Short Games: Penny Wise and Pound Foolish?

0

I recently created a game for the Game Chef 2012 competition. One of the guidelines was that the games should be no longer than 3000 words. I had a lot of trouble with this constraint. Even after a lot of verbal tetris, elimination of explanatory text, and compacting ideas as much as I could, I still ended up at 3545 words. And I’m pretty sure that many of the things I did to shorten the game made it harder to understand. I admit that I can be a bit wordy, but I think the bias toward short games in the Story Games community is hurting the development of games. One of the common complaints is that too many games don’t actually tell you how to play but rely on word-of-mouth and cultural osmosis in order for people to learn the procedures, but using shorthands or procedures that seem simple on the page but require pre-existing mastery of the technique is something that designers turn to in order to keep their games short.

A desire for short games is entirely reasonable – reading takes time, and that problem is magnified in a design-contest setting where one person might need to read multiple games in a short time period. But limiting game length isn’t a design-neutral decision. For example, parlor narration (i.e. the mechanics tell you what to act out, but what you act out has no impact on future events) and pass-the-stick designs (i.e. the mechanics tell you who can talk when, and the speaker says whatever they want, but whether what is said has any impact on future events is an arbitrary decision made by later speakers) are easy procedures to explain in a concise way, so games which emphasize these features are far easier to implement within the constraints of a design competition rather than a game with a robust interaction between mechanics and fiction would be. Games with parlor narration and games that are functionally equivalent to pass-the-stick storytelling are not generally regarded as well-designed games in the Story Games community, but the expressed preference for short games in that community creates an incentive to design more of them.

It goes beyond contests, as well. When I tried to participate on forums to seek feedback for my game Final Hour of a Storied Age, I noticed that people frequently exhibited a “sticker shock” effect when they saw the page count (currently 90 digest-sized pages). People seem much more eager to engage with a half-page idea-dump forum post than a game which has been developed to the point where it addresses common stumbling blocks that prevent people from getting to the meat of the game. Every example I add, explanation I expand, or rule section I recap to cement understanding increases the page count. There’s a catch-22: an overly terse game can’t be understood, but a well-explained game won’t be engaged with. It seems to me that forum threads with endless noodling over initial ideas are far more popular than forum threads dealing with the deep issues involved in actually developing a game to completion because developed games are too long to engage with in the context of a forum discussion (which creates a perverse situation in which the people who are doing what we say we value don’t get the support or attention that they need to keep them going through the tough part of making a game, while armchair dabblers get lots of engagement and attention).

It’s entirely possible that I’m too wordy and too fond of explicit procedures for my games to be a good fit for my desired target audience, but I personally believe that the community would be better served by obsessing less about length and caring more about clarity and completeness. Many rules-light games are complex even if they’re not mechanically complex, and many of them achieve their brevity by relying on the “culture” of the RPG community to do the work that isn’t done explicitly in the text. Leveraging ideas like “good GMing” can make a game book shorter, but they can’t be used by someone operating without the assumed context. Obviously a game book can’t be completely context-free (language is context dependent – someone who speaks a different language than I do can’t understand anything I’ve written), but a book that works for the uninitiated would also work for the in-the-know. As I said earlier, a desire for short games is entirely understandable, but I think it also has negative consequences that aren’t as visible as the benefits.

 

Credibility Building Blocks

0

One of the games I was assigned for the feedback round of Game Chef 2012 was Last Chance to Tell the Tale of Coyote and Medicine Man by Bryan Hansel. Structurally, the game is a pretty straightforward storytelling game, but it asks the players to use shadow-puppets as part of the “acting out the scene” aspect of play. Before I read the game I figured the puppets would be a silly gimmick tacked onto a purely verbal game. But there’s a mechanic in the game where the Coyote character sometimes impersonates and takes the form of a different character, and the game tells you to portray this by talking in a funny voice while using the other character’s puppet. In order to mentally process how this would work in play, I had to imagine using the puppets in the first place, even if my first inclination was to dismiss them as silly. While doing the mental processing on this “impersonating” mechanic, the idea of using shadow puppets was in my brain, building up neural connections, and with each neural connection it becomes more familiar and less foreign and rejectable. Building the impersonation mechanic on top of the shadow puppets helped cement the credibility of the shadow puppets as an important element of play, similar to how adding a new layer of building-blocks on top will often serve to “lock in” the previous layer. I don’t know if I’m completely sold on shadow-puppet-based gaming, but the design of this game brought me much closer than I ever thought I’d be.

This is the same psychological technique as the loaded questions in Dread character creation. If the questionnaire asks you “why did you get fired from your job?”, the entire time that you’re busy thinking up possible reasons to put forward as an answer, the idea “you got fired from your job” is able to fly in underneath your mental radar and take up residence in your brain. When B is dependent on A, consciously thinking about B makes A more unconsciously familiar.

The same process is at work in the “fictional causes” or “rightward pointing arrows” that Vincent Baker was talking about for a while. If the mechanics say “you get +2 for having the high ground” or “you have to roll the dice when you Go Aggro”, your brain gets busy focusing on whether or not the fiction matches the pattern and rarely even considers the possibility of outright rejecting a fictional contribution. By building something mechanical on top of the fiction it helps us accept the fiction as important and significant. The “translating to mechanics” part is valuable not because numbers, tokens, or dice are somehow intrinsically important, but because any time that B is dependent on A, focusing on B helps give A credibility, and a big chunk of what RPG design is about is convincing our brains to give credibility to something as unserious and ephemeral as the fiction being created by a group of friends around a table.

 

The Game Designer’s Equivalent of Adverbs?

1

In fiction writing, new writers are usually told to avoid adverbs. The idea is that there are better ways to say “he moved quietly” that do a better job of connecting with the reader and painting a mental picture. The theory is that the English language has a lot of rich verbs, nouns, and adjectives which do a better job than the “bland verb + modifier” approach that you can lean on if you let yourself use adverbs. Now obviously not all advice is universal, and masters know when to break the rules, etc., etc., but as a basic guideline I think it’s pretty sound.

I’ve been trying to read as many of the Game Chef games from this years competition as possible, and I noticed a few games that featured something I feel is analogous to adverbs in fiction writing, which is where the designer just tells the players that it’s their responsibility to inject the theme into the game. A designer who wants a game to be spooky will say “describe it in a spooky way”. A designer who wants a dreamlike atmosphere will say “play out the scene like it’s in a dream”. A designer who wants to evoke a sense of childlike wonder will say “make this decision the way a child would”. Obviously it’s important to give the players guidance toward what sort of content is thematically appropriate, but that can’t be the only thing a game does to deliver its theme. The rules, procedures, and creative touchstones that the game itself provides need to directly push the game into thematically appropriate content. For example, Kira Scott’s space madness game Into the Void tells the GM to introduce horrifying possibly-hallucinatory images, but also tells them to base the images on character traits that have previously been moved “into the void” by the mechanics, metaphorically grounding the horrific imagery as relevant to the protagonists’ characterization, which is a strong horror-fiction technique. The game has the “make it nightmarish” advice in there, but it doesn’t just use advice. Telling someone your intended end-goal isn’t the same as telling them how to get there, and I think a game needs to tell you how to get there, not just where the game designer hopes you’ll end up.

Game Chef Roundup

0

As I mentioned earlier, I created a game called Getting There in Time for Game Chef 2012. Creating the game was only the first round of the process — next came a critique phase, where each chef was supposed to review four other semi-randomly assigned games. I felt that my reviewers were pretty positive toward the game. A few of the criticisms about some mechanics being difficult to understand were probably justified, but I’m inclined to attribute that mostly to the very constraining 3000 word target for the competition, since it makes it difficult to fully explain the game or provide examples. Here’s a money quote about the game from Paul Czege:

Really, it hooks the fiction of play to the mechanics in a double handful of interesting ways that I’ve not seen in other indie RPGs. If even a couple of them work as intended it’s a really smart game.

I posted official feedback/reviews for Coyote’s Winter, Agents of C.O.Y.O.T.E., Last Chance to Tell The Tale of Coyote and Medicine Man, and True Men Don’t Kill Coyotes.

I’ve been trying to read some of the other games that were created, too. For a few of them I thought I had enough to say that I decided to write some feedback/review posts even though they weren’t assigned to me. I posted threads on the Forge for Coyotes in Dark Alleyways, Young Turks at the Cafe, The Coyote Lode, and Liminal. [edit to add: also posted a thread for Whispers in the Dark.]

The preliminary results were announced, and my game Getting There in Time is a runner-up but not a finalist. Obviously I’d have preferred to do better, but I’m grateful for the recognition I did get. I think my game probably has the legs to be developed further, but I need to test it to see. We’ve been trying to get a session going in my regular Skype group, but we’ve been plagued by unexpected cancellations for two weeks in a row. I’ve got my fingers crossed for this week.

 

Don’t Ask Players to Play Against Their Own Integrity

0

An important feature of any RPG system design is the incentive structure it creates to elicit behaviors from the players. Sometimes the incentive structures will be consciously designed to play off each other, creating a space for interesting choices (for example, in the D&D 3e/3.5 character building system for Fighters there’s usually a tradeoff between accuracy and damage: do you want to hit often, or do you want to do a lot of damage when you do hit? Both are desirable, but often the choices that move you closer to one goal will make it harder to achieve the other, even if it’s just in terms of opportunity cost). Sometimes the incentives will seem at first glance to be unidirectional, such that more of X is always better. In a comment on a Vincent Baker blog post, Simon Carryer used a phrase that crystallized my thinking about some systems that do that:

it sucks to be playing against your own integrity

Oftentimes these seemingly unidirectional incentives do have a counter-incentive: the player’s integrity. In a competitive game that integrity might be their sense of “fair play”. Since I don’t read or play many competitive games I more frequently see the incentive balanced against a player’s artistic or aesthetic integrity.

For an example, let’s look at Wushu, which has two separate subsystems which feature this problematic pattern. In Wushu, for each action you roll a number of dice and compare the result on each die to a score from a trait that seems relevant to the action. Each die that rolls under the trait score counts as a “success”. Assuming that you want your character to succeed, there’s an incentive to roll more dice (each extra die you roll has a possibility coming up a success, with no mechanical downside) and an incentive to roll against a stat with a high value (a greater chance that each die you roll be a success, with no mechanical downside).

Wushu‘s most famous rule is that you get an extra die for each “detail” that you add to your action narration. Since more dice are better, you are incentivized to get as many dice as you can, which means you’re incentivized to add as much detail as you can. Which means that the game is encouraging you to create “purple prose”, frequently derided as poor storytelling. The counter-incentive that’s encouraging players to limit the number of dice they use is the desire to maintain artistic integrity: you want to get as many dice as you can without pushing the bounds of good taste.

In Wushu character creation, players author their own traits and assign scores to them by spending points from a limited pool. During play, you decide what trait to use with each roll by picking one that is “relevant” to the action you’ve described. Since a broad, generally applicable trait is more likely to be relevant than a concrete, specific, flavorful one, the game has created another incentive: when creating your character, create a few broad, general traits and give them high scores. Since you’ll almost always be able to narrate an action that seems “relevant” to a broad trait, you’ll almost always be able to roll against the high score associated with it, leading the the greatest number of successes for you. The game has created an incentive to repeatedly engage in similar actions so that you can always use the same broad, bland trait with a high score attached to it. The counter-incentive that’s encouraging you to create more traits, create interesting traits, and use a variety of traits and actions during play is your artistic integrity: you don’t want to be “boring”, “predictable”, or “repetitive” in the way you create or play your character.

When a game creates an incentive that is only countered by your own integrity it encourages you to operate on the edges of your integrity, which sucks. It means you’ll sometimes cross that boundary, making decisions that you (or the people you’re playing with) regret, and will make you uncomfortable about decisions that come close to crossing. If the incentive’s reward is built around character effectiveness, and the game expects social esteem in the group to come from demonstrating character effectiveness, then the game presents players with a terrible choice: do I want to be considered a poor player because I’m not as mechanically effective as I could be, or do I want to be considered a cheesy player with things like trait grubbing and social wheedling? The difficultly of gauging your friends’ sensibilities and navigating that difficult course can lead to social tension, and “labeling” or “pathologizing” people. Concepts like “munchkin”, “powergamer”, or “min-maxer” were created to stigmatize people who respond to the obvious incentives in a game but trip over the hidden social counter-incentives that groups apply as patches to questionably designed systems. This blog post isn’t a demand that games be made jerk-proof or to insulate against obnoxious behavior (bullies and griefers can find ways to make anything unpleasant), but people who are making a good-faith effort to play a game according to the player-facing incentives it presents shouldn’t be led into doing things that make the game unpleasant for themselves or others.

Rather than relying heavily on players’ or groups’ integrity to carry a large load, I think game designers will generally be better served by thoughtfully designing the incentives in their games. Obviously the creative sensibilities of players and groups are important, but it’s dangerous to make them into “load bearing” aspects of a game system’s design, especially if it’s not done thoughtfully and intentionally. There are multiple ways to avoid the problem I’m highlighting in this blog post. For example, in Dogs in the Vineyard‘s conflict system, for each trait or object you “concretely demonstrate in the fiction” you roll dice and add them to a pool, making it superficially similar to the Wushu mechanic I criticized above. However, there are diminishing returns to adding dice to your pool in DITV: You only use dice out of the pool a few at a time, so there’s no benefit to having an overly large pool as long as you have enough to pick from, and there’s some benefit to leaving some traits unrolled so that your opponent faces uncertainty rather than perfect information when making their own dice-game decisions against you. The game provides an incentive to invoke traits or objects (thus making the game’s fiction richer), but the incentive isn’t so overwhelming that you feel dumb or unskilled for not including as many as you can at every opportunity (which would make the game seem silly and overwrought).

Another approach to avoiding the “integrity counter-incentive” is to associate different mechanical decisions with a basket of explicitly designed pros and cons. This is the approach I took when designing the dice system in my game Final Hour of a Storied Age. My game also lets you roll more dice by invoking more traits, but rolling more dice isn’t unambigously better: it makes you more likely to win a roll but also decreases the chance that you’ll have a big impact if you do win and exposes you to more risk if you lose (similar to the accuracy-vs-damage tradeoff I mentioned at the top of the blog post). By designing the system so that there are good arguments to be made for using each choice along the spectrum, the rational part of players’ brains can feel justified in signing off on the decisions that seem intuitively and aesthetically appropriate to them, and they don’t feel undue pressure to compromise their integrity to get an extreme mechanical result. There is some mechanical pressure, since the game wants to guide and encourage action at times when people aren’t sure what to do, but the pressure isn’t so overwhelming that it swamps players’ creative choices.

 

Getting There in Time

1

I designed a new roleplaying game for the Game Chef 2012 design contest: Getting There in Time. It’s a game about a lone Chronomaster who travels through time and space with his human companions getting into exciting adventures (inspired, obviously, by Doctor Who). I haven’t playtested it yet, but I think it has a lot of promise. I had a hard time stripping the idea down to the bare bones to cram it into the constraints of the contest (and, to be honest, I’m slightly over the target wordcount) but I have high hopes for developing it further once the contest portion of Game Chef closes out. Mechanically, this game is my attempt to design a GM-prepped plot without any of the negatives normally associated with terms like “railroading” or “illusionism”.

Choices Must Matter

0

I’m not a D&D player, but I try to keep my eye on what’s going on with D&D since it has such a big influence in the hobby. During the 3e vs. 4e edition wars it was a common rallying cry amongst 3e fanboys to say that 4e had removed roleplaying from the game, to which 4e fanboys would invariably reply that nothing was stopping any player from roleplaying well in a 4e game. Since these are broad-brush generalizations they’re pretty easy to dismiss, but I think there’s a useful observation hidden inside them. First, we should realize that the 4e reply I gave above is a form of cheap argumentation: The question isn’t whether it’s impossible to roleplay with 4e, but whether the design of 4e discourages roleplaying. Although I can’t speak from first-hand experience, I think there is some merit at the core of the 3e fanboy’s complaint.

The D&D 3e design includes a complex character creation system and encourages players to think in terms of “builds” of which classes, prestige classes, feats, etc., they want to use to achieve their character concepts. These choices are rarely made of discrete elements but are strongly coupled together: Prestige classes have prerequisites, you have to take lower level class features before the upper level ones, you accept the “flavor” consequences of some choices for desired mechanical effects, you accept the mechanical consequences for desired “flavor” choices. Players are encouraged to take these choices seriously, to think about them ahead of time. This encourages commitment to a character concept.

Many elements of the 3e system were widely criticized. One criticism was the need for “system mastery” to know that some of the choices were just categorically worse than others. Another criticism was that many choices included tradeoffs between combat effectiveness and effectiveness in other arenas which made it harder for different characters to harmoniously function “as a party” while interacting with different situations: player A was twiddling his thumbs during the fight, player B wandered off to get a snack while the rest of the party negotiated with the baron. The 4e designers tried to address these issues by making it hard to make bad character building decisions. While the optimizers can still find ways to make smart decisions pay off, the difference between a mechanically optimized character and a non-optimal character weren’t as dramatic. Additionally, the designers made sure that each character had a combat role to play: each character has an array powers that do damage and inflict status effects on monsters. While there are many reasons to commend these design decisions, one consequence is that the choices matter less. This is the source of complaints about the “same-y” feeling about 4e classes and powers. If one mechanical choice is roughly the same as any other then making those choices creates less investment in the choices the players actually make. Less investment in a character could easily manifest as less “roleplaying” and a greater lapse into purely mechanical talk. Since 4e’s mechanical design is more robust than 3e’s and it gives players lots of fun-looking mechanical buttons to push it’s easier to switch into purely mechanical talk and not contribute to rich and robust fiction. As a result we can see that there is some merit to the concern about there being “less roleplaying” in 4e: roleplaying isn’t outlawed in the game, but one of the psychological mechanisms that supports investment in a character is weaker in 4e than the earlier edition.

If we’re trying to extract lessons from this analysis to use in other game designs, I wouldn’t recommend inserting “system mastery” features like feats that only newbies use, but I would recommend making sure that the mechanical choices feel sufficiently different to players that they matter. One way to do that is to make it harder to evaluate choices on a single axis, such as damage-per-round. By making hit point damage the common thread in all 4e powers it encourages players to think about their choices in those terms. On top of that, damage and hit points, as bland totalizing mechanics, tend to blur differences rather than making them more distinct.

 

Terrible Writing in DC’s New 52

0

I’ve never been a big comic book reader, but it’s a big part of geek culture so when DC Comics did their big reboot/reset/renumbering/whatever with the New 52 I decided to look into it to see if it’s something I’d enjoy. My conclusion so far is that the writing in these books is pretty terrible. Here’s an example from Green Lantern #3: Sinestro (the red guy) is trying to enlist the aid of Hal Jordan to help solve a problem on the planet of Korugar, but Hal wants to resolve some issues in his personal life first:

Conflict! Hal wants to wait, but Sinestro believes that they can’t wait a single second. After some more character stuff, Hal eventually gives in an flies off to Korugar with Sinestro. And what is step 1 of this plan that couldn’t be delayed for a second?

Yes, that’s right: wait until sunset. It’s a good thing they got started on this “do nothing for a while” plan right away, thus averting the needless suffering that any delay would have caused! In order to manufacture conflict the writer has abandoned any pretense of continuity of motivation. At first we were led to believe Sinestro disagreed with Hal because Sinestro is the kind of guy who sacrifices anything for his greater goals. Now we see that this couldn’t possibly have been the reason, so we have to retroactively conclude that he’s just petty and obnoxious, and not a character we should take seriously. The entire comic book business model seems to be based on audience attachment to the characters, so undermining the characters in pursuit of false drama seems like a poor choice for a comic book writer to make.

This is just one example. While there are occasional fun moments in some of the other books I’ve read, most of them seem to be long periods of nothing happening punctuated by short periods where the visual storytelling is so muddled that I can’t tell what’s happening. Additionally, even though the New 52 is supposed to be a “jumping on point” for new readers, many of the storylines involve fallout from events that took place before issue 1. They’ll frequently name-drop characters for dramatic effect without laying the groundwork in the current series, guaranteeing that the drama only works for long-time fans. Several of the storylines started in medias res where the writers seemed to be using the frantic pace and unanswered questions as a way of building reader engagement, but they don’t seem to realize that this approach to storytelling is at odds with getting invested in the characters, which means that killing one of them off has little dramatic payoff. Maybe I’ve just been looking at the wrong books, but I’m hard pressed to think of any instances where the writing impressed me. My overall conclusion is that the writing in these books is bad.

 

Viewpoint and RPGs

0

I’ve been interested for a while in thinking about narrative or storytelling techniques from different media and how they apply to RPGs. The Jank Cast recently started a series of podcasts along these lines that I’ve been very interested in. In episode 119 they discussed “perspective”, although I think I’d be more likely to use the term “viewpoint” (I found this book to be a great resource on the topic). I felt that the discussion in the podcast lacked a solid grounding by glossing over the basics and ended up conflating a number of issues, such as viewpoint and stance. Since this is a topic I’ve been thinking about for a while I wanted to get some of my thoughts down in a blog post.

In written fiction there are a few commonly used viewpoints: First-Person, Third-Person-Omniscient, and Third-Person-Limited. The first-person viewpoint involves a narrator telling a story they participated in to the reader. This viewpoint lets the author communicate the thoughts and feelings of the main character directly to the reader, and also allows the writer to use the descriptions and narration of the text to contribute to the main character’s characterization since what the character chooses to relate to the reader tells us important things about the character. The third-person-omniscient viewpoint, by contrast, has access to the inner thoughts of all of the characters and the narrator is generally not a defined character in the story. While this allows the author to communicate lots of information to the reader it usually means that only the actual events of the story, rather than how they are related, can contribute to an understanding of character because it usually requires the narrator to be somewhat neutral and distant. The third-person-limited viewpoint is a sort of “best of both worlds” approach. Instead of having access to the inner thoughts of all characters it limits itself to the thoughts of one character at a time. Since the text is so tightly tied to a particular character the author can use description, etc., to contribute to characterization. In some ways it allows the reader to be even closer to the character than first person because there is no particular narrator relating the story to the reader: Harry Dresden isn’t telling me this story, I’m experiencing the story the way Ned Stark did. In addition to those viewpoints, there is also what is sometimes called the third-person-cinematic viewpoint. This viewpoint doesn’t relate any of the inner thoughts of any characters, it only tells the reader what they’d be able to observe if they were watching the scene as they would in a movie. Unless the characters explicitly verbalize their thoughts, the reader can only infer what they are thinking via their actions. This viewpoint has many of the limitations of third-person-omniscient but few of the advantages so it’s rarely used in prose fiction, but it’s the way that most movies or plays would be written.

Thinking about these viewpoints in an RPG context gets very fuzzy very quickly. Looking at the classical player/GM split, the common case is that each player controls a single character so the temptation might be to say that they experience that character’s story in the first-person viewpoint, but I’m not sure that’s true. Even though the player is responsible for deciding the inner thoughts of the character, it isn’t always common to articulate those thoughts. Putting aside for a moment the issue that the player is contributing to the creation of the fiction, would the player’s experience of the character’s story be appreciably different from a reader’s experience of a third person account of it? Since the GM in this scenario tends to not have input into the character’s voice, the biased descriptions that we usually associate with first-person or third-person-limited aren’t used. Since the GM in this scenario is most commonly responsible for describing an environment that any person there would perceive, I think the closest match is actually to the third-person-cinematic viewpoint. Sure, RPG players sometimes articulate the inner thoughts of their characters, but frequently only to the extent of communicating attitude or emotion (“I’m going along with this, but I’m suspicious”, “I’m being nice to his face, but I actually hate this guy”) the way an actor would use nonverbal communication in a film. I think this helps explain why references to film or television techniques, such as describing what the camera sees, are so common in RPGs even though, as a verbal medium, one might initially assume they had more in common with written fiction.

However, in the podcast Todd did offer one interesting example of something that seems closer to third-person-limited: in Apocalypse World, the GM is instructed to bring fictional details to the attention of particular players. By threatening an NPC that a player cares about and bringing that to that player’s attention the GM is subtly shading the world description: you notice this because you are the type of person that would care about this. I think I also stumbled across a technique for doing third-person-limited in game design with my Ronnies game Brick & Mortar: Last of the Independents. Since it’s a GM-less game, instead of relying on a GM to contribute external fictional details I have Apocalypse World-style moves that tell players when to do certain things. By framing the “when” condition of the move in a particular way a game designer can shade how the player will interpret the fiction contributed by the other players. For example, my Survivor character has this move:

Quiet! Did you hear that?: Whenever people are engaging in unproductive bickering, mention the ominous thing you just noticed.

This contributes to the characterization of the Survivor: they are the kind of person that expects the people around them to engage in unproductive bickering. When a player is being vigilant for “unproductive bickering” their perceptions are subtly shifted, similar to how a third-person-limited author would use narration and description to color the story in a characterful way. Although Brick & Mortar has some issues as a game, I think this technique is an interesting one that could use further development. It should be especially useful in the “tightly focused situation with defined characters” genre of games.

 

Can You Kill Your Darling Aspects?

0

Aspects are a big part of the FATE system, acting as a key point of system interaction during play and essential to defining characters. As a result, there are a lot of competing pressures on a player when writing an aspect:

  • It must represent the backstory events in the character creation mini-game
  • It should be able to be usefully invoked to do the sort of things the character is good at
  • It should offer good, characterful opportunities for GM compels
  • Reading it should give someone a good idea about what the character is about
  • It should be “interesting”, punchy, and well-written

Add to this the fact that players will often have only a limited number of aspects to describe a character that might be deeply nuanced, which urges players to use aspects to inform multiple character traits simultaneously. Trying to satisfy all of these goals at once is challenging, even for a good writer. Often, trying to do so many things at once leads to lengthy baroque aspects that are clunky to use in play.

Successfully solving such a writing challenge also tends to lead players to be deeply invested in the particular wording they’ve selected. In prose writing there’s a piece of advice known as “kill your darlings”. The basic idea is that it’s very easy for a writer to fall in love with a particular turn of phrase, character quirk, or other minor aspect of their writing that ends up detracting from the impact of the overall work, even if it’s beautiful on its own. Writers need to be reminded to be ruthless while editing to keep from falling into this trap. All of the pressures on FATE players to write “good” aspects can easily turn each one into a “darling” that they’d have difficulty killing. In the Dresden Files version of FATE, players are frequently given the reward of being able to change an aspect to let their characters change based on the events of the story. In my play of the game this option seemed to be rarely used. Even when I felt that the events of the story warranted changing my character I was reluctant to alter my aspects because I didn’t want to lose the many things that each one seemed to be accomplishing. There were aspects that I found difficult to use in play that I was reluctant to change because they were the only link I had to backstory or character points that I cared deeply about. There were aspects that required lots of uncomfortable jawboning to use during play because they were too cleverly written to satisfy the goal of making double-ended aspects that could be both good and bad. While aspects seem appealing at first glance, I think they are problematic as implemented in FATE 3.0 games because they are trying to serve so many masters simultaneously (and that’s without even going too deep into the tricky topic of compels).

 

Go to Top