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February 03, 2005

Comedy is Easy, PTA is Hard

Posted by Rob MacD on February 3, 2005 at 05:41 PM

As some of you know, I’m running a game of Primetime Adventures called Dungeon Majesty. We’re three “episodes” (game sessions) in to what will be a six episode “season,” and we’ll be playing again next week. So I’m doing some thinking about what has been, from my point of view, a terrific and funny and interesting game.

PTA is the much-talked about, much-praised game where you create an episodic television series. The premise of our particular game, which I think I’ve made a point of not committing to print or screen before this very moment, is that some amalgam of the hip “new school” screenwriters and directors—people like Paul Thomas Anderson (note his initials!), Wes Anderson, Sofia Coppola, Spike Jonze, Charlie Kaufman, David O. Russell—produced a six episode TV series about an oddly mixed group of unhappy people who come together every week to play a classic dungeon-crawly role-playing game called Dungeon Majesty. So it’s a real game about a fake TV series about a fake game, named after a real TV series about a different real game. Still with me?

Jeremiah has already posted about the mini “fan community” we’ve acquired—really just a few friends and internet friends who like to read the recaps and kibitz about them. That's been flattering and fun. I think I will want to say more at some point about the very po-mo meta-ness of our game about gaming. But my subject here is PTA more broadly.

PTA has gotten a lot of praise, here and elsewhere, and it deserves it. There may not seem to be that much meat to the game at first glance (one could explain the rules in one page) but it really is a powerful little engine. The fan mail economy, the preset screen presence, the episodic structure—everything works for me. Our game has been a big pile of fun so far. And it is true that just about anything you could imagine as a TV show can be modeled (at a high level of abstraction) with the rules.

There’s only one part of the praise for PTA I disagree with: that it is easy to run and play. I’ve seen people saying things to this effect in a number of places: that you can model anything effortlessly with the PTA rules, that PTA sessions require little prep, and that satisfying stories come together like magic. Maybe I’m just slow (I don’t think I am), or maybe I have too many ingrained gaming habits (more possible but I still doubt it), but I’m here to tell you: PTA is hard work! Fun work, yes. And fun work that leads to fun play. But easy, effortless, like magic? No way.

Zero Prep?

First, there’s this idea that running PTA requires very little prep. That’s because the players take turns framing each new scene after the first. So the GM doesn’t have to prep anything after the first scene, right? Well, no. At least, that wouldn’t work for me. Each GM in each game has their own comfort level as to how much prep they need or want before a session. Some people could run PTA without anything planned out after the first scene, but those people are the same people who could run a game of Unknown Armies or HeroQuest or anything relatively rules light with zero preparation. I am not those people.

My standards for Dungeon Majesty are just a little bit higher than my own ability to improvise from scratch. I want the DM episodes to have themes, where the events in the game within the game mimic or mirror the events in the lives of the protagonist gamers. I want clever asides and funny cool surprises and well-drawn characters and locales. Some of these things come to me while we’re playing, but some of them I have to sketch out ahead of time.

That doesn’t mean that I know where the session is going to go before we play it. Quite the opposite. My prep for PTA has evolved in an unplanned way towards something that resembles the system of bangs and kickers espoused at the Forge for Sorcerer and HeroQuest. It’s a funny combination of openness and preparedness. I come up with way more possible events than I actually use, and then the name of the game in play is listening to the players, juggling the possibilities, and hoping to spark some kind of crazy reactions between their ideas and mine. It works, and it’s fun, but it sure isn’t zero prep.

(As an aside: I trust everybody here already knows about Art Deco Melodrama and the other famous Forge threads where Ron Edwards gives advice (some would say instruction) on how to run Sorcerer. For a few months now, Mike Holmes has been doing the same thing with HeroQuest. Like Ron’s Sorcerer threads, Mike’s approach may not be for everyone. But also like Ron’s Sorcerer threads, Mike’s HeroQuest threads are full of rich advice on the craft of GMing any game. You could start with this one if you’re interested. It has the clearest explication of bangs I’ve seen to date. Or you could just scan the HeroQuest forum for Mike’s name.)

Models Anything?

Well, yes, the PTA rules can model any kind of TV series, in that they don’t model anything but a TV series. There’s no combat system, no traditional skills or stats, no real character advancement. There’s fan mail and screen presence and how to cut from scene to scene. And all this I dig! One thing that’s very appealing about PTA is that it can model a “non-genre” show like Gilmore Girls as readily as a “genre” one like Buffy or Star Trek. (Or a genre show that’s not a traditional gaming genre, like E.R. or Boston Legal.) Which is great. But again my plaintive little whine: these non-genre shows are hard! When you disallow yourself the use of demons and Nazis and globe-spanning conspiracies and “you must find the magic Mcguffin or thirty-one realities are doomed,” you have to do a lot more thinking to come up with plot lines and challenges.

There are payoffs for this work, of course. One thing I’ve noticed is that when you put away the guns and swords and the threat of violent death, hormones rush in. Every one of our protagonists, I think, is involved in some kind of story involving romance or love or the lack thereof. And that has happened very organically without being planned or forced by me, and that’s really neat. And the other non-romantic storylines are still all about real-life relationships: friendship and parenthood and self-worth and so on. I guess when you take away the Vile Space Nazis and the Plot Device of Vecna, that’s what people actually care about. Who’d-a thunk it?

Like Magic?

The third strand of the “PTA is easy” meme is that somehow when you all get together the story itself comes together like some kind of magic. Everyone contributes their amazing ideas and it all fits together and adds up to a complete and satisfying story, paced and structured just like an episode of great TV. I guess I am in half agreement with this one. Each one of our sessions has come together in the end, and added up to something really neat and fun. But it’s taken real work to get it there. Often I’ve had doubts about where we were going until we arrived. And even though (or maybe because?) all of us are experienced gamers, we are all learning a new skill set in playing PTA.

How far into a scene do you go before calling for a conflict? When do you roll? What kinds of conflicts are good ones? How much control does the narrator of a conflict’s outcome have over the other protagonists? Do you share your ideas for a scene out of character or just play in character and see where it goes? There’s all sorts of fuzziness in the rules as to exactly how PTA should be played. Every group will come up with their own best answers to these questions, but they won’t be answered automatically and they aren’t, as far as I can see, spelled out in the rules.

(Another aside: On the subject of what conflicts are good ones, I recommend this thread from Vincent’s personal blog. See especially the comment by “Ninja Hunter J” and replies to him from Matt and others. Also, Neel’s remark later in that thread about “plot trumping” has relevance to my comments on non-genre gaming above. P.S. Vincent, if you insist on having all these great discussions about gaming on your own blog rather than here, the least you could do is provide an RSS feed!)

The Zeppo Factor

There’s also a sort of hiccup in the rules that hasn’t caused a problem for us, but I keep thinking it might. That’s the fact that screen presence equals effectiveness. In other words, in a PTA game of Buffy the Vampire Slayer, Xander would be most effective at fighting vampires in the episode that focused on Xander, and much less effective in episodes that focus on Buffy or Willow. This works for some kinds of stories, but what if the whole point of the Xander episode is that he sucks at fighting vampires?

You might say that effectiveness for the character isn’t really what the dice provide; it’s more about story-shaping power for the player. But there’s a definite ambiguity there about what screen presence is for. It can be ignored when, as usually happens, the goals of the character and the desires of the player are the same. But when they aren’t—when our player Mike wants his nerdy character Andrew to strike out with Angelina Jolie—the rules take you into strange places.

I Would Watch This Show

The safety net that every game of PTA has going for it is that all of us playing know what a good TV show looks like. Our years in front of Buffy and The Sopranos and Hill Street Blues and Small Wonder (kidding) have trained us in a certain kind of storytelling. There’s a whole lot of tacit structure that we have to draw on in shaping an episode that we pretty much all share yet can be left unsaid. We know the structure of episodic television so instinctively that we can riff and improvise, confident that everybody knows the underlying chord changes, and it does all come together in the end. So one of the best things PTA has going for it is all the TV its players have probably watched. If you tried to use the PTA rules to run a game that wasn’t a TV show, or with a group of players that had never watched television, I don’t know if you’d get very far.

“I would watch this show!” That’s what everybody who plays PTA ends up saying, and it’s true. I would totally watch our show (here's the link again!), and I get the impression that other people would too. For all I’ve said here, PTA is a great game. It just hasn’t been an easy game to learn or play.

And that's cool.

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Comments

"This works for some kinds of stories, but what if the whole point of the Xander episode is that he sucks at fighting vampires?"

Well, if it were me, and I had a group that played to their characters, then when Xander fights vampires, what's at stake isn't "do I beat the vamires?", but rather "can I get away from the vampires?" I think that having a good sense of what's "in character" informs the kinds of narration you try to pull in.

Posted by: Tom at Feb 3, 2005 10:58:44 PM

Hey Rob:

Thanks for all the kind words.

You're free to smack me if I've said anywhere that it's easy. I mean, it is for me now, but it wasn't a year ago, when I still couldn't figure out how to get it to work right.

Also, your show is the next Charlie Kaufman movie. How could it be easy with any game? I mean, Moose in the City is a children's show. Know what I'm sayin?

Thanks again!

-Matt

Posted by: Matt Wilson at Feb 3, 2005 11:09:19 PM

Yeah, it's not "less work", it's a different kind of work, and, like generating stat-blocks for GURPS or D20, it's one that some people find easy and some hard.

Qualifier to the last point: it's a kind of work that some people find fun and some people find a ton of not-fun. These two divisions are not necessarily related.

I also think that I've probably got lower expectations of the structure of the drama in PtA: I guess when I've got, say, three players, one of whom's character has their issue in crisis and we've got the four of us grooving on ways of stressing the issue, I've got all my drama needs right there.

Zeppo effect: from my pseudo-zen like mumblings about theme and premise, the premise which is answered before play cannot be the premise in play (grasshopper). Similarly, the conflict which is pre-determined is not the conflict we're looking for. So if, say, Xander is fighting a vamp in a Xander focus episode, why would Xander be more likely to win? Because of the stakes of the fight, which this episode should damn well feed into his issue. Because, I'm guessing, the Vamp will embody an aspect of his issue that he's grappling with. It's not really about dusting a vamp, it's about Xander.

Heck, if the player wants his nerdy character to strike out, it doesn't have to be a conflict. But hey, what if it's more interesting that Angelina goes for a night of hot nerd sex? How would the nerd deal with it? Sounds like a damn fine plot line to me...

Posted by: Pete Darby at Feb 4, 2005 5:53:49 AM

Pete misses the point, but Tom (first post) nails it on the "Zeppo Effect".

A player shouldn't allow a conflict to be framed, which, win or lose, will portray his character in a way he doesn't want his character portrayed. It's that simple. Joe doesn't want his character to kick vampire butt? Then the conflict isn't about kicking vampire butt.

To me, this is a non-issue. I caught this from the first day of play.

Posted by: Vaxalon at Feb 4, 2005 1:38:21 PM

I hate to just say "gamer baggage." But, well... I can't think of anything else to say. Of all the people I've played PTA with, only long-time gamers have had to do any hard work to get the game going. This is purely anecdotal evidence and I don't have a real good theoretical point to make about why this is, though I have some suspicions.

Like, the Producer does not necessarily *need* to have handfuls of bangs ready to go. The Producer doesn't have to have *anything* ready to go, other than a willingness to put obstacles in the paths of the protags' desires. That's it. That's where your conflict comes from. It's the players in PTA that need to do the work of propelling the protags along. If the Producer feels a great weight of responsibility to make the show "happen" then he is using much, much too strong a hand and the players need to step up to the plate more.

Again, this looks like "gamer baggage" to me. We're used to the idea that players sit back and react to the GM's pitches. In PTA, the game seems to really sing when this gets turned on its head. Novice gamers seem to take to this distribution of authority without a second thought.

Having said all that, I will agree that making good television can be challenging creative work. But that is not an element of the PTA rules, it's just the nature of creating cool stuff.

Posted by: John Harper at Feb 4, 2005 8:17:37 PM

John probably won't be surprised, but I actually agree with Rob here (and no, not just because of the kind words - thanks Rob). First, it should be known that when I and Josh and Julie playtested PTA, it was an earlier edition of the rules. So John may actually have a clearer picture of how the game works in some ways.

But the essence of the problem doesn't seem to have changed with the new rules. And I don't think it's just "Gamer Baggage" given that our group typically plays stuff like that Univers..whatever it's called. That is, I think we can adapt to new paradigms pretty darn well.

But we struggled with PTA at points. That's not to say it wasn't fun, and that in the end it wasn't doing what it was supposed to do. It's just, as Rob says, it wasn't always just a simple matter to make it go. It took some real effort at times to come up with the next scene and the stakes for it.

I think that to some extent it probably has to do with how inspiring the idea for the "show" is for the players. Perhaps Rob's show and the one we made, and the characters we made, weren't as inspiring to us as John's experiences were with his group. Or it could be something else.

But this isn't really a slam on PTA. Most RPGs require some "work" to make go at times. Overall I'd say that PTA probably takes somewhat less work (definitely as compares traditional scenario prep). So I'm not sure it's much of an issue.

But I do think that it's a good idea to let people know that the good results of the game do not simply happen magically every time. That occassionally you'll have to put some real effort in to making it go. In the end it's worth it, however; so no big deal.

Mike

Posted by: Mike Holmes at May 12, 2005 10:35:32 AM