All around the rpg blogosphere, I see the debate focusing on player skill vs. character skill. Games focused on player skill are often associated with old school games - players are encouraged to make the decisions that really matter, and what's on the character sheet is de-emphasized (except for traditional mechanics like spells and combat prowess). Games focused on character skill are associated with newer games - players can have their characters do wonky things, and the stats on the characters' sheet may allow for a pretty good chance of success. We've played both kinds of games recently, such as AD&D 1e (arguably player skill focused) and Spirit of the Century (arguably character skill focused). I tend to find games that focus on character skill more fun because they encourage the insanity, and I just love my insanity in rpgs. But I understand the allure of games focused more heavily on player skill as well.
Having just traveled to California for the holidays with the inlaws (in particular a place called Temecula that is in the desert sorta between San Diego and LA, and centered around a gargantuan mall), I've heard a lot of "Yo, dude!" in the past few days. This got me thinking, strangely enough, about the player vs. character skill debate as it specifically applies to social situations in rpgs. Because there are few mechanics for social interaction in old school games, player persuasiveness usually drives what happens in these games (use Charisma, never!). In newer games, there may be a variety of stats that address social situation, and these may carry the day with a couple die rolls.
Given this distinction, it strikes me that social encounters in rpgs exacerbate the problems that I have with games focused on player skill.
If I don't have to be good with a battle axe in real life to be a mega-damage destructo Dwarf fighter, why should I need to have good social skills in order to be a charismatic Paladin who can convert all forms of life and sway them to my cause? Why the asymmetry? Is it because we perceive physical skills to be harder to pick up than verbal ones? Given the population of folks I've gamed with and worked with over my life, I feel confident that this isn't the case. The ones with heavy verbal acuity are often heavily trained and versed in their subject area. And the gaming crowd doesn't have a tendency to be easy on the social ears.
So, is there a solution for this problem? A way to save the player skill focused game during social encounters? Here's my off the cuff solution:
Encourage players to explicitly use tactics in social situations and not just combat situations. There are several rhetorical moves and ways to structure persuasive arguments, and some are more or less effective given the social situation. If the player plays this tactical game well even though the player may stumble and mumble and show lots of butt crack, the GM in the player skill game should be more lenient. Though, we now face the problem of figuring out what strong tactics are and how we could be explicit about them.
Some games, like Burning Wheel (and allegedly A Song of Ice and Fire) address this problem - they list a variety of rhetorical moves, and they have explicit mechanics for social combat that play these tactics against each other. This seems better to may than simply saying, "Yeah, smart guy, whatever you say. Now make a diplomacy check." But as I've found, these mechanics can sometimes be unwieldy. They're almost too clever and involved for their own good.
This all makes me wonder if there's a mechanic out there floating out there in Platonic rpg space that can synthesize the old school and new school approach around the use of social tactics. Any suggestions?
Showing posts with label social roleplaying. Show all posts
Showing posts with label social roleplaying. Show all posts
Friday, December 18, 2009
Friday, August 22, 2008
Scoring a Game
When I troll around rpg message boards (which is unsettlingly often), I'll see a thread on music pop up every so often. Folks will ask for music recommendations for certain kinds of games, and the response will often be something like, "Check out this site or this video game soundtrack, because it has great ambient tavern sounds. Clink clink. The voice of an old man in the back ground offering 5 strangers a bag of gold to save a princess. Etc." And then there are those who like movie soundtracks (but always shy away from known songs, like the Indiana Jones theme, because that would be gauche).
I love music when I'm playing and actively scoring a game, but I don't like either of these strategies. Some of my best game experiences have involved the kind of music I actively listened to at the time. In a Star Wars game, our seedy crew of a dilapidated starship flew through space and descended through the atmosphere to the sounds of Beck - funky, spacey, zany, with a drop of cowboy music. In a pulpy game built around kinetic action and fighting Nazis (of course), the drum and bass of the Propellerheads drove the action. If you like hip hop, I can attest that it fits in a huge range of scenes beyond the club.
The point is that many of my most fun game moments include the bobbing of the head. No matter how elegant the rules are or how robust the setting is, it's about being social with a bunch of friends imagining the same thing. Good music is one of the most underrated game aids in this respect.
And beer doesn't hurt either.
Labels:
beer,
Fluff/Inspiration,
music,
rpgs,
social roleplaying
Wednesday, June 25, 2008
Fightin' crime in the sandbox
Jeff Rients’ post about sandbox-style play for superhero RPGs got me thinking about the possibilities – and pitfalls – of this sort of gaming. Here’s his idea in a nutshell:
This is intriguing, because in my experience superhero gaming has been all about the push-pull between the players and the GM. The players typically strive to live up to their righteous ideals by patrolling neighborhoods and confronting villains before they have a chance to poison the city’s drinking water or plant bombs at the children’s museum. That sort of thing.
The GM, on the other hand, is responsible for driving the story forward with some semblance of a plot. When considered alongside the players’ ongoing superheroism, an overarching plot can sometimes feel like a story railroad that detracts from the players’ own goals and motivations.
Jeff’s idea of sandbox-style play ties this up neatly, especially for gritty, street-level games. Sure, players will eventually want to confront of the head villain behind a particular gang, but sandbox play ensures that they’ll have the proper context and experience when it’s time for the big showdown.
The only potential problem I can see is lack of social encounters to satisfy cerebral gamers – but really, this is sort of endemic to all superhero RPGs, especially the Silver Age ones I’ve played lately. Nice, meaty social roleplaying and intrigue is best packaged as part of a larger plot, which needs to be balanced carefully alongside the players’ motives.
[Y]ou could assign each neighborhood some stats. A make-your-trait system like Risus can be handy for this.
Argentville
declining neighborhood trying to recapture former glory(3) domain of the O'Bryan Mob(2) best bakeries in the city(2)
Heck, you could probably get a lot done with just some encounter tables with built-in change conditions.
This is intriguing, because in my experience superhero gaming has been all about the push-pull between the players and the GM. The players typically strive to live up to their righteous ideals by patrolling neighborhoods and confronting villains before they have a chance to poison the city’s drinking water or plant bombs at the children’s museum. That sort of thing.
The GM, on the other hand, is responsible for driving the story forward with some semblance of a plot. When considered alongside the players’ ongoing superheroism, an overarching plot can sometimes feel like a story railroad that detracts from the players’ own goals and motivations.
Jeff’s idea of sandbox-style play ties this up neatly, especially for gritty, street-level games. Sure, players will eventually want to confront of the head villain behind a particular gang, but sandbox play ensures that they’ll have the proper context and experience when it’s time for the big showdown.
The only potential problem I can see is lack of social encounters to satisfy cerebral gamers – but really, this is sort of endemic to all superhero RPGs, especially the Silver Age ones I’ve played lately. Nice, meaty social roleplaying and intrigue is best packaged as part of a larger plot, which needs to be balanced carefully alongside the players’ motives.
Labels:
gamemastering,
rpgs,
social roleplaying,
superheroes
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