Showing posts with label The Social Contract. Show all posts
Showing posts with label The Social Contract. Show all posts

10/11/2014

We all have a role to fill

Last time I've covered a Princess Tutu episode, it was a really early one. Since then, I began to question my remark that this series is a great GMing guide, but the ending of season one showed me otherwise. In episode 11, which I'll cover today, we are presented near the end with a remarkable scene. The annoying Drosselmeyer shows us that he does understand stories, when he reminds each character of his or her role in the unveiling one.
Now, this is an interesting case, because each character in the series plays a role in the story. To a certain respect, it is just like an RPG: each player is assigned a role to fill in the story that is being created (this is, again, a topic for another post). Our 4 main characters are our players, and Drosselmeyer is our GM.
This scene asks about roles. What roles does each side fill in the game? What is the players' role? What is their GM's role? To a certain respect, after almost 11 episodes, we are presented with the Social Contract of the "game". Each player got a role to fill, assigned to him or her by the GM, and this is their job. As long as they fill it, though, Drosselmeyer doesn't intervene. But when they do leave the role behind, Drosselmeyer reminds them and guides them back to their role.
This is one type of a Social Contract that can be made. We can also "sign" a contract that gives the GM an even greater role in the shaping of the game, a kind of game in which the players are only there for the ride. Or we can go the other route, to a game without a real GM, a game in which the players guide the game themselves. It can also, unsurprisingly, be somewhere in the middle.
But the Social Contract is only a part of a greater contract, the one called the Group Contract, which also covers such things as rule-systems and the like. It answers questions such as "how do we choose a rule-system?" "How closely do we follow the rules presented in the rules-system?" and so on.

Both of these concepts are there to help us play better games. They do it by giving us the tools to describe in detail the roles, expectations and responsibilities of each participating party. 

27/10/2014

Society- Please don't Break the Contract between us

There are two types of bad movies- those that are bad from the beginning, and thus you can laugh at them, and those that start good and then turn really crappy. This movie belongs to the second, much disappointing group.
In short, this is the story of a young man who thinks that he doesn't belong to his family. Slowly but surely he starts to find the truth, while it seems that the whole world is against him. At the end, when the truth is finally revealed, Yuzna tries to pass some social commentary. While the message gets to us, the execution is a bit… way too much over-the-top, and that's without mentioning the "fart-jokes" of the end. Too bad, it opened way too good to be campy, it is just a disappointment.
But, like always, there's something to learn from this movie. There's something that the movie does right, or otherwise I wouldn't have been this disappointed. And what the movie did right was to question my understanding of the situation- am I really seeing that something isn't right, or is it just the protagonist's imagination.
Throughout most of the film, Billy visits a psychiatrist. This gives us the possibility to ask ourselves: who really is the madman in this movie? Is Billy the madman, or is he the only sane person in the world. He himself questions what he sees, and time after time Yuzna disputes his protagonist's theories.
And it is so powerful. Because not only are we afraid for Billy, who might be sane and thus in real danger, we also fear that he really is mad and thus he might hurt all the other people in his disturbed world, people who only tried to help him. What Yuzna does at the end, though, is to throw all of these possibilities and fears out of the window, picking a lazy (even though much more social-stingy) solution. For an example made right, I'll have to point you to the great Buffy episode Normal Again (season 6 episode 17). But yeah, Society…
What can we learn from this failure? First of all, that sometimes we can't give both social commentary and a satisfying ending. And as we first of all game and only later try to say something, the game is more important (unless stated so from the beginning).
Bu secondly and far more importantly, if we have built something good, please don't let it fall. Because disappointment is a breaching of the contract between us people, players and GM(s). And this contract is far more important than shoving a message into our ears and brains.

With that out of the way, I wanna hear you. What have you thought about this movie? And what have you learned from it?

12/09/2014

Whose Game Is It?

I think that it was just yesterday when I wrote about my MLP campaign. When the session ended, one of the players sent us a drawing of the characters. Apart from the cool factor and the feeling of epicness for such an instant, what struck me more was the conversation that ensued.
Player 1: You should post it on Facebook.
Player 2 (the artist): What should I write?
Player 1: Tag all of us-
Player 3 (interrupting): And write that it's Yosi's campaign.
I immediately said that this campaign is owned by all of us, it is our campaign, and that they created the story as much as I did. A quick conversation ensued, and it got published as "our campaign (but mostly Yosi's)".
I have 4 players in this group. Each one with different amounts of experience with RPGs, with only one of them (quite ironically, player 3) having prior experience in one of my games. The fact that he's a regular player in my groups for about 2 years now is only this more ironic.
The consensus was clear- this is my campaign far more than it is their campaign. And I find it quite interesting. You see, I always use "my campaign/game" in my writing, because I took part in it, making it mine. It is my campaign not because I'm the GM, but because I help to drive it toward a certain dramatic beat. I don't mean here railroading, because I don't railroad (and my players can attest for that), but rather I mean here creating as much drama as I can, while ensuring that as much of the story and drama is created by them and/or for their playing instruments (the PCs) and them.
My players also play this way, and have almost as much control about the plot, setting and the like individually as I do. They create parts of the setting, their findings, they even invented the plot, creating and fleshing it between the sessions to our own amazement. Yet they all agreed that it was my campaign and not theirs.
And I'm confused. If it weren't for them, it would remain just a concept, an idea about a MLP game in which the players play Blank Flanks looking for their Cutie Marks. If it weren't for them, we wouldn't have a prophecy, or Sherlock Hooves, or Zombie-like ponies. If it weren't for them, the books wouldn't do anything more than fly and laugh till the end of days. If it weren't for them, the narrative wouldn't move from Canterlot to the Crystal Empire. If it weren't for them, they wouldn't meet Cheese Sandwich. Yet it is my campaign, according to their words.
Looking in forums, theory articles, RPG.SE and other places that I regularly visit, it seemed almost too prevalent, too widespread. I found only a handful of players who didn't gave the credit for the campaign's success, or the credit for ownership, to their GM. And it didn't matter if the game involved a pre-written narrative, a sandbox or a completely improvised game. It didn't matter if the players were active, passive, inventive or questioning for permission before each step on their way towards the end.
And I find it confusing and problematic. We always say that RPG is a type of shared experience. We always say that we create everything together. We always say that the story moved one way or the other because we, each and every one of us, chose so. So why do we still give the keys of ownership to the GM?

I don't have an answer. I have some theories, but not even a single one of them is fleshed out, not to mention able to stand a test or scrutiny. But I know that I don't like this mindset. Am I alone?

08/09/2014

My Players Created the Plot for Me

I opened a new campaign last Thursday. It's an MLP campaign, with the players playing Blank Flanks looking for their Cutie Marks, utilizing Erin Palette's wonderful UA hack. It started with books flying out of all of the houses in the city, laughing like villains should laugh.
The players then decided to search for info about this thing in the books. Long story short, they've found the book, and the page with the solution to this problem. Then I asked one of the players: "What's written in there?" and decided to roll with the outcome.
I think that it is no secret by now, fateful (and new) readers, that I love giving my players the power to decide about the way the campaign will unfold. The idea in this incident was that if the players like the story, they will invent something that will keep this "flying and laughing maniacally books" thing going. If they don't like it, they will finish it off.
What happened next kinda amazed me. You see, the player asked for help from his fellow friends (and players) and together they came with a prophecy. A prophecy about rebellious books, a prophecy that explains all that happened up to that moment, a prophecy that puts them as the ponies that will stop the rebellion before it's too late.
Or to put it in other words: they created together, in harmony, the plot of the campaign. Isn't it just pony magic? I don't have any lesson or thought for today except for this: give your players the opportunity, even just once, to decide about a thing like this.
You might end up like me, doing it all the time, addicted to the stories that they create together, with you and/or with the toys that you give them.


So, how about you? Have you ever tried to do something like this? How did it go?

29/08/2014

Letting the players invent

It's hard to believe, but it has been more than a year since my last post here. Quite a number of changes took place in my life, which I might get to write about them eventually. But not for that I wanted to come back to the blog. I wanted to write about RPGs again, 'cause it's a kind of passion that I still have. In the past year I've moved to "RPG Stack Exchange", where I was amazed by the sheer amount of knowledge going on in there.
I guess that some of the new posts in here will be renditions of some of the answers I wrote for questions that were asked there. But others, like the one that I'm writing now will be completely new., completely original. A word of caution, though: I don't know yet in what schedule I'll be updating here, in the blog. It might be every few days, or once a week, or who knows. But I'm back and hopefully for good.

With that said, it's time to start. Well… I'm reading right now a book, written by our beloved Gary Gygax , called "Master of the Game". It's part of the reason that I came back, but anyway, Gygax talks there quite a lot about the creative role of the GM. He all but says that the players are there for the ride, w=and it is the sole responsibility of the GM to create content and invent things about the imaginary world.
And here I must wholly disagree. Part of the magic in the RPG world is that the story is created together, by the entire group. It is true that by deciding to knock on the dungeon door (for example) the player changes the fiction of the story, thus creating something of her own accord, but is it the only way that a player can use to invent something?
In rule-systems like Fate there are tools, mechanical tools, which the players use to invent things. But I must say that I don't think that it went far enough. The players need more than a limited amount of facts to invent about the imaginary world. If you ask me, a limited amount of facts to invent is far too limited for most groups.
I, for once, use a different system. Whenever I'm stuck without an idea, I ask my players for one. "So, you found the truth about the murder- what is it?" When I'm stuck, whatever my players will bring will be far better than what my stuck mind can bring to the story.
But even this is not far enough. It is a known fact that a great way to bring the players to care about something is to let them invent it. So nowadays I let my players invent and/or describe my NPCs, invent barrels and cats and other parts of the scenery, and much-much more.
For me, it has always been the shared creation of the story and of the world. This was my thing, the reason that I came back to the infamous seat of the GM. It is not groundbreaking. Hell, it's a technique that even I use for at least six or seven years. But nevertheless, it is one of those things that I wanna see more- GMs who let their players create and invent the world as equals to them [the GMs].
And somehow, just somehow, when I GM to new players, I see the players try to invent more. Has the social contract changed us so?

What do you think? Do you let your players invent and/or describe things in the imaginary world? And if so, to what extent?