Showing posts with label Gaming Life. Show all posts
Showing posts with label Gaming Life. Show all posts

Friday, December 3, 2021

2-3 hour games: Players help each other and the GM

This is a part of an ongoing reflection of running games when you have very little time left because of real life. 

Games are primarily a conversation, particularly the player narrating something that engages them strongly. Placing their character in a situation they are strongly conflicted about: it is not just something they like but something where their character has stakes and but their character's personality (人物性格)and history/background (来历). 

This means that in a 2 hour session, the GM has to set up something that will get the Player to engage and narrate. 

If you've tried to control meetings and realize topics tend to be uncontrollable in scope. Meetings with substance that cannot fit in an email are 1.5-2 hours long.  We talk about concepts as dense as world-building and character history and motivation in most Biz Analysis meetings. 

So how do we prepare for such games? Again the principle of a PLAN tells us if we are need to change what we are doing means we write down the inputs, actions/processes, and outcomes we intend.  So we write down our plan for each player and ideally arrange that in a MAP or Diagram. 

On the diagram we map the 3 phases of the adventure (expectations/set up, the conflict/violation of expectation, and the outcomes that pay-off the players). 

A box/process (in chinese process can be translated as 经验,经过,to go through is easily confused with the concept of experience) we name this our PCs/Players and place them working backwards from their outcome to conflict and what input or expectations will trigger a particular experience in the player. 

 Keeping it Simple. 
Just write the Hook or the Outcomes for the Players and their Characters. Someone wants to feel heroic and tough, someone who wants to feel smart, someone who wants to feel charming, etc... know what each player wants to feel to get them into the adventure. 

Then helping them get there. This doesnt have to JUST be the GM - get the players to psycho-analyze each other, this also helps the GM by making the players already know some of the plan to get another players pay-off and helping it along. The Players all help each other get to their character's pay off, not just the GM. 

GMing with a strong improvisation and trying to buy in a PLAYER is a lot of emotional labor, the GM has to arrange it that other Players help in the emotional labor. It is incredibly wasteful (inefficient) when the GM buys in each player - like he or she is performing some service - its the group and all the other players playing along and getting everyones characters into position AS well as helping the GM pivot or improvise when the conditions change.   

Lets not just have fun, lets help each other figure out how to have fun. 

Specific Actions: 
  1. Give the GM feedback on their observations what would make another Player enjoy the game. 
  2. Give the GM options how a scene will play out and its consequences that push the story towards the GMs intent. 
  3. Perform Actions that help other Characters enjoy the game more: ask them for aid, give the Character a reason to help or participate. 
  4. Tailor a scene or situation (framing) it favorably to the target player. 
  5. its ok to be transparent that the GM is trying to get them to THIS conflict or scene, how we get there. 
  6. Hangout just preparing for the game, earlier or after session to help make the future games better. 

Friday, December 25, 2020

GM's perfect knowledge, Old-Min-Maxers, Adv/Dis, Gamer Education

As I got older I stopped mastering the Modifier Tables to Rolls. When ever I see it I end up invoking D&D's Adv/Dis to simplify. Its easier to assume GM's perfect knowledge and instead discuss assumptions with the GM. After learning Quality management (TPS, LEAN), Critical Path, Risk Management, and Art of War and 5 Rings all discuss Actions that can be Taken before Taking on Chance > Getting Old I discovered Due Diligence, Attentiveness/Mindfulness, and Tedium strategies.  

GM's Perfect Knowledge: We discuss GM's assumptions

One of the concepts in TRPGs is the GM's perfect knowledge on a situation. Its an assumption, rule , or mechanic. A GM can be mistaken but it always depends on the Assumptions in a given situation: 

Example. The GM can declare that Jack has 50% success. If the GM declares his assumptions - like "given the current circumstance in your negotiations, Jack has a 50% chance of succeeding". Then the GM can credibly invoke his perfect understanding. This changes when the Player alters the Assumptions of the GM. 

Player: "Jack is going to alter the situation by having Other Vendor Options. He's not just going to go to this vendor, he's going to shop around." 

GM: "Ok this will take X time and effort out of Jack"

Player: "Acceptable, has my prospects improved?" 

Now the Situation was changed, of course, the GM would say the First option was already the best in his setting or more likely the Challenge of Shopping around for a better option yields returns. 

(For me, if the FIRST option was better - then Shopping Around or Market Research makes me Appreciate the First Option if it was the best - but in the Procurement Side of project management - as I come from the Philippines and Construction and manufacturing has a lot of procurement from various trades my experience is 99% SHOP AROUND!!! But I do acknowledge some game where such due diligence is useless and the game is about others things) 

Some Actions are More useful than Others.  

In economics, engineering, and philosophy-logic some actions have more use than others. Why take a chance someone may like or not like my action - why Not Ask? Its better to look stupid and ask then to assume and gamble away the opportunity. Other examples are: 

its better to call the store before spending the long trip to get there if the item is there, 

in some cases its better to plan based on your Constraints than to figure out if you can Change those constraints to fit the Plan

Occams Razor is an example of Best Practice 

Its better to have a Checklist and level it to the chance of memory, Its better to write things down than leave if to the chance of memory, 

its better to resupply opportunistically than go into a situation you have no chance 

Confrontation is the BEST strategy in conflict resolution, (and you have to build up a lot of skills to be able to use confrontation more often - confrontation is not the act of creating DRAMA by the way but to approach the root of the problem with Keen Discretion - Boosting your Emotional Intelligence and of Course the Art of Conflict Management was very illuminating for me)

There are so many best practices that are UNIVERSAL. It doesn't matter what Game you play and even if the Game Opens up the terrible loop hole it Violates the immersion of everyone that they close it. 

More effective Actions part 2: Min-Maxing Effectiveness

Critical Path, Critical Chain, Technical Debt > Not only are some Actions more useful than Others, when you look across all your Options some actions shape the entire Cost, Risk, Scope, and Quality/Requirements of an entire Endeavor. 

Take min-maxer Game Theory nut like myself and teach me Philosophy, Engineering, Psychology, and Business and what you get is the Application of Game Theory (Optimal Strategy) that certain universal actions are more effective. 

And a TOOL of discovering these actions is using your Natural Empathy (what I consider a Latent Coping mechanism) to Virtualize another Being/ROLEPLAYING a person wiser and more attentive than ourselves and guessing how they would act in our circumstance. 

Due Diligence and Due Care Definition is a ROLEPLAYING activity where we role-play more effective qualities and strangely know or KNOW how to KNOW (like asking questions and doing research). You know a smarter person would know X, or would use X to factor this. You then Google what this is or you ask around what X would be for this situation. 

Ending up Applying Empathy to Augment our Intelligence.  

There is diminishing returns in maxing out a MUSCLE or a mental capability. World Building with its Multi-Disciplinary approach makes us Gamers exercise more mental muscles. The way BACK PAIN is a symptom of the disproportion of core muscle development a balance of muscle development makes the body stronger. This is true, for me, in our personal education and development.

World Building - the love of history, economics, art,  politics, philosophy, sociology, engineering, etc... of almost ALL the sciences that make up our world to be applied to make another Virtual World exercises parts of us we never get to exercise in our JOB, in our regular life, in the constraints of our scarcity of time. 

Imagination/Visualization, Empathy, and Skills now enhance our Overall Intelligence because like running VMs in the real world - we can create tiny experiments and models to examine a situation and break down its assumptions and factors. 




Saturday, November 14, 2020

Diversity and Acknowledging Different and Dissenting ideas

So I was talking with my brother, who used to run a larp, and he talked to me about how difficult it was to be a person of color in the gaming industry. 

Background Preface (can skip)

the family business has more female managers than male managers, we are a matriarchial company in Construction and Manufacturing which was shocking to people who know engineering is typically a Boy's Club. 

We used to move back and forth between the USA and Philippines, until we decided on our permanent residential status. Then of course my work makes me encounter our unskilled helpers who earn 200usd/mo and very much aware of the economic costs and status of people in the company - from unskilled clerks and laborers to college grads and most working-class Filipinos. I learned to check my privilege as Filipino upper management. 

I don't know if you notice I write about my work and how It relates to gaming and gaming and how it relates to work. 

Diversity and Different Points of Views

Gaming is an exercise of Modeling - you can model People with Empathy and you Can model Reality with Systems, Simulations, Case Studies, Mechanics, Etc... But in the end, we always have some crucial element missing, some element that makes us remember it's just a game - and that is our blind spots, our biases, our expectations, and what makes us who we are. 

As people, we have blindsided and biases. that is a permanent bug of the limits of our mental capabilities and the human condition. It's not a bad thing - it's a fact of life like mortality, our ability to only work with the "visible spectrum", and the limits of our medium of communication.  Our limitations remind me on how we need each other and that needing other people is not a bad thing. 
It's not a bad thing to need help, its not bad to give help, it's not bad to want a similar point of view - but it's also not bad to challenge our points of view. 

I'm currently undergoing an Internal Audit at work and always remember that the Unknown and uncertainty is where improvement lies - because a better system will be always not the status quo - the concept that the Horizon will move as we move towards it. 

Diversity - Differences in POV/Experience/Values, etc... is important to discover what connects us and what reality we share. You cannot find something "universal" unless you have a larger and larger sample size. you cannot have a "human experience" if you cannot little by little accommodate and acknowledge the experience of other humans. The push for diversity is the push to be able to be interconnected. 

We would want interconnection because we want to make decisions that both allow us all to benefit (Liberties) and prosper, while at the same time avoiding harm. The feedback mechanism 

How this relates to gaming?

Gaming: the world-building and role-playing and System Designing make TRPGamers have a lot of interests that relate to being able to tackle Diversity and find common ground, allow for dissent and difference of ideas and world views yet still agree on universal truths/realities, as well exercise the empathy and system thinking that allows us to approach the scary topic and world of being able to relate, be sympathetic, and find common ground with people of different worlds. 

Of course, I'm speaking of TRPGamers who kinda find the humanistic philosophy and science part of their identity. Those who have a concept and word association of being a TRPGamer - game theory, psychology, systems thinking, world-building, economics, demographics, simulations etc... concepts unified by being a TRPGer. 

There is playing TRPGs and there are people who grew up with it and see it as something else, the way some people see basketball, sports, hobbies as part of their identity. 

Work blog 

I can talk about this in the work or life blog, but those blogs all draw from my Gaming Blog. From the game and wanting to run and play particular games - life and work kinda interconnect. You can say its my framework for how I see reality. 

Saturday, October 17, 2020

My GM didn't intend me to like Bookkeeping.

Bob, my GM in Traveller, didn't intend me to like Book Keeping when he ran Traveller. He probably wanted to run traveller based on his current scifi inspiration at the time. What I took away from his game was really up to me and how I deal with the experience. 

So I got to catch up with my brother and I realized this in the discussion regarding one of our childhood friends and his dissatisfaction when his character was made to operate a Japanese manor instead of being a murder hobo. His GM and other players were there in the same zoom call and said he did a very good job, but he hated it. 

The business I ran in Traveller FAILED. It was all the classic mistakes that you see even now, even in the age of the internet and online classes and access to all this knowledge. I did not know my costs, and thus could not choose profitable ventures for the ship and thus we lost money and kept on taking debt. 

I loved it. It influenced the game I played under Mark Knights, where I played an Admin/Steward 贾. It influenced the character I play now in Bob's game which I play a character distantly related to the Character in Mark's game. The difference is in Bob's first game I had capital, I played a Noble and kept financing the ship till its Liabilities was several times over the Value of the entire business. 

But my ability to Take Failure and Accept it was because I had the good fortune to have enough love and support to be OK with failing. I am the "son of the owner", I am born in one shrunken middle class after the Marco Era, I had enough friends that correction is less painful for me than other people.  

On very sad take away is that: How I ended up liking the Bookkeeping and the Work Decision Making (which fueled my work.gameinthebrain.org blog) is how I processed the experience and given how we are all pretty "unique" I will probably never experience that kind of game outside the group I have. As well as very few people will every LIKE games that way. 

Bob did not intend me to like Book Keeping in games. I did not intend to LIKE bookkeeping going into his game. But that's what happened because the PAINFUL part of the game was something I had the good fortune to be able to process. 

If I tried to replicate it we have the HUMAN Variable of take away. Human is not a reliable or consisent value plus I also a Variable. I can fuck up storytelling. 

TRPGs grant XP to Players, especially when there is an unintended conflict between the Player and the GAME that tests, defines, and clarifies more about the Player than Previous Thought. Being a SAFE space, the player CAN convert the experience into something TANGIBLE. 


Sunday, May 31, 2020

Shameless Plug

I dont know who still reads Gaming Blogs or listens to them using Text-to-Speech Apps. I think people my age are into podcasts now, but sometimes prefer blogs when they dont have the time and want to skip tot he meat by scanning for key words. 

https://tryingtogamework.blogspot.com/ Is the overlapping Blog where I go to far outside Gaming and tend to talk about work and how I see work with the lens of a gamer. 

Know that I’m in my 40s and this is the same thing to me - its like I didnt grow up - I’m still a kid with just better toys or more experience with the toys I have now. All these skills are toys - to make a better game experience and gamify life to create a sense of agency, control, and acceptance of all things that dont make sense. 

I also have a youtube channel when I do gaming and work rants. I try to structure it - but I really have terrible working memory and my priorities are tangled with the need to make money and the needs of my attention to do only things my attention wants to do. The mess that is my skillset and perspective is the mess of being lucky enough to have enough and surviving to cultivate skillsets that are useless in the market - Gaming skills. 

Thursday, May 7, 2020

Survivorship Bias: you never hear about the losers; Traveller's Losers


Growing up wanting to be an Artist - I never heard about the losers - the people who failed to be artists. That's why I kinda like telling people I'm one of many who didn't make it, no one ever hears about or considers those who didn't make it. It seems society tends to turn a blind eye to it. 

Update. 
This basically means I should make all the Sample Spreadsheet of Ship Operations with Critical Flaws. I need to look at some old Accounting text books to look for some typical business problem while I do have a lot of real life problems to draw from. The challenge is that in Scifi TRPG the problems have data already - its symptoms are in the books, but not the cause. 
  • Work in Progress Built-up, speculative cargo with no payoff or strategy. The Speculative cargo are all "great deals" relative to their prices have accumulated - reducing remaining cargo hold and occupying 
  • Growing Overhead with no end in sight. The Maintenance Overhead of the ship keeps growing and the engineering crew is insufficient to manage the technical debt. 
  • A crew working with smaller margins in competitive but safe areas, loaded out for frontier safety but operating near hubs.  

Wednesday, February 26, 2020

Processing Games Emotionally oops I mean Processing Emotions with Games

If you notice the title of the Blog - Game in the Brain, then it may come to no surprise that gaming is how I process things. 

I got depressed last year, I saw the futility of my circumstance, and I just wanted to quit work. Every problem was preventable, but it required me to have extraordinary authority and resources to correct. It needed me to be above a regular person in some way. As the son of the owner, I felt that I had to fix every problem. I felt guilty and frustrated in the politics and the maneuvering that I had to do. 

Around that time, I was listening to the Late Ronald Siegel's The Science of Mindfulness, which was damaging my mental architecture. I was so used to multi-tasking and finding specific ways to get my dopamine hits that what the lecture was asking me was to give it up. 

I had a headache after listening to the audiobook while walking to work or doing a chore. It was because it was talking about being present in the moment. The lecture sent my brain to focus on my walking or the task. But then there was a conflicting command by being engaged with the lecture. 

I wrote a lot about it in my Work Blog and finally was able to process it all. To simplify Meditation is not continuous activity; the way Physical Exercise or diet is not a continuous activity. We diet and exercise at specific points of the day, but its effects are felt throughout the day.

I felt better after being able to realize the nuance of how it's supposed to work. 

Ronald Siegel's lecture led me to various other realizations and awareness of my behavior—mainly how I process my experience - and why I always Game. Or why I always have "Game in the Brain". 


When people think of mountains, animals, and nature to be calm, my safe and peaceful place is with friends and family gaming. I grew up with two other brothers with an hour's commute from school going home. Gaming is how we passed the time. Gaming is how we developed and became who we are. So it's natural that when I think problems at work, I believe it in terms of Game Mechanics and mental models that would be easy to run or play. 

So now I'm all grown up and have work—my work beyond my capacity and temperament. I'm a bit more fragile and sensitive than most people, and can easily fold up and get frustrated. My responsibilities are difficult with its Politics and Complexity, and scarcity that so many people don't understand. It doesn't help that my first experience in management was serious hustlers, scammers, and sharks. That we had to take over of our BPO's IT around 2011. That my first boss, who was hands-on, was not who he claimed to be. That the Plant where I had been later assigned had a ton of problems that I tried to fix solo and realized I needed everyone's cooperation. Every year a new challenge and a new terrible discovery of something wrong. Things became surreal and that I needed to process it, and I stopped gaming. 

I knew I had "game in the brain," but I didn't realize how much it figured into my ability to emotionally process everything I had witnessed and experienced. 

It is after the Mindfulness Lecture did I realize that I do like the work: the Analysis, System Building, Consensus Making, Active Listening, and Hacking systems to work with less and fewer costs. I realized that those fears and trauma could be separated from the Good and Rewarding Work. 

That Mindfulness aligned with the Gamer Mindset. That we look for Optimum strategies - not out of fear, anger, addiction to the dopamine, but because we See a System where we all affect each other, and this is how everything can be made to work. 

So the strategy of escapism takes a more nuanced approach in this kind of gaming. I'm technically escaping the factors of my job - the real costs and consequences if I pursue a particular course of action. But in a game, I can have the same situation and try to act on it and deal with the unintended consequences and additional complexity. In the Game I can feel all this in a safe place and come out of it stronger or more mature. 

So all the crap at work is now game material. I've accepted and acknowledge that I hate it, but usually I'd have more bad dreams about work and feel stressed about it. Now I've accepted it in a way that it doesn't bother me as much. It's hard to differentiate the nihilism of "I hate it, and it won't get better" as compared to the "I hate it, and it's ok." I think the difference is that I believe that "it will never get better" is a lie. I guess I've accepted that It can get better or worse, and no matter what, I'll be ok with that. That in all that pain, a massive chunk of it is just me magnifying it with my fears. My body can only take so much pain before any additional pain stops being sensed. 

I thought this is a Game Related Post, because some people are Wired to have Game in the Brain. 

Tuesday, January 7, 2020

Gaming and how kids play

In the chapter of how kids play, I learned that my son (currently 8) has a long way to go before he can play along with other kids in the kind of structure of an TRPG.

This reworks my entire mental narrative of how we learned to game as a kid. The reason why my younger brother at 7 was able to play TRPGs was that I was 11 and younger kids would adopt the maturity of the kids they would be more around.

It also sets the expectations that in the "Median" 50% of kids would be more likely to be able to grasp TRPG play at 11+ and up. Any earlier or later would have contributing factors.

So until my son is 11 I'll be rolling that Roll d20 against DC10 every year, or every time I get a chance to be able to offer him the opportunity to play.




Lately, we've been playing Minecraft together via home ubuntu server. Wondering what would allow him to immerse in a storytelling. Its strange that he would listen to all these YouTubers and when it's his dad, me, can't have the patience for my storytelling and cringes when I emulate the YouTubers.

There was a part of the lecture that talks about gently exerting dominance during play, which I dont understand how (because this was mentioned off-hand, and there was a not a full lecture of how parent dominance dynamics works). Maybe raising him I never did this appropriately and thus created this circumstance whereas the dad I'm the "old uncool guy" against the YouTubers that populate his mental stage.

With my 3 year old, I got to see the very big difference in developmental stages between the two. its having first hand experience with the concepts of the lecture. Which definitely would have been different if I never had the first-hand experience. A concept explained and how it manifests has some distinct differences that the lecture doesn't really communicate because it would be endless to go into that level of detail.

How my son at 8 will progress to 11+ in a play-along would be a curious thing - I remember how I progressed to TRPG. I remember it as Wanting to play "imagination games" and wanting more structure so that the fun doesn't end with disputes or issues with other kids. The idea is "why cant we fight monsters and go on adventures" with just imagination, and immediately visualizing the places and challenges with pretend.

As GMs go, I am strong in remembering immersion details - the system the world works*. Empathy, Storytelling, Emoting, and Theatrics are my less developed areas. Those areas are more important to kids. Although even with all my Technical Storytelling practice, kids require the ability most with the natural talent exhibit - being able to catch people's attention with a "story's hook". That "unknown" posed by the first seconds of the storytellers' pitch. 

When I analyze my son's youtube clickbait history its really the Minecraft game's hacks and experiments. As to making an "engineered" Hook for him, taken out of minecraft would be something I would need to figure out.

Sadly there is a risk my son will never learn the fun of TRPGS because its are really not for everyone. Its a different world as the one i grew up in, where there was very little IP to access. Now there is so much IP and some are engineered to capture his attention far better than my GMing skills can possibly reach given that its a hobby (even its a lifelong hobby).

*good for world-building and immersion.

Tuesday, December 24, 2019

Ordered Dungeon Fantasy and Fantasy Trip for Xmas

It does not make sense to order gaming when I'm obsessed with working and achieving financial security. But after meeting my friends and catching up on old times, I realize how hollow and empty I feel not being able to game and play. 

How do I fit in Gaming when I study about 30 hours a week, and Work 35 hours a week? The logical solution is to make the Gaming serve two purposes - Time with my Son and family and time for me. I'm sure you'll realize the amount of lost control that happens when you play with someone who may not be interested in gaming. 

Time with family is something I've neglected because of how hard work is. Juggling HSK and PMBOK, and laying the groundwork for RHEL Sys Admin, as well as the bringing the family business to more modern management Practices (reminds me of benefits of Quality Management - Leadership, Evidence-Based Decision Making, Process, Improvement, Relationship Management, Engagement of People, and Customer Focus). 

I miss hanging out with Friends and Gamers, but at the same time committing to having a family means those relationships take a back seat. In 2014 I realized that I spend about 20-30 hours a week doing game-related preparation. I realized I needed to migrate that to Studying to be able to ensure financial security for my family. After 5 years of prioritizing studying and duties, I've found the well dry. 

Anki/SRS will allow me to reduce my study hours by 1/3, from 30 to 20, but that won't happen immediately. I need to invest about 40-50 more hours to prepare my study material so its more efficient, and of course there are some Maintenance and Correction that happens as some concepts are challenging. PMBOK has about 800 concepts for me to master and memorize.  HSK needs that I master 1200 words and probably around a hundred grammar points to the point that I recognize it in less than a second and can hold those words and thoughts in my temporary memory for my brain to figure out so as to understand the Chinese. Still hoping to reach that moment where it begins to make sense even If I can't understand some of the words. (like in "Me talk pretty one day" 我一天希望说得好)my goal is still to be able to introduce Chinese people into TRPGs. Why master chinese to be able to run Games in Chinese by the time I'm 45? Whats the point? The Same point why i wanted to run a game in 19C philippines, 11C Crusades, Present Day Manila, and 6C BCE Warring States. 

I want to be the guy who was able to lay the ground work to be able to bring TRPGs to a culture whose values would be very Alien to TRPGs. I am aware how weird the set of goals I have regarding gaming. to Play, to run strange games, and to try very different things. 

I hope my Gamble pays off, That Melee and Wizard is more accessible. That my son would more likely be interested in Melee and play it with his friends. 




Saturday, May 6, 2017

Gaming Skill List Update: Redefining Goals

The original goal of the Gaming Skill list was that it was a place to dump knowledge useful to gaming. It typically drew from a lot of places. One favorite use was Rules of thumb or Heuristics we used in Work Operations and Daily life.

The Document has gone through some changes that mirror my professional training and my general education. Particularly in Process Systems Engineering, Language Studies, and my experience at work and life.

Process Systems and Project Management is teaching me to better organize information in a way that it can be acted on, replicated, taught, and communicated.

My mandarin studies was a revelation about Spaced Repetition System and Active Recall Testing. It has influenced the document in how it is possible to train in Storytelling, Improv, Problem Solving, and Analysis Techniques. That is why Its being reorganized in a way that the Techniques can be made into a Flashcard for SRS.

Another revaluation was the GMless Game. The GMless game is an inspiration because it means that the work is trully shared and everyone has the duty and responsibility to Uplift the other person's story and experience in the game. Its one of the things I learned from Transformational Leadership. That real transformational leadership transforms a group that they don't need a leader to organize and rise to aid each other to make something greater than the sum of its parts.  That everyone takes a role adapting to the situation, everyone may have their strengths, but they are cross trained and coordinated to mitigate each other's weaknesses. I know that there needs to be some accountability placed on some individuals and all those tiny little details and constraints in how such a transformational team works out but i wont go into the long rambling thesis of it.

Current Challenges in the Document is organizing some of the Self Improvement and Study Aids into it. The Document serves to help gamers, like myself, be better at creating a collaborative game experience by having more skills and tools for them to create an immersive experience (analysis techniques and storytelling techniques for delivery), compelling action (through problem solving techniques, and again storytelling techniques), and a way to feedback and work on one's weaknesses or work towards a strength.

One underlying philosophy of the Gaming Skill list is that - its System Agnostic Approach to improving our gaming experience. That our skills in collaboration, storytelling, problem solving and improv has the BIGGEST impact on game experience relative to the time we put in.

Methodology

How this document is supposed to be used.


  1. Technique or Heuristics
    1. Basic Description of Technique (if Needed)
    2. How it is used (Process of the Technique which follow 20rffk)
    3. Examples
    4. References or Sources
    5. Description at Length
  2. Definitions or Knowledge
    1. Basic Description
    2. How it is Used
    3. Example of Use
    4. References or Sources
  3. Activity
    1. Basic Description
    2. How it is Used
    3. Example of Use
    4. Reference or Sources

Organization and Categories

Running Games

All the knowledge that deals with Running the Game.

Improv

Deals with the Player’s Ideation and collaboration. Skills and abilities in collaborating with other players tend to default to here.   

Storytelling

Deals with Player’s Narrative Delivery and Structure.  

Problem Solving

Deals with skills and techniques that help identify or define the everything around the creation of conflict and its resolution. Like course of action, challenges, problems, risks, constraints, strengths, weaknesses etc....   

Preparation

These are all the time consuming activities that can’t be done while running the game.

World Building

Deals with techniques and Knowledge that Populate the setting, world, or provides backdrop or background to the game. Warfare, Politics, Economics, Technology, Culture, Language, etc… default under this category.

Studies

Deals with methodologies of training, studying, and improving one’s “game”.

Saturday, January 7, 2017

2016 Review of Game in the Brain

Game in the Brain is going in low performance mode. I've been busy with work, family, health, and studies.

Stats. 

Top 3 Best Posts are in 2016 from all time. These are:

  1. Random Character Gen update: Life Event Table .  I honestly forgot about this and I forgot to link the Gdocs. 
    1. Life Events Table Gdoc Commenting again I am always looking for feedback. I can't promise I'll act on it immediately (it depends what I'm juggling) but I will take note of it and when i come back around I will act on it. 
  2. Appreciating the Work. is a post about guessing the kind of work that goes into making analysis posts with the most abstract of numbers
  3. My Notes about Zones. This is my notes about Zones compiled from various sources and my take on it. I usually try to look at it where entroy will tend and highlight what key process needs practice to be a skill. Where attention is best applied on. 
2016 may be my most productive since 2013 because:
  1. My  son turned 5 and take care of himself
  2. Election means no Airsoft so not team related tasks and activities, which has a lot of prep.
  3. I had a co-worker help me with my tasks for the first time in a while. Thats Nick. 
  4. The company I work in was relatively stable. 
These factors dont apply anymore for me in 2017. 
  1. I have a daughter born mid nov 2016, any of you fathers there know that will be months of high maintenance lolz. 
  2. Nick is leaving and I'm training a new guy. 
  3. I'll be more hands on work because I finally got some important training and studies relevant to my job. (lolz I'm draining the swamp lolz).  
  4. I'm having my son shadow me when I train and exercise and study. The only manner I know how to teach is to show and lead by example. All these tasks now double in time and half in quality lolz. 

Trends. 

   I'm trending towards System Agnostic Skills and Techniques. Its weird, because going with techniques that are more universal regardless of system is actually a more niche hobby because of the anchoring effect of systems.
   Never underestimate Anchoring Effect, at work we are studying Risk Management as a requirement of ISO 9001:2015 and the Black-Scholes model was brought up,  by Nick my co worker,  and its debacle has the trappings of Anchoring Effect. Basically the need to Assign a Value to Risk even if that model is so short lived and useless in the long run. Our brains needs anchors even if its a stupid and terrible anchor. Nature hates a vacuum and so does our mind.
   Game Agnositicism is such a waste with GURPS day to add to my readership :( I know but I'm applying what i've learned and what I've learned has let me be more efficient in my use of memory and attention.
   My System Agnosticism is going to be weird and natural at times. Work also is getting me into time and motion aka Psycho and Bio Mechanics. Even if things have variables there are always benchmarks we can strive to surpass or limit our failure to. This is the Cognitive Dissonance of gaming and real life: its Game, its a Faulty model, But I have nothing better to use, or Its useful some of the time etc... I think as we grow older we get better at managing Dissonance but we have to be aware of it. We cannot normalize the internal conflicts and limits of our beliefs and understanding or else we fail to correct ourselves. Sorry for the deep personal belief tanget, its just me expressing my fundamental assumptions and how my mental algorithms work (for ease of reprogramming when in error). My belief is that Cognitive Dissonance is bad when we fail to be aware of it, and are unable to make a self honest assessment of the limits of what we know and validate the uncertainty of every source and assumption we use to formulate our conclusions.
    So because life is limited in time, memory, and practice, my gamings borrows from the  mental models I use at work or my work borrows from the mental models I use in games (hence the Dissonance). Of course some mental models requires a System Two Appraoch and we need a System 1 to run games fluidly or be able to change gears quite fluidly when we are entertaining Players or able to make the Players Enjoy shifting gears with the GM (which is the ideal and the most benefit for everyone IMO but we do not force something unless the person asks to be helped force his mind to change).
   I've mentioned many times the open Gdocs I'm working on. its easier to show progress and updates in those because I really only have a handful of 2-5 minute instances to think and write notes with the back of my mind always churning and processes-sing everything in a Gamer way , hence the blogs name
   Time flies when you're raising kids, taking care of other people, and taking care of ones' self. So while I maybe back before I know it, if you find my absence short if you have other people to occupy you.

Summary

While gaming is what made me, I'm using it to improve my life. It will be there when My son comes of age, and I have more free time. But I can make it also there when I frame my life and work as an adventure in itself. I will always talk about gaming and life as one thing and it sadly it will be what will limit me. If I cant make the game part of my life, then I dont have the free time to work on it. 

In 2016 i made my Gaming Life Blog. A terse blog of updates of my training and studies. If I'm a character of my own adventure then I better be Min-Maxing and leveling up lolz. I'll come back to this blog when i can, if time permits and I have more of a TRPG thing to say. 

Friday, January 6, 2017

Levels of Participation: Commenting

The level of Participation in Table Top Role-Playing Games:

  • 8-12 hours a Week: enough to prep, blog, and run games. blogging comes from the material the prep generates. the blog is like the 2 second rule* going down the rabbit hole to give closure to a train of thought and curiosity. 
  • 4-6 hours a week: enough to prep, blog, and run games every other week (or on week ends).
  • 2-6 hours a week: enough to blog regularly. I was able to punch out 1-2 posts a week. 
  • 1-4 hours a week: enough to blog 1.5 to 2x a month. 
  • 1-2 hours a week of intermittent time. The ability to blog 1/month and comment. 

Interment. A lot of time is Interment and the most I can do is what can be done in 2-5 minutes. Every task can be measured in this to a point that I've kept notes on my time and motion in this lolz and will apply this in Games.

*2 second rule in Productivity is taking the time to write down any distracting thoughts so that it can be tackled later from the task at hand or when attention is better used than entertaining the distraction. Encyclopedia of Operations Arthur V Hill.

Commenting or Gdocs Collaborating.
Commenting and Gdocs doesnt need a lot of prep time. Blogs have about 1-2 hours of prep time, 50% is the writing and thinking about it while writing, 50% is the intermittent time thinking about the problem and the issues.
So I only have 2-5 minutes and i can only post opportunistically. So I'm only good in commenting (if I was able to listen to the post in my app's Text to Speech; so I cant comment when the idea hits me, only if I remember to comment when I have the chance. 1/20 chances of me remembering lolz). With my crap reading and thinking speed I can only really comment and gdoc post.

Collaboration.
I like collaborating even if it is limited to Feedback. Meaning I can give my opinion on a metrics level or user-experience level. If that matters to you and You don't mind my me having only 3-4 x spend 2-5 minutes on the Gdocs with you guys then maybe you can invite me for collaboration (if I like the project too.) Note that I'm studying a lot of Bio and Psycho mechanics because of work so my comments tend to narrow to that vein.

My open Collaborations Invitation.
I use Gdocs to dump what I learn and read. A lot of these projects are dormant since I have so little time to really dedicate to fill it up.


  • GMing Skills. General Gaming Dump list. I learn some new metric or trick that has applications to a game I put it here. I sort it later on.
  • Warfare Notes. Notes in running warfare games and analyzing its scope and trying to narrow it down. Figuring out how to prepare players and GMs in running it, and learning to run it. It uses the basic system of my Open RPG. this is updated almost as frequently as GMing skills since all my historical logistics notes are dumped here. 
  • TRPG Skills. This is a simple Gdoc that tracks the mastery of learning a Game System. I'm 
  • Open RPG. This is an open RPG project that uses a simple 2d resolutions system and plugs in a lot of my lessons in process efficiency and simplicity from various studies (most can be found in GMing Skills). Its all creative commons and designed that a System Agnostic person will be free to use it without fear of copyright or legal baggage. 
  • Kiddy Open World. trying to build an approach to using TRPG skills to teach children. Basically parents using TRPG skills to gamify the thinking and life skills children need to learn to survive and thrive. 


TL:DR lost a lot of my time.  Some personal notes: 
So I have a second child and the logistics of that has had an impact. I'm actually double checking my notes as to what the over all time impact of this. It doesnt help that the school doesnt do "all" the work of teaching our first child and I'm going to need help in the form of Tutorial services (Asian educational arms race). My 5.8 year old attention needs me to sit down for an hour out of distractability instead of any really significant amount of work.

Which brings up the level of participation. When getting married, I didnt game as much and spent time with the wife. When having our first child, the first few years I was unable to game but was able to blog. I had time to game when we got a nanny and the child turned 2. With the 2nd child I'm expecting to take a long hiatus and with my sons studies I would still lose a lot of my time.

What i've chosen to do with my time is to do some min-maxing. Training my son, letting him join me in my self improvement: chinese studies and exercise (health and studies) is one compromise that diminishes the quality of the activity to allow me to be a dad and to hopefully give an example to him.

Work has also gotten complicated as I am set to train a coordinator (an industrial engineer graduate to be trained in the plant's processes and operations) as my first staffer.

Then there is the Airsoft Team Work. Lolz writing Doctrine, DIYs, and how-tos. I'm doing the radios, prep-checklists, exercises, and sourcing materials. The overall goal is to reduce prep time and clutter (bringing down our gear inventory to minimalist, while meeting all our operational and convenience goals). Again I have intermetent time and a lot of notes go into my A6 size notebook i carry with me.

Tuesday, December 20, 2016

what I miss about gaming

what free time I have is being on call with the new baby. Otherwise its trying to corral my son to do his homework or pull him from the vice grip of youtube. if not that it would be so many other things like studies, errands, chores, and obligations. I dont think there would be more freetime until my son is old enough to have the self control to do his own "character building" exercises (if he has my attention problems then that would be all through his teens lolz).

What i miss first off is the World Building. Particularly fleshing out people and places based on recently learned psycho-mechanics Economics, Logistics, Risk, Behavior, and Operations. As a Player being part of a GM's world building = creating the tables (or automated spreadsheets) that would help flesh out the Setting and Populate it with characters that meet the variability and predictability of various demographic studies that explains so much of the world to me. 

Then there is the Character Building. While I consider groups or communities as part of world building, parties or cadres or (what has been popularized currently) squads of personalities and their dynamics, conflicts, and failures of coordination (in wants, motives, needs they are not aware of etc..).

So alot of my reading has been World Building Inspirational.
Recently I've had the Tyrant Series and the Long War by Christian Cameron as inspiration. I learned to appreciate intrigue and political from GRRM, I learned to appreciate Classical Antiquity as a setting with Christian Cameron. I went through his bibliography, and found the Other Greeks, particularly Hanson Victor Davis as a source of other material. I discovered Shelly Waschmann's Seagoing Ships and Seamanship in the Bronze Age levant (not yet read but looking for a copy) at the end of Salamis (Book 5 of the long war).
These got me thinking of Bronze Age era, particularly past lectures Ancient Empires Before Alexander, and Origin of Civilization. Thanks to wikipedia I was able to reread and find more books on the matter: Basically read all the stuff on Bronze Age, Mesopotamia, Sargon of Akkad, Medes, and all the entries related that dealt with Civilizations. Then I went farther back with the Neolitihic Wikipedia Article where I discovered Aşıklı Höyük in Central Anatolia, Göbekli Tepe in Turkey (check out Kurzegsagt in youtube) the date for the Holocene calendar that marks human civilization at 12,016.

Christian Camerons difference of opinion with Victor Davis Hanson got me thinking about Agriculture and carrying capacity. leading me to study the literature on Agricuture again, from the wikipedia to source books. A world building exercise that got me thinking about the fraglity of their economy and the need for trade (and empire to cement it).
Christian Cameron got me to start thinking about Hema again. but More of HMA (not centrally focused on ) Manchuarchery.org's article on the Last Manchu Archer got me thinking about incorporating archery to my Hiit Routine and of course thinking more about Archer characters. So did Nikolas Tomihama and his Backyard Bowyer give some ideas in practicing archery with such a small space.

Current events was depressing and in the philippines we have terrible unimplementable laws. the discovery and understanding that we exist in this fragile state that confidence in the law leads to order, but if we look closely at how easily it is to game and how hard it is to fix, and how difficult it is for even to perform actions that move things (not just protests). Drug addicts or even drug criminality related people are considered subhuman, and can be killed without repercussion has gotten me to read up on a lot of laws, the terribly written constitution of the philippines, and more about the analysis of various groups that really go down to investigate the problems. The Philippine center of investigative journalism do their due dilligence more than most, Rappler comes second and the mainstream media here is just click bait (no sources or actionable items).The logic of political survival has come into my reading list.

On some lighter reading all the fitness related articles in Wikipedia. I highly recommend strength training and overtraining, and taking note of all the Psychomechanical interplay of those exercise articles with Taylorism/Scientific management. Reading it along with all the Management Sciences like Arthur V. Hills Encylopdia of Operations, Books on Lean Management, and as I'm delving deep into more Production Manufacturing books is coloring and detailing another part of the world for me. When I think about a filipino laborer and "productivity" i realize what little rest they have comes from a light hand and a well experienced technician who plans very well (which makes their rest comes from the incompetence of their leaders). an interesting picture since I apply it to Corve labor and that in my low tech studies.

I've started watching and studying the biomechanics of the HMA and archery. Particularly with the other notes of work sciences in mind. Of course this gets the gears of imagination working about what kind of character I would like and what kind of life he would have had or can have. Its brought me to thinking of the training more and more, and the painfully slow improvement and how mindset plays in the improvement (it doesnt feel slow to me, it happens when various things fall right and to expect that with certain lifepaths - like a family man on call will have serious limitaitons to meet this). Another key thing I think about its "Making Time" for me and my character. I realize elaborating our priorities doesnt get to the bottom of what we really prioritize unless time, pressure, and others make us realize what our real priorities is. and when I think of characters having a misleading idea of what their priorities are I wonder how to model it in the game and how players may not like that level of complexity.

It will be a while when I realistically have the time to game and even get into world building again. I would really love to flesh out a world with my new knowledge because thats how I memorize it and make it part of me: get new knowledge and reframe and rewrite it again and again till i have a portable model I can carry with me or a model I can tuck away in my notes and decompress when I need it.



Friday, November 25, 2016

Table-top Role Playing Game Knowledge Bits or Skills

I was supposed to write about making Mass Combat or Warfare easier but I realized I needed to tackle elements of TRPGs. I can’t make warfare easier if we cannot define and limit the scope of what such a game can be about. Identifying what makes games different in how we play is one thing, the next is breaking down the little skills that make up playing TRPGs.

Assumptions

  1. We can categorize and enumerate the skills, techniques, mechanics, and means in playing and running TRPGs. I'll be using the term mechanics since it seems adequately broad to describe both the rules, opportunities, conditions, and options players and the GM tend to learn.  
  2. We have a scarce capacity in the things we can do in preparing and learning to play TRPGs.

Thesis

  1. That we can plan how better to spend our time, in what TRPG elements we are pursuing..

Actionable 

So to make this less overwhelming and easier to do, here is an example of a breakdown and tools to measure. Another example of a knowledge, technique, or skill breakdown is this GMing skill list I've been working on for a year.  I didn't do everything in one go, all of it (if you can check the document history) is a little at a time. What makes it look like a lot of work is that I have one bucket and I just dump and dump everything I learned: from stupid, basic, incomplete, and esoteric into it.

In case you dont check out the links and the details I worked on, you can still build you won list of stuff relating to TRPGs and plan out what is the best use of your time. I didnt put it in this post because it would be too much of a deep dive and the post serves better to just make you consider all the things you'd want to learn, understand, identify and master when running games. If you have a problem of having too much game in the brain then this more organized approach will help optimize your time and effort. So you can more easily pick up and put down the hobby when real life gets in the way, like the family gamers who have a little too much to juggle.




Tuesday, October 25, 2016

Hiatus and Projects

I have several great Ideas (well they sound great until I realize how much work they take) for articles and this blog is just talking about them because they tend to require more drafts and research to complete. So right now I’m doing projects where work and studies happen to give me material to finish the articles.

FYI we have a baby due this November and I'm sure you know all the time it takes to get the nest ready for the new baby and the mother. So RESEARCH and writing is opportunistic and irregular. 

Most recent:
Mass Combat Made Easy.
Mass Combat is a very interesting topic because after careful study its presents a lot of challenges that are new and a radical paradigm shift.
Mass Combat has Logistics: Manpower losses, supplies, shifts, recruitment, training, and managment of morale. It presents a world where you need Forces to win certain battles, or a paradigmn where characters (Pcs and NPCs) cannot win on their own.
If we go more realistic we exploit the Stereotyping bias to muddy the decision making and test what coping mechanism the Pcs have to overcome such biases.
The article was designed to look at how you game and work on trading off or changing what we normally do to suit more Mass Combat. It seeks to basically break down a certain kind of game and trade off the basic party centric game with that focuses on Groups. Of course that means I’d have to clearly tackle How We Game.

How we Game.
This is an interesting topic because I can only draw from observation and personal experience. I do have the advantage of having recorded sessions and listening to recorded sessions from Podcast games out there.
Basically I’ve gone to create my own definitions of basic categories:
Roleplaying. The immersion, visualization, and getting into character and interacting with the game setting. The definition goes to define a broad range of Player and GM Activities that seeks to Get Into the Character and Setting as well as creating a Personal or World Narrative.
Action. Well its not just Combat I’d like to say anything with a faster paced feedback loop. The characters perform an action and immediately they see feedback and consequences. They are also under threat, undertake risks, and continously feedback rewards, losses, costs, uncertainty, and clarifying focus on scope. It goes long to basically explain and define the two basic things that we do in a game and how much time do we spend doing it OR how much time we make for each activity.
Preparation. Game related preparation is also something I wanted to define and tackle. Particularly breaking it up to chunks that is directly useful in the game, contingencies we may need, or reflections and process improvements we do: like writing, reflecting, and planning how we will do things differently.
Camaraderie. I wanted to bundle up Aftercare and getting to know and getting along with one’s players or other players. Knowing the GM and what he has planned and how we can match expectations with all the risks, uncertainties, and missteps of socialization. We may be to forward in our suggestions, listening vs taking on a suggestion, negotiating expectations, etc...
These all require their own posts if I were to keep a budget of time and wordcount to write and the ton of time to prep, rewrite, outline, and self-edit.

How we play is a great context to dealing with more complex topics and other topics. Particularly since I’m approaching the Game with how we spend time and each category has a broad and detailed set of activities that may be applicable.
In hindsight I should have a Published Google docs of the How we game and maybe a way guide of self analysis. More tools means more time and forethought to make them, so I’m vasilating between getting things done and meeting expanding scope of work that maximizes User Experience.

Open Projects. Ideally, but unlikely, some of my writing will spur discussion and forking. If thats the case I can make them into a Gdoc and open it up for permission to edit and fork.

Other Projects.
Open Character Action and Resources. While I did tackle it briefly in a previous post what I want to do is make an Open List of Action and Limits. Allow for continuous improvement process of how best to model resources, limits, and actions.
This has a lot of work related inspiration since I need to time and motion a lot of activities and improve the U-Ex or user experience doing various tasks in work. Like boiling down basic activities with documentation and note taking, and reports that are pretty much auto-generated from the dashboard the department maintains.

Base Rate of Failure. Previously it was Traveller: Case Study or Traveller Hard Adventures. It was a writing project about high difficulty and how to cultivate a strong sense of agency in players desite challenging odds. It goes into a lot of details and may hit close to home as it challenges the Mindset of the players

Session Scene and Acts Checklist. Basically a few checklists on Roleplaying, Action, and Camaraderie. It includes a template of what information should be noted when tracking player session experience (not the experience reward but how the player really experiences the session). It also gives a template on how to make a checklist for an Act. It tries to help the GM pick up if the emotion and circumstance meets a certain criteria to move into the next act.
We are multi-tasking creating a checklist helps in disfluency aka slowing down to process the observable information the players are exhibiting.

Occasion to Roll. A very basic element and I have a simple and new technique to make this interesting: make the Margin of Failure the Cost of Conditional Success. This means if Johnny fails by 5 this is the additional cost he needs to make the success.
This means the Feedback loop of the roll does not end with the information of Success or Failure but t leaves it up to the player if they choose to spend more time and resources for it to succeed and at what cost they are willing to pay.
But if thats not a clear enough picture and you want alternate strategies in managing expectations, thresholds , tension etc... then you will have to wait for the article because it has to tackle all the natural questions that will arise when we can succeed at extrodinary cost and how scarcity affects the adventure.

Clarity and Filtering. I wanted to talk about how strongly we communicate key ideas to players as we run the game. How clearly we can emphasize on some clues or elements of the story, AND how the GM pick up on some. Both the GM and Player can both benefit in a prearranged signalling system of what they feel is important for their character or narrative.

Character Development. Expanding on how we play I look at time and motion of various Role Playing Activities and how I examine them by mysel with a mirror and recorder as feedback.
How we talk to Players and ask them how they want to develop their characters and how we can watch for Agency Affirming time spend in the game. (and how they learn to share that and listen to create Psychological Safety).

Relationship Checks. This was an article with scarcity of Promises, Time spend with people, and Credibility in mind. It boils down relationships, credibility, and behavioral reputation as a scarce resource that requires upkeep.

Cost of Living. An introduction to small Gdoc I maintain as I study cost of living here in the Philippines (its partially done with). I will make a chapter on Low Tech Cost of Living in the document. I plan to make it open (with permission) for others to fork or contribute.

Zones Part 2. I have a second part for zones getting into the details of assembling a portable gaming bag that weighs about 4lbs at the most. Design for a table of 0.5sqm and cramped space but still able to record.
It goes into plans of how to manage space effectively and in a budget.

Life Period Events Mechanics. Based on the Traveller Events Life Path mechanics I made a life event mechanics but it leverages not just the Sum of the Dice but two ways of interpreting the same roll (by asking the player to predetermine which of the two dice as a seperate variable). It has a lot of math and template and category creation so it has a lot of back end work for me to finish it.

Problem Solving Style Games. Aka Case Study game style. Basically how to have an action Feel with non-combat elements and how to make these feel more exciting and agency enhancing.

My review of the “The Grand Stragegy of the Byzantine Empire by Eward Luttwak”. A Gamers Guide to the Book and what are the useful chunks and how they are useful for your game and your learning of other history. Having useful stuff to Take Away is a key theme of reading all these books lolz.


Making Logistics Fun. A guide to making logistics fun and how much work or certain characteristics are needed to empower the player, make it easy, and make it feel real and make sense. I may have to write this before Problem Solving Style Games because its a key part in such games. I'll go into the Encyclopedia of Operations for this, use the RPG Design Pattern terminology, and give an example a simple dice mechanic.  

Friday, October 7, 2016

Feedback Loops in TRPGs

Asking for constructive critique, taking notes, watching or listening to your game played back, talking to others with other styles, perspectives, systems, and experiences, trying out other systems and techniques.

Back when I began in the late 90s my most clear feedbackloop was my younger brother . Then there were the guys in AEGIS, the SJgames forums (all forums can be a bit difficult), and for a while there was the blog (but it was a very poor feedback loop since it started at around 2003 and 2008 with this blog). Hangouts was the most effective, especially when I could hangout with other gamers with a 12-14 hour time difference and all over the place. Making friends and talking to people who have much to share opened a lot of gates. Then there was the small community of gamers here with Gamers and GMs events and Tagsessions which had connected me to more accessible gamers in my area.

Feedback loops are important, basic, but something thats constantly challenging. We never have enough, have it timely enough, and there is so much to digest, document, think about, and experiment. The blogging community I'm part off is a kinda feedback loop, people shouting ideas into the void and hoping the readers would give feedback. Feedback in blogs focus on readership instead of more inspiration. When I think about the quality of Feedback loop I think in Kal Newports Deepwork and how parts of the Hobby should encourage some opportunities for deliberate practice.

I guess thats why it move to a Forum type or a G+ community. In social media the feedback is more convenient but can be distracting. Distraction and Low Quality Feedback can an obstacle for gaming improvement. Also finding the right audience or conversation becomes the challenge, other time the challenge or real life getting in the way.

What I'm getting with this post I guess is collecting our Feedback loops, Filtering for optimal feedback, and being able to discuss more challenging or relevant topics that get us growing and learning. Also that I grew fastest when I had good feedback, and an opportunity to exercise, experiment, and practice.

After feedback, there is that 5S, Lean work philosophy, or Zen  type element in skills and abilities where we try to achieve more with less. That we boil down to more essential skills: framing, pacing, storytelling, etc... and we refine the feedback loops for us to better monitor and improve on the core skills. That with the least amount of tools we can achieve a lot of what we need to make for a great TRPG experience.

I realized this was discussed in Deepwork, it was on the chapter on Tools. The Pareto principle behind the tools that returns most of the rewards. In this case: the skills that gives the greatest returns and what deliberate practice we can setup to have a virtuous feedback loop to improve this.

Here is my TRPG Skills List  updated with some new entries based on my business studies.

Sunday, September 11, 2016

Deliberate Practice in TRPGs

Finding and setting up Deliberate Practice in anything one does is a mindset I've recently adopted. So far I've identified opportunities for deliberate practice in the GM's domain. These are:

Player Scenes.
When I break down games, I break them down to scenes. As scenes its easier to limit the variables to create opportunities for deliberate practice.
Metrics: 
1) Time to communicate,
2) effectiveness of communication (the player's feedback or watching recordings of such sessions),
3) How quickly one plans all the Scenes needed to achieve an X effect or push the story in a particular direction. this is a time metric along with a results or output metric.
4) breaking down and Identifying key elements a scene should have based on the circumstance. Being able to quickly identify the key element that moves the player and pushes the story. Metric is rating the Scene by how well it pushes the story forward. A simple QA rating of X/5 and trying to get better and better.
Feedback:
1) In player feedback,
2) watching rehersals, mirrors,
3) Discipline or Will or Dedication to go back to notes or recorded sessions to look and critique.

Ideating Player Options.
This exercise is basically thinking up the hardest options a player may give to the GM. This is a slow and deliberate skill which takes a lot of documentation, rehersal,  a solid set of problem solving abilities and process or logistical skills.
Metrics:
1) How many and quickly can the GM think up about his key Story thesis.
2) How quickly he can identify and track all the times players have stumped him. The measurable element is how quickly the GM will capture and document hard choices he has to make for review.
3) How many can he correctly predict player choices. Simple measure of how often the GM gets it right. But it can also measure in bounds (how many steps ahead can the GM predict based on how strongly he knows his players)
Feedback. 
1) How the game progresses, this is a prediction and how often it is correct becomes a form of feedback.

Preparation is Deepwork.
Writing out the Game, the plan, the characters, and the NPCs is one of the first elements we can always track and is the most basic.
Metrics
1) Elements Created. How many locations, NPCs, scenarios, scenes, plot hooks, and motivations can be made in a sessions of concentration in 4 hours straight.
2) Algorithms Created. More sophisticated than Elements are formulas to make improvised elements that can serve to push the story and the players forward.
3) How we budget our time in each elements. Measuring how we use our time to make fluff, elements, contingencies, study the players and their characters etc... How systematic one approaches this is measured in datapoints,  and the checklists and guides one creates, as well as the revisions one makes (and documentations). As well as the experimentation we make.
Feedback. 
1) How much of the stuff is used vs how much is unused.
2) Rating how useful what was prepared.
3) Post Prep Feedback, our own estimation, vs How the player feedback. Always get player feedback or someone else's feedback. The more we delay it or avoid it, the more we undermine our commitment to be better and learn. I know we can take only so much humbling criticism, but growing ability to take feedback is always a useful trait.

If you know of any I've missed or some suggestions I'm open.