Showing posts with label RPG kaizen. Show all posts
Showing posts with label RPG kaizen. Show all posts

Saturday, March 21, 2015

Back to Basics: Pacing - Dice Agency and Framing the Narrative

  • As a GM or Player, what do you think of the activity of Framing the Narrative? 
  • Is Framing the Narrative part of Managing Tension and Conflict? 
  • If it is, how important is it in your pacing strategy?
  • How much does "dice feedback" (knowing the result of the die rolls) affect the job of Framing the Narrative? 

These Questions pointed out that Framing the Narrative is important to ME. Its not important in the enjoyment of MANY games. I'm am getting the impression many games can be enjoyed without it and its part of a niche way of playing.

Below is a discussion with +Charles Tan regarding the subject comming from a discussion of "Dice Agency". I only used his comments in the thread since he pursued the matter and pointed out some key elements about the discussion. Particularly its just one way of enjoying the game. 

Myself - Is needing to roll a bad habit? If the player feels agency only when they Roll bad? Does the gm requiring a roll to grant players agency bad? Sorry leading questions. 

Charles Tan - It depends on player and GM expectations, and what type of game it is.
For example, if the player roleplayed well, do they still need to roll to resolve the encounter, despite performing superbly (in the GM's opinion)? What happens if they roll low, would they still fail despite a persuasive argument?
Or if a player invested in a high Social Stat, and made a mediocre attempt at persuading the NPC, an auto-failure would not feel satisfactory to the player because they invested in their Social Stat, only for it to not come into play. They want the opportunity to make the roll, because that was how they built their character.
Also some RPGs, for certain actions, don't have mechanics for rolling, because they want it resolved in a different way (i.e. roleplaying, persuading other players, etc.).
There is also illusion of outcomes (i.e. Player Rolls vs. GM Rolls); interference from previous experiences (last game they played involved rolling, current game they play all conflict is resolved socially), and other factors. 

Myself - The context is the study of pacing, particularly managing tension via information asymmetry (or uncertainty). The GM delaying or manipulating feedback vs letting dice inform the player. The player vs character point made me realize I could allow success at a cost.

Charles Tan  - There's two issues at here.
One is pacing, but that's relatively easy to gauge.
The other is information transparency or player feedback. This will boil down to the type of game you're trying to tell. For actions that have instantaneous repercussions, you want immediate feedback (and since the results are also immediate, there is no point in concealing the roll from the player).
In a game of diplomacy (or even a heist), however, there is rationale from concealing info from the player until the very end. For example, if you talk to 3 jurors who will decide on your fate, you might NOT want to make it clear whether they succeeded in persuading the 1st juror when they talk to the 2nd. Same goes from 2nd to 3rd. It's when the final vote comes in that you reveal the results (persuaded 1st, failed 2nd, succeeded w/ 3rd, etc.).
You can even do it game-show style. 1st and 2nd juror results are revealed before you interact w/ 3rd juror, heightening dramatic tension for 3rd juror encounter. 

Myself -  I agree. I'm wondering if the agency depending on the dice doesn't need to be the status quo. I grew up gaming that my agency was through the dice and thus my own expectations are tied to it so much it's hard to disconnect it. While in the real world I operate with so much uncertainty compared to PCs it makes the certainty of dice unusual in comparison. I'm wondering is there distrust for the GM something of a product of when I was a different gamer and focused on one-up-smanship. 

Charles Tan - Early RPGs were influenced by D&D, which in turn by wargaming--where it is a PvP scenario so you want transparent and equal rules--which is where the dice mechanics originally came from.
More modern story-oriented RPGs (usually indie RPGs) understand that it is a story-oriented game, so trust either the players (some games are GM-less, and involve communal storytelling) or the GM without needing dice as a mechanic.
And then there are other games w/c find mechanics that serve the type of story they're telling, such as Dread and Jenga Tower as conflict resolution (basically one death per session but the rest should be success...).
This lead me to think of how to work with "Dice Feedback" problems, since I will have to work with players who  have Dice Agency requirement. How to manage tension when the dice kinda made the job much harder (and GMing is already hard for me). That would be a great skillset regardless of a system that allowed dice feedback/information symmetry. The more tools I have prepared for such, the better I am in managing tension for the game.

Back to Basics Pacing - I've been mulling over this and found this the best "template" for prep and asking questions of myself to get ready. It is currently making me List and create many tension managing strategies - particuarly learning to work with LESS (and less and less lolz).

Sunday, December 23, 2012

Spent 5 hours modifying an adventure

Slept at 3am, finishing up an adventure. It needs some polish, but I learned a couple of things to short cut. I learned new uses of certain spells and relearned old combos. Combos like how to get 3 attacks before level 6. There are finite amount of combinations in the system at this point, which is great. It makes NPCs follow a dominant pattern of a kind.

I just made a ton of NPC classed NPCs. Players are special, and only main bad guys are equal, which is also elite array with class levels. I'm converting an OLD module through my harnic/historical lense. I plan to use harn sources as a map of the village and the name of NPCs since its very unlikely a gamer here in the Philippines would have played it. It's an OCD problem for me to correct many of the economic and historical inaccuracies in the module.

I have some inspiration where the adventure can go. A lot of clues and ideas that come from psychology, particularly indoctrination and belief system in an post war ravaged country side that has slowly begun to rebuild. Economic reasons for growth and greater prosperity means digging into my history lessons almost forgotten.

Toned down the fantastic... A bit. You can probably say, I ratchet it a notch by what I have in store. I'm aware about what the players may do, like something completely reckless and meta games (killing all NPCs) so I've prepared for that. Even if they miss all the clues and plot hooks, as long as they can communicate to me what they find interesting and fun I can work on that and improvise.

Lessons from milsim and work - prepare for the worse case scenario, decide on an objective to makes prep easier. Also have a method and plan by which you read the direction the players want to go. I'm pretty much ready to run this game once I get a decent amount of sleep and 3 hours more to prep.

Friday, December 7, 2012

GMing - example of mastering a lot of skills fast

How you use your time can be optimized, some activities use more of your brain and are made up of more skills that can be carried over to other aspects of life. Speaking from experience, a lot of my studies carry over not just to work but in games and my social spheres. Some actives are more complex and demand more abilities and you naturally rise to the occasion - best example is GMing. It takes more skills to GM than to play. In fact depending on how obsessed or sensitive you are about your performance there are a lot of areas that can be identified as its own sub skill.

Organization, role-playing, impersonations, acting, improvisation, extemporaneous speaking, writing, group management, some manipulation, tactics, rules mastery, probability, and a variety of subject mastery. There are even more...

As the GM you have to be better than the other players in many things. You are forced to be better and it eats at you. Fortunately visualization helps just like practice, so obsessing and running all the situations through your head adds to your hours of practice.

Upon realization of this, self improvement enthusiast gamers will find their round robin GMing is a great way to train and master a lot of skills. one of the more important skills is Visualization - the ability to run scenarios in your head. It is a very demanding task and each GM has his own way of doing it - some write, others talk it through, others meditate with music as a guide to emotional theme, and others listen to other people talk... Visualization is an important exercise, I realize I've been missing out of because of work.

Visualization helped me rationalize every decision because it brought up details that made certain activities impractical or how it would fail. Every rule change is accompanied by a visualization of worse case scenarios and how players can abuse it. When mapping a process or drawing up a mind map it aids visualization in bridging disparate concepts.

This discussion came about because of a thread in the GURPS forums of what you would invest in with 10cp in real life. Independent income was one of the first answers, and I surprisingly agreed after going through what I wanted to achieve:


10 Independent Income means 2000USD per month, or roughy 80,000Php

what advantages can be gained:
1) Less Sleep 4 levels - certain conditioning is possible to get into if you dont have a regular job or having PPP
2) A ton of Skills - skills can be learned, having money to learn them. Get an MBA, learn robotics and programming and networking, getting my certifications for all.
3) Fitness and better Physical Stats - can be achieved with the extra income - exercise, diet, a Trainer/coach and etc...
4) More free time to Network and make Contacts - Guanxi FTW
5) Appearance - healthier and some basic dental repairs. Appearance can make inferences to status.
6) Charisma/Social Skills - having more networks means being able to exercise social skills. chance to apply lessons in effective communication, leadership, etc..
7) Gain more wealth - invest via new found skills (MBA), make some CNC machines and other gadgets...
8) Not to mention get better care for my family :)
9) Memory room technique
10) languages and travel - live in china, hong kong, Germany, and Japan and learn the language there.
11) data collection - build my own database where I can store particular metrics that help in biz....

Tuesday, December 4, 2012

Role playing moral dilemmas

It is an opportunity to reflect and dig deep. It is in a friendly environment where nothing of yours is truly at stake, and you are asked to dig deep and ask questions about your character using your own experience and

Three dimension characters change. They evolve, which means player has to move from one PoV to another. There is a medium to change POV and to do it safely and explore various people.

One dimensional character is what is on paper, two is what he is give certain situations and three is how he changes over time. In RPing we have to be 3d. We have to be flexible breaking up our concepts and building them back up given new data and experiences.

I think this is where we can grow a lot, a medium to grow and change by having characters change. Oh yeah, and we change as our characters change. We are influenced by the rationality we have created for these characters. Although it is a little change, it helps us grow the means to understand people better.

I think the groups collective EQ has a way of providing rich ground to improve those are still maturing, and to further explore other ideas.

I guess RPing gold, what we dig up in good games are really GOLDEn opportunities to grow and mature,

Role-playing Debate and Argument

Knowing "Objections", Logical Fallacies, and Cognitive Biases are usefull life skills... but it should not get in the way of a game. Another point is that, it shouldn't get in the way of wanting to learn these skills.

A simple "debate" or "argument" can be set up where as the number of points "won" is equal to the complexity of the debate. Consider the points, the number of bases or connected ideas between to opposing ideas. 

Its a simple game of contents for each point; ideally all points have to be won. If not, then it is an ambiguous win. Every argument can be role-played, -ideally the GM is familiar with logical fallacies/cognitive bias and objections, can adjudicate. Since this is not a legal debate, where the other player can interrupt with an objection it is a contest roll for each side. 

in the end, like my previous discussion, no one is really convinced. what ever decision is just for Face-Value, when an arbitration is needed. an Appeal is an opportunity to retry, and follows the rules on retrying- that it should be a new argument with a different set of circumstances. 

Since its only for Face Value and no one is really convinced, in the game world this decision affects the opinion and the knowledge of the denizens. More role-playing gold can be found when the players RP how this affects them. 

Wednesday, November 28, 2012

GURPS Lite Setting Specific Polished

I predict that it will be around christmass when I will finish my final polish this this GURPS lite doc I've made. Right now its pretty much fixed, there are some stuff I would like to polish (improve the idea density and clarity).

The purpose of this GURPS lite is so that GMs can give these handouts to their players for a specific game. The one I'm working on is medieval, and I plan to put a Random Character Generation Version with Career Path system (like in traveller) after I fix this up. I will also add a flow chart.

If I have the energy I'll make a modern version of this, set in 2013. I plan to shrink the no. of hand to hand weapons and put the guns common here in the Philippines. Again, this is a doc file, and it is recommended that the GMs customize this for their own game. The idea is that 40 pages is all the rules the players are only going to need.

I admit I got really inspired by Happy Jack's RPG podcast to run again. I am listing to it while I am doing editing work. I cant really listen to discussion while writing.

Of course, no art... this is a GM's tool that is meant for fair use to convince people to try GURPS out.  Office Aps are so powerful now, I'm layouting with Libreoffice.

Saturday, November 10, 2012

Finished my First RPG Podcast; Trying out other History Podcasts

Finished Happy Jacks RPG Podcast se01ep01,
I was honestly pessimistic, but it was a GURPS GM so I had to try. And I was not disappointed, i could relate and they remind me of my favorite GMs of years gone by. I even found myself laughing out loud. sigh... and we all grew up.

I tried the Ancient Warfare Magazine Podcast, and it

Open Mass Combat System
Bascially its made up of a standard of a "professional soldier"; the professional soldier is set as an arbitrary no. Over time and technology, the cost to quality of the soldier improves as better institutions and infra allow better economies of scale training and indoctrination to the warrior profession.

Now; what makes this system generic is how modular it is. Certain parameters will be abstracted: formation (open vs closed), encumbrance (light vs heavy), and descriptors of the weapons (sword and board, pike, bows). The descriptors is where I have to organize it a bit, so that I can group and make certain aspects interchangeable.

A big advancement in the concept of open and closed formations. being a scout, I have a better grasp of open formation. It is versatile, loose, while being highly coordinated. It takes a lot of familiarization and doctrine to develop open formations. A great example of open formations are in cavlary and particularly mongols. Mongols can't hold a rigid formation, and they frequently serve a scouts. Despite that they are highly independent and autonomous, they are organized. thats the thing about scouts; you gotta have great comm skills to keep organized. you can't just stealthy and perceptive.

Closed formation is discipline and trained structure; open formation is versatility and familiarity. they have much in common, but those mentioned are what stick out.

So what how does that relate to this system? There is no Light or Heavy infantry; there are A LOT of warriors that don't fit that standard. one is the macedonian phalanx, they are Closed Formation but Light Encumbrance. Breaking up the force into its economic components is something that will be different and intuitive in certain approaches. I hope that it can be considered an open system, and having pegged this approach no one can copy right it and anyone can use such a methodology.

Another project I have to get around to... once I finish my quota. Ugg,

After seeing World War Z Trailer, I want to run a survival game again. It also helps that we've been on a airsoft high doing much better in the games. This is an arm-chair general doing scouting actions. HAHA! nothing like implementing a plan and seeing all your assumptions go out the window. I really have this sado-masochistic relationship with reality - using sound reason to assess and predict, while getting excited when the plan falls terribly short and I have to improvise...

Improvisation, an RPG staple. The ability to improvise depends on the ability to prepare and analyze, while at the same time maintaining a cool level of calculation and detachment to one's plan. (something some claim as sociopathic... sigh).

Friday, October 19, 2012

Topics of a Multi-media RPG presentation

I'm currently working with some artists right now for the Map. Now, wondering what would be a fast way of introducing a setting and setting concepts? I was considering using both Video and Audio presentations for getting people to understand the setting.

I listen to a lot of history podcasts: I got Chinahistorypodcast.com, Byzantium (Lars Brownsworth, and Robin Pierson)... etc. So another medium by which people can learn about aspects of Low Tech Societies....

I also started checking out the RPG podcasts, first one I've tried is Happy Jack RPG podcast.

So i got to thinking wouldn't it be easier to have an audio or video presentation for setting details. Topics like:
Feudalism
Roman Imperialism
The Bureaucracy of China and Rome
Courtiers and they employ power* ( a mostly ignored element in settings).
Roman Warfare
Patron Client System - Roman, most politics, etc..
... oops that sounds like history, but stuff people need to understand to understand the setting. I'd rather give a historical overview and say: ...and this setting is just like that or its like that but with this twist.

Aspects that are important to a setting, in one date:
The Princes / The Dukes
Their Armies and Commanders
Their Cities and Holdings
Persons of Interests
The Geography (Going over the map)
Common Lore of the Realm

So I was wondering if I could make an RPG podcast of such broken down into 30 mins episodes. Anyway, I'll have the nitty gritty stats as part of the booklet, but the main points summarized. The idea is to make it easily accessible, and players to do their background reading.



Saturday, June 5, 2010

Living with One Self: Introspection and Education from RPGs

I've bought myself some introduction to Criminology as part of my Emotional Intelligence studies and I find it interesting how it compliments my understanding of Economics.

What intrigues me is how crushing poverty or growing up in inhumane conditions create Sociopaths or what is socially regarded as callous or cruel people.

From game theory and behavior, It is not just grow up in a bad environment or being predisposed to deviance makes people "bad" but growing up with a set of Incentives that actually reward behavior that becomes unsustainable.

Deceptive Pandering and Manipulative behavior is a natural strategy that quickly gets rewarded. Children can easily develop that "face" of having to keep one set of behavior when another set is frowned upon and discouraged instead of the incentives realigned to encouraged core virtues.

Like the Corporations that Get Too big to fail, a person can get by with deception skills at the expense of any practical skill eventually being too big to fail or own up to their deficiencies.

Destructive Behavior can come out even with the best intentions.

Studies about how gray life really is and how the painful details make decisions much harder is a mark of courage to own up to the Truth and make decisions with full and unbiased knowledge.

Knowing real suffering kinda makes me averse to oversimplified morality, or morality blind to ethics.

Role-playing Games feed my virtues, because these very problems are what make up my set of template circumstances to throw at players. Hard choices are only hard when you know what your trade offs are and we learn that we really can't say what we really value.

The very essence of a hard decision, is when our own internal inconsistencies come up: in concepts we take for-granted day to day, the quality of life.

Wednesday, June 2, 2010

Copyright and Game Systems

Copyright and Game Systems

Copyright is tricky because, it can lead to stiffling of innovation instead of rewarding it. Paladium suing of the use of the term "Rifts" in a game kind of strange. It serves as an example where someone can just sit tight on a product for years, fail to innovate or catch up to the rest of the market, and still make a money.

In fashion, you can't do that, this TED video is great at explaining why. I'd like to think that I'm as hungry to innovate as fashion designers. That I'm open to criticism and laying all the assumptions of my design on the table for everyone to see.

you might want to check the comments for the opposing views.





Related to Games, I'm pro open RPG tools. In fact thats what i'm doing for my pet game project. Why I am making my own open RPG system for people to tear up the chunks they like to use and put out there again without having to give any credit for me is explained very well by this video by the RSA.




Again the idea has to be marketed without all those nasty details. Google was run like this but had hit on some problems. So take it with a grain of salt and if your more into it, check out the actual study for the pitfalls and caveats.


Sunday, May 30, 2010

"What is an RPG?" Exercise

Explaining "What is an RPG?" in the shortest and most efficient way speaks a lot about who the gamer is and where he is coming from. It also changes from time to time, as the human mind is so malleable to experience that emphasis moves around constantly.

What is a Role-Playing Game?
This is a game where players take part by playing the roles of fictional characters. Participants use storytelling, improvisational acting, and problem solving skills to interact with and create a world. This world can take any form, it can be entirely fantasy, authentically historical or contemporary, or speculatively futuristic.
Role-Playing games can serve as a catharsis, as it had been during it beginning. Although, like many games, it is more practically valued for its exercise Critical Thinking, communicating understanding of concepts, and exercising theoretical skills.