cleaning, parking, etc....
For Chinese its Usage of the skill, See forgetting Curve,

These two costs are a key to understanding Skills, Opportunity Costs in life, and creating a model in understanding what We Put Into pursuits and what can we expect to get from them.

How do I spend my Time is a question I always ask about myself. Its my reflection about what I should expect from myself. If I put my time in Family, Distractions, Skills, Work, relationships, etc... then I can only expect this is what will grow and what will evolve.

In the same way Character Creation and Development follows this basic principle. That What we spend time in is what makes us who we are. That our choices shape us - even our flawed choices (choices out of weaknesses ) shape us. 

Combined with the Scale of Manhours,
Tens, hundreds, and Thousands.

Plus the model Consistency
Reliably (of course exceptions do exist),
and Rarely to Never

Then add a mechanic for Conscientious Learning - that the Person Identifies with a Skill or a set of skills. That when it comes to this skill - he has some Flow .

And then a mechanic of Building Complexity:
Defining what 10s, 100s, and 1000s manhours means to the Character of a particular pursuit or practice.

Skills, the Pursuit of Knowledge and the acceptance of Forgetting (and Atrophy) of some skills is one of the most troubling and challenging aspects of the Real world that games simplify to make it fun - but when explored is quite satisfying.

I have the components of a Skill System that can be used for a Game but used to Ask some hard personal questions to the Younger me about what I want out of my life. Its easy to Answer for a Character but hard to Answer if it was really being asked of me. But in a TRPG I can explore characters and world views.

I cannot have all the Skills, I will have to choose between some skills in many points in my life, and will have to work with the ignorance of the skill I did not pursue (the inability to make an informed decision). That the world is changing - and that as awesome as a skill may be in a TRPG he real world will create so much noise, uncertainty, and screwed up incentives to devalue hard won knowledge and painful decisions. 

That the world does not care how much you paid for a skill - that it makes you need them but won't pay a fair price for them without a lie or a story. Speaking as a person from the Developing world where you can look out our Education index as see how unfair and inaccessible knowledge is to the rest of our country.

I see it when I have to plan in the scale of years and months the smallest detail of ability for personnel in our company.  That there is so much grift and noise - and skills (and people) are devalued in the machine of the world.