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October 19, 2005
Agency: A Brief Sketch
Here’s my first significant attempt at an idea that’s been bothering me for quite a while now. I’ve been frustrated by designers’ attempts to hide the secrets of how best to play their games from readers, forcing people to stumble upon the intended methods during actual play, if they discover them at all.
The World is Not Enough
Most games explain setting and system, character creation and combat, and then end with a statement along the lines of “Now you’re ready to play! Have fun!” At this point, new players, who lack experience in how begin play, reasonably ask, “That’s great, but where do we start?” The options are too numerous, obscuring a good choice. This often happens with more experienced players as well, especially when encountering a new game with unusual requirements or one that encourages a style of play that is unfamiliar. The empty optimism of most game texts, proclaiming “the possibilities are endless” and “you are limited only by your imagination,” is rather unhelpful in this regard.
What you need is not empty encouragement but concrete knowledge. Traditionally, this knowledge was all learned by trial-and-error or passed along by experienced players. This method of transmission is semi-functional for relatively common games like Dungeons & Dragons, Vampire, and even GURPS, where you can expect the existing player base to have a hand in teaching the next generation. But, when this doesn’t happen, it is quite likely that different groups will play the same game in categorically different ways, ways that go quite beyond the amount of divergence normally encountered. Ron Edwards and several others have written about how various “versions” of Dungeons and Dragons developed in the 70’s when isolated groups did their best to figure out how to play, using an often vague and incomplete set of guidelines.
While this may have done a great deal to encourage the development of game design (individual groups filling out the rules with their own creations) and give players a sense of personalized ownership over the game, this tradition of incompleteness and customization, which is very much alive and well in current roleplaying design, doesn’t help people learn how to play. The game text covers preparing for play quite thoroughly, and, consequently, there are many roleplayers who spend a large part of their time preparing for play that never happens. The texts assume (intentionally or not) that preparing for play is all you really need to do. Learning how to play, then, is the task of experience (trial-and-error) or instruction (experienced players).
However, it seems to me that the lack of player agency is not helpful to independent roleplaying games and, in the long run, not good for mainstream roleplaying either.
Indie games, with their limited player base, should not rely on experienced players teaching the inexperienced how to play. You might think this is obvious, but the easy access of the Internet is a new threat. If I have a question about Dogs in the Vineyard or My Life with Master, I just have to send an email to Vincent Baker or Paul Czege or post a message on a prominent bulletin board. Experience will come to my aid. This can lead (not that I’m accusing Vincent or Paul of this, necessarily) to laziness in design and writing. When a wealth of experience and additional information is readily available online, the amount of information that a game text has to explain is minimized. This should not, however, become a crutch for designers. Games that require additional explanation and searching online have given themselves higher requirements for play, additional barriers that keep them from being enjoyed “out of the box,” and that may limit their audience and the amount of play they see.
Secondly, trial-and-error is not a friend to indie games. My initial experiences with a whole host of indie games (including Continuum, Nobilis, Universalis, My Life with Master, Dogs in the Vineyard, Primetime Adventures, and Polaris) were filled with double helpings of my own mistakes and those of my fellow players, sometimes because I had ignored certain rules or guidelines (not the game’s responsibility), but also sometimes because I simply wasn’t told how to play. In most indie games, players cannot simply rely on the instincts that they’ve honed through years of roleplaying. Often, these instincts will be totally inappropriate for the new style of play the game seeks to create. Mistakes, then, can be unusually prominent and harmful to enjoyable play. Many of the mistakes I made during early play of the games above resulted in play being suspended, unenjoyable, or just significantly less fun.
Agency
I’d like to talk about agency, an idea I first encountered in contemporary Native American Studies, when scholars began to speak of changing the way Native Americans were written about in history books, seeing their annihilation not as something inevitable and tragic, but a complex series of millions upon millions of choices made by Native Americans, Euro-Americans, and African-Americans.
Now, it may seem that players already have the power of choice. Roleplaying offers infinite freedom to create whatever your mind can concoct, but freedom and true agency are two different things.
Agency, in this context, is the ability to play a game intentionally, efficiently, and with significance. Don’t think of these as new jargon (God forbid!) but as an application of the words’ existing meanings to games. This is description, not an attempt to be definitive.
1) Intentionality is knowing your options, weighing them, and then making a choice.
2) Efficiency is making the best use of the resources you have to achieve your goals.
3) Significance is being able to influence the current situation and create real change, within the context of other people’s choices.
Players are unable to play intentionally when they do not have enough information to make a decision, when they are not aware of all options, or when they are not allowed to make a choice. I can think of many situations where this happens, especially when only some of the players are familiar with the published roleplaying texts that the game is supposedly based on. You hear such players say “Can I do X?” a lot or hear more experienced players telling less experienced ones how best to handle certain situations. Which leads us to…
Players are unable to play efficiently when they don’t know how best to maximize their potential to achieve their goals. Consider the process of character creation, which, in my Rifts fanboy days (and I gather the situation is similar in D&D), required a fair bit of “secret knowledge” in order to create a competent character who was likely to survive a typical adventure and not embarrass the player who created them. In Rifts, if you didn’t take critical skills like “Stealth” or be sure to upgrade to “Hand to Hand: Martial Arts,” you would only regret it later on. Combat or social tactics work similarly, even when players are familiar with the rules. Obviously experience helps tremendously, but a large part of it is simply knowing how to play your cards, so to speak, having some idea of what you should be doing in order to achieve X.
Players actions lack significance when they don’t seem to make a difference in the direction of the game, whether because the other players reject their suggestions, or because they are accepted, glossed over and never become a central part of what play is about. It’s okay to play Robin to someone else’s Batman, as long as Robin matters to the story. If game play could more or less occur exactly the same with or without your participation, you’re lacking in significance. This last component of agency is traditionally not something that game designers have really worried over, leaving it up to the players to make sure that everyone manages to have some say in things. However, it is a growing area of design interest (see Dogs in the Vineyard, Primetime Adventures, Polaris, etc.)
The Point
This is obviously just a brief sketch of a concern of mine, but the point is that it’s not bad to let people know what they should be doing in order to achieve effective play. These are not some design secrets that you need to horde like the recipe for Secret Sauce. You don’t have to make them stumble around in the dark and figure it out on their own.
And telling people, “Do whatever you want!” is (almost always) extremely unhelpful. Too many choices is no choice at all.
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Comments
God yes. "Here, I'm going to sell you a $40 game" "Ok, what are the rules?" "Do whatever you want!- See? I just supported EVERY POSSIBLE STYLE OF PLAY, including your favorite one! Best $40 you ever spent, right?"
I paid for rules, that tell me how to play. Not rules that tell me that I ought to be a game designer.
Posted by: Chris at Oct 20, 2005 5:33:01 AM
I don't want to do the oh-so-indie thing of discounting everything that came before, but do you think it's possible that in some cases, the designers didn't know how to play the game? I've seen several cases of designers who don't play. Not that I have a data point on this, but I'd guess the majority of games designed by people who didn't play/played little are from the 90's, where we had a lot of very open-ended games with no concrete advice on how to play them.
Posted by: Clinton R. Nixon at Oct 20, 2005 7:08:49 AM
Clinton, I think there are some definite cases where you're right about the designer not knowing how to play the game, but I think there are also a lot of cases where the designer simply assumes that everyone knows how to play the game because he or she does, or that all games are played the same way. You can see this at a group level, where newly-forming gaming groups tear themselves apart all the time because no one can talk coherently about how they expect a play session to take place.
Alternately, it's possible that in a lot of these 90s games, designers recognized that groups were simply going to play every game in the same way and just focused on providing a few patch rules and a bunch of new imaginative content to insert into the same game. I know that in my mid-late 1990s gaming group, every game was more or less about a bunch of ragtag misfits going on some kind of caper, with only the props and sets changing. I don't know if that was our style adapting to the games we owned, or if the games we bought were pitched to groups who played like us.
Posted by: James Holloway at Oct 20, 2005 7:17:09 AM
Okay, but what does your theoretical 'how to play this game' chapter say, and who is it aimed at?
Because if it brings up cops and robbers (or cowboys and indians), I'm going to snicker a bit and skip that whole section, while a new player might actually benefit from the analogy.
Posted by: peaseblossom at Oct 20, 2005 9:07:00 AM
Heh. Cops and robbers. Or how about the White Wolf games that talk about playing make-believe?
Actually, I don't have a "one right way" in mind for actually showing people how to play before they begin. It's something that I'm struggling with myself in writing Vesperteen. That was gonna be my next post (: But to pre-empt it a bit...
In the 90's, the cool thing was to include Examples of Play, like the comics that came in the World of Darkness games that had the imagined events on one side and the player negotiations on the back side. Nobilis did an extreme version of that, showing an entire sample game. These help a lot, certainly, but are not totally effective.
I do think Vincent was really onto something in Dogs, where people get a chance to try out the system before the game really gets going, in the opening intro scenes. This also serves to give each player some significance right off the bat, since they get a whole scene focused solely on them and their problems.
And then Polaris is the first game that I know of that gives each player specific tasks that they're responsible for in the scene, instead of just telling them to do whatever they feel like. I will say that I miss the "huddles" that we did in the early Polaris playtesting, where the group schemes about what kind of scene to spring on the (rotating) protagonist, which is why those are going to show back up in Vesperteen.
I also think about the game planning guidelines in Dogs and Rune, where there's really a step-by-step process for building an interesting situation for the players to encounter. Chancel and Imperator Creation in Nobilis works a lot like this, but, once you've set up the world, there's still a lot of "Well, what do we do now?" It needs something like Story Arc Creation guidelines. I think scene framing was really the first big advance in addressing the "What do we do now?" question.
But let me save some stuff for my next post, which was going to be about ways to structure your game to enhance player agency.
Posted by: Jonathan Walton at Oct 20, 2005 9:42:02 AM
Funny the timing here, because I was just thinking along these lines. I just bought the Serenity RPG this week, having gone from zero-to-browncoat in the space of about three days, and have been thinking about reviewing it. The mechanics seem reasonably functional, and the GMing chapter has some reasonable advice about some important aspects of adventure design.
But when it comes to advice on actually PLAYING the game - and the book is clearly written with new gamers in mind - the text is mum. There is not a single example of play in it, but it goes beyond that. The obvious, crucial problem a Serenity campaign will face is managing spotlight time among the players and niche effectiveness among the crew. On TV you can have someone "stay with the ship" for much of an episode. You can't have your pilot cooling his heels for 80% of a gaming evening. But a "don't split the party" ethic wouldn't fit the material.
So there's some very tricky management issues the book leaves entirely unaddressed, a lot of Lumpley-type "system" unwritten. Someone jazzed on the TV show or movie who picks up the game in Borders and talks her fellow browncoats into creating characters is going to want to recreate what she loved about the show, which includes a fairly elaborate pattern of schism and coalescence among the main cast. The RPG won't give her the first clue how to do this.
Posted by: Jim Henley at Oct 20, 2005 8:50:22 PM
When it comes to Serenity, I think 3 things happened:
1) The Creators. The people involved with the game seemed to have fairly traditional ideas about roleplaying and game design and weren't especially interested in taking some risks and doing something different.
2) Time. The movie was coming out soon, so they had to get the game out. This may have also made it more difficult for the creators to take the time to expand their design vocabulary and learn some new tools.
3) Audience. I think the game was aimed at a) people who play d20/WoD who like Firefly [who probably won't complain too much], and b) Firefly fans that don't roleplay [who also won't complain too much].
I heard quite a few people bailed from the playtest forum once it became clear that the design team was not interested in really addressing many of the points that you made in your post, Jim. And I think one of those people was Clinton, who wrote a big post to the creators explaining his view of things.
Honestly, if Clinton ever does get the hook up, I'd love to read that post on 20x20 and talk about it.
Now back to the on-topic discussion...
Posted by: Jonathan Walton at Oct 20, 2005 9:02:26 PM
I posted a while back on a list of things I think every game needs to communicate procedurally to be complete. I talk about this a lot, simply because I ended up learning how to roleplay from game texts alone, then teaching my friends, without the aid of learning from other more experienced folks.
I definitely agree that we need a BIG SHIFT towards being clearer on "what happens next", which also happens to be tied very deeply with what the point of the game is. (Compare the differences in building a town in Dogs vs. building an encounter in D&D).
Posted by: Chris at Oct 21, 2005 2:58:54 PM
Actually, my first experience with Dogs was pretty interesting. I made this really great, exciting town. There was a convert from the Mountain People who was developing his own false variant of the Faith. The nearby Mountain People planned to destroy the entire town, just to get back at the convert, who was also a murderer. One of the Steward's daughters had been captured by the Mountain People at a young age and was now riding around with the heathens. It was great!
But then, I had no idea how to really run the town once the characters arrived. In the text, Vincent makes the point that the town is basically supposed to spill its guts and render up its secrets (in the subjective voices of its inhabitants) pretty soon after the characters show up. And I was pretty unsure how to make it do that. It was pretty different from the way I normally run games, where there's lots of secrets and investigation and such.
So what ended up happening was pretty half-assed, at least on my part. Nobody really wanted to tell the Dogs what was going on, but nobody was being totally tight-lipped (and, therefore, suspicious) about it either. The players enjoyed things a whole bunch, but it wasn't all that exciting to me. I didn't get the thrill I normally get as a GM when the players' figure out my secrets and I didn't really know what my NPCs were supposed to be doing.
Posted by: Jonathan Walton at Oct 21, 2005 3:32:15 PM
And I was pretty unsure how to make it do that. It was pretty different from the way I normally run games, where there's lots of secrets and investigation and such.
I think it's really interesting because with Dogs, you can invert the usual rpg method of dealing with secrets and investigations. If it was Call of Cthulhu or a similar game, you start by throwing the tidbits and small stuff to the players, and end with the "big-bad" problem. With Dogs, you can throw the big problem(s) in the players faces right away, but they still need to look deeper and see what the real issues are.
I found that the once I put the problems up- the real interesting part was watching the Dogs conflict with each other about how to solve the problems.
Posted by: Chris at Oct 28, 2005 5:56:08 AM
"I do think Vincent was really onto something in Dogs, where people get a chance to try out the system before the game really gets going, in the opening intro scenes."
Pondering that post, I suddenly relaised that the basic idea of the Initiation Conflict has a bit in common with a concept that White Wolf popularised, the Prelude.
I do note that there are many practical differences, though. From memory, I believe White Wolf's texts discouraged use of system during the Prelude, and there was little practical advice as to how it was meant to proceed and/or work, whereas Dogs has a very clear-cut five-step procedure complete with simple instructions, examples and hints for each step.
Posted by: IMAGinES at Nov 7, 2005 1:34:56 AM
I meant to say something about this ages ago, but I still haven't gotten around to it. So I'm just putting in a word of praise for now.
Posted by: Neel Krishnaswami at Nov 30, 2005 1:56:19 AM
