The Setup
On Sunday, I
have a group of friends coming over to play 13th Age. They are helping me get some gaming
experience under my belt before I
run several games for Pelgrane
Press at GenCon at the end of the
month. To the best of my knowledge, only
one has any role-playing game experience.
The other five are complete newbies to the hobby. So, in addition to making sure that I’m able
to efficiently run the system, I want to make sure that they have a good
time. They are all highly creative
people: a lawyer, a high school principal, an event planner for a museum, an
engineer, a scheduler for a member of Congress, and a real-estate entrepreneur
(the one with the gaming experience).
The entrepreneur’s experience runs to Pathfinder, so I’m hoping that he’ll
find 13th Age’s more
freeform style to his liking. I’m
attracted to how it is story-driven. I’ve
recently finished reading Karl Bergström’s Creativity
Rules: How rules impact player creativity in three tabletop [games] from
the 3rd issue of the International Journal of Role-Playing. Consequently, I want to consider how
implementing different types of rules in my game can help my friends have the
best time as we play 13th Age. Of course, I’ve got to run the basic 13th Age engine—it wouldn’t
make much of a training session for me if I didn’t—but that engine is flexible
enough for me to play a little fast and loose.
My goals for my session:
·
Everyone has a fun time
·
Players feel actively engaged and that they have
agency in
o
Designing a world and
o
Telling a story in it
·
Players feel that they quickly achieve “systems
mastery”
·
I master the rules
How the Article Will Help Me
Bergström’s
article studied six groups of role-players who each played sessions of three
different games. Bergström then
considered how the games’ different rule systems affected the play
experience. The games were Dungeons & Dragons 3.5/Pathfinder, World
of Darkness (new edition), and Legends
of Anglerre (FATE). 2 groups were
chosen as most familiar with each system but each group also played games in
all three systems (that’s 36 games in all for those counting). Through watching live play, one-on-one
interviews, and interviews with the play groups, Bergström considered how the
rules interacted with different types of creativity. Bergström’ identified six types of creativity
and nine rules functions. By looking at
how the two interact, I’m hoping to use this knowledge to get an idea about how
I can best tailor my game for Sunday.
Types of Creativity I Want in My Games
· Narrative
(story) creativity: Ability of potential to create a good story, usually
going outside your specific character and looking at the story as a whole.
·
Acting
creativity: Being creative in the portrayal of your character
· Game-world
creativity: Used to create the setting and elements within, including
characters backstory, geography or inhabitants of a region, organizations in
the game world.
· System
creativity: Creativity required to adapt rules system to the specific group
and its needs and wants.
I role-play to
tell stories and that’s what the types of creativity I prize most are focused
upon. I’ll take a look at what the rules
elements are that best help to encourage these types of creativity and try to
emphasize them in my play. I’ve added
systems creativity to this list to remind myself that one of the best points
about systems creativity is that I can take systems that might not emphasize
these types of creativity (or actively emphasize the types I’ve outlined below)
and modify those systems to better reflect the result I’m looking to achieve.
Types of Creativity I Feel Are Creative Outlets for Players Otherwise
Constrained by the Rules
· Gaming
creativity: Creativity in using the rules towards a specified outcome. This includes optimizing characters and
choosing the correct action rules-wise at any given moment.
· Problem-solving
creativity: Relationship between the player’s ability to solve puzzles,
etc. and the character’s ability to do so.
To me, these
two are somewhat related. Honestly, I am
not sure that I’d even have considered problem-solving creativity as a category
in and of itself. To me, it’s the result
of friction between the forces that push towards gaming creativity and acting
creativity. As such, I’ve marked it in
yellow and am content to ignore it. I am
not a fan of gaming creativity (which is ironic, since the game I play most
often is Pathfinder). This is likely
because of my day job. As a government
affairs representative for a trade association in Washington, DC (I’ll leave
you to puzzle out what that’s a euphemism for), I’m often working the rules to
my advantage in my day job.
I certainly
find it useful to have an understanding of how rules underpin systems. But, that’s my work. Role-playing is my play.
So, it’s not a judgment call that systems that encourage players towards
gaming creativity are bad, per se.
Rather, it’s the fact that I have to do gaming creativity with the rules
I work in all day long. So, I’m less
inclined to want to do so when I’m on my free time. Similarly, I don’t much enjoy talking about
politics after hours. Ironically, my
favorite role-playing games are the ones that are focused on skills and
role-play versus combat. Political
intrigue is always a good draw. But, if
I’m going to get involved in those things, I want to do it in a setting that
isn’t Washington, DC in the current day.
Flavors of Creativity / Role of Rules
|
“Narration first” vs. “rules first”
|
Rules as arbitrator
|
Rules as creative coolant
|
Rules as consistency provider
|
Rules as inspiration
|
Rules as support
|
Rules as communication
|
Rules as randomness
|
Rules as diegetic control mechanism
|
Narrative (story) creativity
|
|
|
X
|
X
|
|
|
|
|
|
Acting creativity
|
|
|
|
|
|
|
X
|
X
|
|
Gaming creativity
|
|
X
|
|
|
|
|
|
X
|
|
Problem-solving creativity
|
X
|
|
|
X
|
|
|
|
|
|
Game-world creativity
|
X
|
|
|
|
X
|
|
|
|
|
System creativity
|
Meta and
uninfluenced by rules
|
A Few Rules to Rule Them
So, now that I’ve got this
information, how should I implement rules in a game? As I look across the green bars, there are no
Xs that appear in more than one bar. If
there were, I’d focus on that rules element most. Instead, I’ll work at it from the other
angle. Rules functions that relate only
to green should be emphasized; those with green and yellow results should
receive less emphasis; those with green and red results should receive even
less emphasis; and those that have no green results should receive the least
emphasis. At that point in time, we
bring out the meta-rule of system creativity to make the tweaks in the next
section.
Considering how to teach the game
and make it enjoyable for my players, in a nod to gaming creativity, I’ve
optimized the rules functions. Having
done this, I can go ahead and look at mapping what I want out of my game in the
way that I use the rules to define the gaming experience.
Most Important
· Rules as
inspiration: I want the rules and options to help my players come up with
character concepts. As such, I will want
to help inform players without overwhelming them. In 13th
Age I’m trying to do this by using semi-pre-generated characters. Mechanically the characters are all done
except for a few parts. The characters’
background/skills, one unique thing, and icon relationships have not been
chosen yet. I think that creating
backgrounds and one unique things will help the players better identify with
their characters. I’m hopeful that the
icon relationships will do so as well, but worry that they might be a little
too confusing for newer players. To make
this happen, I’m engaging in a little bit of system creativity. Rather than giving each player 3 dice to
assign under the assumptions in the book, I’m going to ask them to pick a
heroic or ambiguous icon that they have a positive relationship with and to
pick an ambiguous or villainous icon that they have a conflicted or negative
relationship with. We’ll do two dice
rolls instead of three. I feel like this
simplifies things while allowing some level of control over the story.
·
Rules as
creative coolant: The last time I was explaining playing Pathfinder to a
new player, a lawyer was in the room and remarked that knowledge of the rules
was remarkably similar to having to know case law. In fact, I feel like this is very true. So, I want things to run as simply as
possible. I’ve made a single page poster
that presents skills, one unique things, 1-3 sentences about each icon, and
very basic information about the 13th
Age setting. Where possible, there
are examples. At the same time we use
the rules as inspiration, I want to reinforce that they all fit on a single
(albeit small poster-sized) page.
· Rules as
communication: This one is easy. I
just need to remind my players that the rules are abstractions and exist to
help them envision concepts that are inherently unquantifiable. We’ll talk a little bit about failing
forward, envisioning your character from your stats, etc. But, we’ll also talk about how the rule of
cool trumps the rules as written (see “rules as arbitrator” at the bottom down
there?). But, because I want my players
to feel like they have agency, we’ll talk about how the rule of cool is what everybody at the table thinks is cool
rather than what I, as the GM, think is cool.
· [Rules as
support] / [Rules as diegetic control mechanism]: These rules didn’t have
any creativity functionality in any categories.
But, I feel like they are important for establishing player agency. I’ve covered this in the section above, but I
want the players to know that the rules give them some level of control from my
arbitrary whim and that when we ignore the rules, we do so as a group. It’s my hope that emphasizing that will
reinforce their agency as active participants in the story.
Less Important
·
Rules as consistency
provider: This actually links into the above thoughts, except that it
focuses more on internal consistency.
That’s more important for a long-term campaign where the goal is more
about simulating a long-term story.
Here, the goal is actually about teaching the game and having fun. Internal consistency has its place (and I
admit that it’s mobile on this list), but for Sunday it’s on the lower end of
the spectrum.
·
Rules as “narration
first” vs. “story first”: I don’t care much if my players narrate their
actions before applying the rule or announce the rule and apply it before
narrating their action. They are first
time players. In fact, I’m throwing out
both and focusing on “intent first.”
What my players intended to do is what matters most. That gives them the opportunity to play into
the story, but without feeling burdened by adhering to the rules.
·
Rules as
randomness: Dice rolls create randomness.
I like randomness. But, dice
rolls are not rules. Also, dice rolls
are a great opportunity to allow players to be creative. Failing forward will be important here. In fact, at first I was surprised to see
rules as randomness to land here. But,
upon reflection, even for 13th
Age, this makes sense. Since most of
a player’s rolls will be skills, the optimization that occurs is the push to
design a character that’s able to make the skill roll in as many situations as
possible. I hope my players don’t feel
the need to do that. Ideally, the 13th Age more generic
adventure design system that allows the GM to focus in and customize the situations
to the one unique things, backgrounds/skills, and icon relationships that the
players have chosen will help leave the illusion of randomness without pushing
my players towards feeling overwhelmed and like they need to master a system
that is unmasterable.
·
Rules as
arbitrator: Least important—this is
the rule of cool issue. If I and the players at my table think that
what the player wants to do or whatever else might happen is the best idea for
the story, it happens. This may be less
applicable at GenCon because better rules knowledge often means that someone
has to act as arbitrator. That means
either rules as written or GM fiat.
While those can be necessary, I pray that they won’t be. For Sunday’s game, I’m almost sure that they
won’t be.
So there you
have it. I’m hoping to get a good
post-mortem post up on Sunday night as well, highlighting what I feel like went
well and where I need to improve. Come
back and see how things went down! This
article drew on many pieces for support and I’d like to thank the authors and
presenters whose thoughts and words have been useful to helping me get to this
point of comfort as I prepare for this weekend’s game:
Karl Bergström,
Creativity Rules: How rules
impact player creativity in three tabletop [games], International
Journal of Role-Playing Vol. I, Issue 3.
Jessica Price
and [sorry, I couldn’t catch her name], Introducing
New Gamers to Pathfinder, http://knowdirectionpodcast.com/2015/06/paizocon-2015-introducing-new-gamers-to-pathfinder/.
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