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RPG Laboratory

Flow of Structured Information

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A thing that can be called "model" is forming in my mind for some time, but I have a very hard tim to implement it or even to phrase it. Let's give it a try to have a snapshot of this thought.

This is the seed of a model of classic RPG (one almighty GM, more players with one PC each).

Flow of Information

As I see it role-playing isn't anything else than communication between the players and the GM. Certainly the interesting link is between GM and player, because, the games are set up to handle this and no player-player communications.

The GM is steering the game by adding informations and listening to the reactions of the players. The fact that every player has one character wich is there to channel the players' decisions makes it somewhat easier for the GM. The PCs structure the information submitted by their players. The information submitted by the players are more structured than the GM's.

But even the information submitted by the GM has to be structured. It is not mandatory for the GM to have something that structures this information, but it isn't mandatory to do everything on the fly either. So, the GM can prepare a document to help him/her in the structuring of the information - this document is called the adventure. You can notice, that even in freeform games the GM always starts to GM in some pattern that resembles an adventure. Because if the information submitted by the GM wouldn't be structured, it would be meaningless.

My point is: actual play is nothing else, than this two-way flow of information.

Limited Aesthetics and Decisions

In actual play the sole role of a player is to make decisions. Even the description of the PC is only a decision how the player chooses to dress his/her character. The player won't describe anything if it has no impact on the "story". This is the difference between the GM and the player: the GM mainly describes, but the player only and exclusively makes decisions. Even if it is supposed to be mechanical: the player rolls dice for his/her character to have the character's fate in his/her hands.

The purpose of the GM is to give choices and opportunities for decisions. An adventure should be a string of decisions by the players even if they don't know that those are decisions.

But I propose that there is another element, namely aesthetics. It is an important fact, that the actual play isn't written, but only live and thatswhy the memory of the players limit the extent and length of information stored, not to speak about the stress caused by the situations of decision. But I propose, that there is enough capacity left to appreciate the structure of the story on some levels.

My point is: the main portion of play consists of the decisions of the players in the situations presented by the GM.

My other point is: There is always an adventure prepared or not, only the structuredness of it changes.

Smaller World than Setting

There is always a self-contained adventure written based on the setting. It is impossible for the adventure to cover the whole setting, so the world of the adventure has to be smaller than the world of the setting.

This means that the adventure is a whole seperate thing from the setting. An adventure should work in itself. If I take away your sourcebooks, you should be able to GM your adventure from your GM's notes. If you have not sufficient GM notes to do this, than you probably have to rely on your adlibbing even with sourcebooks, no matter how accurate and handy they are.

My point: The adventure is a self-contained system that consists of a string of decisionmaking situtations for the players.

My other point: the adventure is written for the players by the GM not for the characters (and not by the arch-enemy).

Functions

But how does the adventure impact the players? The adventure is nothing else, than a gunship carrying impacts instead of guns. The adventure has no other purpose than to have impacts on the players.

An impact can be for example what an NPC does to a PC. Thatswhy I call this impacts "functions" as Propp did. (Although maybe it would be wiser to call these impacts.) There are two kinds of function: game function and dramatic function. (Maybe I should call game function function and dramatic function dramatic impact.) The kinds and types of game functions are in your rulebooks. For example it can be combat or magic in a classic fantasy RPG, or it can be skill use. Anything that is covered in the rules. The dramatic function can be anything else wich is possible in the setting. For example talking to an NPC or the changing of the weather, if it isn't covered by the rules.

There are carriers of these functions. The most common carriers are NPCs, but it can be the nature or just a "random" event. Note, that the function is more important than its carrier. If you want to injure the characters, you can do that by combat using NPCs or by a fall from a high place. It's the same function, but a different carrier. And note, that the term "random" is between quotation marks. That means, that real randomness has no sense in this case. The adventure is there to structure the gameplay and randomization would complicate things not structure them.

There are other distinctions between sets of functions. For example a function can have the purpose to establish something or to impresse the players. Impressing the players always works as a counterpoint to the establishment. The conflict arise only from establishments and their counterpoints, but the establishments themselves can serve as situations of decision.

My point: Only conflict is interesting, so you always need a counterpoint.

Note: Carrier can be defined more loosely. The sentences of a GM carry the functions of the adventure. Using this definition can help making rules about text and can have dynamics of text like you would have in a novel or a drama.

Levels of Player Influence

Remember: This is about classic role-playing games with an almighty GM and long skill lists and long discussions in critical moments about who is where and does exactly what.

There are different levels of player influence in different types of content.

Player decisions are 100% player influenced.
GM secrets are 0% player influenced. (These are there to be uncovered by the players.)
There are "technical" facts in wich specialist players can make suggestions for the GM. Like lasers in a sci-fi or weapons in a fantasy game.
There are sole-player issues where the player and the GM are refining the facts, for example the alternatives and neighbours of a PC.
There are party issues which have impact on the adventure itself. Supporting NPCs and extras can be made up by the players and approved by the GM. This helps the GM as (s)he don't have to come up with everything.

This last one is still only technical stuff, I have no important point yet.

Enlightening!

Usually I type replies rivalling novels in their length, but unfortunately, I have not the time nor the bandwidth to do so right now. What I would like to say, though, is that your article really opened up a lot of ideas for me. I find it and intriguing and refreshing way to look at the structure of a traditional RPG, and it illuminated a few key elements that I have been missing for a long time in making a successful game that is enjoyable to play.

There are a few points I woudl like to interject with, if you don't mind. I cannot completely agree that a game, at its core, exists only as a channel for decision making and challenge resolution. I believe that within a game is a "spirit", you might say. There are many games out there that are structured and mechanically sound, yet some are enjoyable, while some seem like a burden to play. There must be something beyond the core aspects of the game that creates a sense of excitement in the player. As it is with all things, I really see the game to be greater than the sum of its parts, even though an understanding and intimacy with said parts is crucial, as well.

Re: Enlightening!

I'm happy I could help.

That's really thought provoking what you say about the "spirit". I'm starting to think about the right player meeting with the right thematic and the right system for the right thematic. I mean, first the player has to have an intimate link to that thematic, then the system should make the thematic work for the player. I think something like this should be the key.

But this is a whole another story.

Oh, and I'm expecting you to write a novel length comment for one of my other posts. :P

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Part II

Don't forget to check out my next post about this, Types of Conflicts after reading this.

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Part III

And the next post in the series is Types of Decisions.

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I am impressed

It is interesting to note that my own, as well as others interpretation of RPG Lab is to discuss the "mechanics" of the games we design. I find myself constantly impressed by your take on RPG's, with this Blog being a classic example.

I myself am extremely happy that you have taken the time to type the above. Some might look at it and say to selves "Yeah, I know", but this is exactly what I needed. I like that you look at the core dynamics of what makes a roleplay. What struck me the most was your end points for each subject, one of which I am using as a core concept for MACE - "Only conflict is interesting".
I don't just mean in the sense of Combat, but I think you have hit the core of gaming on the head. The ultimate goal of anyone playing a game is to compete. Someone reading this has just thought of the dreaded munchkin, but I think it is important to recognise this facet of roleplay. What makes a RPG exciting is to face challenges and conquer them. I can think of a couple of sessions I tried with my players that didn't go well, and I now realise why. I didn't provide that level of challenge, I was too preoccupied with "good roleplaying". I needed more challenge, less discussion.
This isn't just on the basis of mechanics, the challenge can be moral. Your term of crossroads is also vital in this idea - it is the choices the player makes that defines the RPG session. By CHALLENGING the players with decisions as well as conflict, I feel a lot can be learned not only about the character they are playing, but about the player themselves.
I also enjoy how you analysed the importance of a setting in an adventure. In truth, a setting is only there to have bits and pieces taken and put together for the game. You will never use the entirety of a setting, only what is important to your characters. I will be definately keeping this in mind when I continue work on Silverdam Island for MACE.

I think that your Blog came at the perfect time for me, as I was struggling not with the mechanics side (I feel I am decent at that), but with the structure, feel and presentation of the game. I just want to thank you for posting this.
It is funny I think, as I feel that you are un-influenced by the various big budget RPG's and gaming cultures, which brings a new perspective to the rest of us RPG drenched gamers. I hope you continue to post Blogs such as this one and your Social RPG.

Thanks!

http://www.1km1kt.net/Aaron-White.htm

I'm speechless

Wow! Thanks! I didn't know that this would be that helpful. You made my day with this comment, and it was still morning here when I read it.

I think I'm going to post about some of these subchapters seperately, because I really think these themes deserve it.

I hope I won't fail you. :)

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My thoughts on your thoughts

So, I'm more or less just pointing out points I disagree with. However, I think you did a wonderful job in the explanation of your thoughts and they overall seem quite reasonable.

I don't think RPGs are exclusively set-up to handle GM to player interaction. Now, rules-wise it's more-or-less true, rarely do players roll against each other (although more often they will roll to assist each other); but, they should work together in both planning/discussing and accomplishing goals. So, the game is more of a 3-way communication. GM-Player and Player-Player.

Players steer the game, GMs follow. GMs may have to kick start the story or adventure but players are who shape the story and on a smaller level the world. As for structure, I would say the GM is more bound by structure since consistency in storytelling in key. A GM can't say, "oh yeah, he was wearing a mobile armor, forgot." Both the players and GM has a sort of literary freedom in explaining what's happening. But the players have more "kicking around ideas" freedom than does the GM.

I'll on a personal note disagree about always being an adventure as I often will just sit silently until the players do something I can react to. I've become very anti-plot so I leave making the story up to the players; although, they must do it through their character actions, not just say what they want the game to be.

Despite adventure being possible without setting, the two cannot be divorced. The adventure unless you never describe anything the players don't fight or find, creates a setting. As for adventure being a series of decisions, (and I'm not sure if the phrasing is throwing me off here) it seems that if a story is a preset string of decisions, none of them are decision. If A leads to B and only to B, there wasn't a choice even if there appears to be one. There is only a right and wrong way. This made me think of the CRPG where sometime you hit the invisible wall because that area isn't unlocked or whatever reason. Final note there, I would say the adventure is written for the characters not the players. Think of it like a play, the lines are written for the story for the characters, not for the actors that portray the characters.

Functions are important, but overlooking the carrier seems a bit extreme. It matters to the players whether a fall or a NPC hurt them. Why? Because if you've got a believable setting and players into the game, they will want vengence (not all but many will) if it's a person, but probably won't attack the rocks for giving way (although some will). So the carrier is important as that functions are one moment, but the carrier can be used to further the story.

GM secrets are not 0% player influenced. Secrets are often geared toward the players more specifically the characters each has. But if you have hack and slash players a tome of knowledge will be quite anticlimatic. If those players consider knowledge power the same item could be quite exciting.

I may have slipped off the classic RPG some there, but there it is, whether it makes sense or not. And again, you did a good job, I offer my opinions as constructive criticism not as attacks on your ideas.

Constructive Critique Is Always Appreciated

Thanks for thinking about it. You just hit some spots that actually really need some detailing. (For example the importance of the carriers.)

You are in many points right: some points I left out because my purpose with this post was to underline the backbone of classic role-playing (for example that the critical communication that matters occurs between player and GM). If I would incorporate every single element of role-playing, this post would've been meaningless.

For example you're right that the carrier matters in some way. But this "mattering" has it's role in the game and it is not as important as the function itself.

For example if an NPC attacks the PCs and the PCs want revenge, then it is not because they lost HPs. (They wouldn't revenge the rocks for example as you mentioned it, although they lost some HPs.) They want revenge because they are angry, etc. This is another function, it is a dramatic function that is carried by the same NPC. It is true that some carriers are needed to carry certain functions, but it's just a matter of setting. (For example if the PCs are hurt by a free fall and an NPC is laughing at them, they can have revenge on this NPC, too. The 2 functions are seperated.)

So as I see it, the choosing of a carrier is only aesthetical, color or as you want to call it. This is important too, because the mood of the setting helps the players to make logical assumptions. (For example in Dune if you get the mood of the setting, you will be able to prepare better for the scheming of the Great Houses.)

And I think that even if you let the players steer the "plot" and follow them as GM, that is an adventure. I agree that the on the fly game is as near to the no-adventure game as it can be, because the advanture isn't structured, but random thisway. But, you see, there is an adventure, it's only random. It's more like a believe of myself that you can't spare the work, so if you won't prepare for the adventure, it won't be that good if you would. (Certainly that's only my believe, I don't have anything on hand to proof it. Not even experiences.)

About the link between adventure and setting. I imagine the adventure as a structure wich is filled up with elements from the setting. Like you make a decision-tree and fill the branches and leafs by copy-pasting from the source-book. (The PCs arrive at Mos Eisley, so you "copy-paste" the description of Mos Eisley to that part of the adventure.) Sure, it's not that easy (you don't copy-paste, but actually create a simulacrum only similar to the one depicted in the source-book and not even the whole of it only an interpretation of a slice of it), but let's imagine like that. After copy-pasting the descriptions, datas, etc. if you remove the setting, the adventure remains with details of the setting. This is how I meant. If the players decide to leave the adventure you have to fill in from your memories of the setting. (For example if they go to the Death Star from Tatuin when not intended to do.) This means that you extend the adventure on the fly. Because when the next time the setting element adlibbed is contained in a prepared adventure, you will use another slice, another inerpretation of it. So that's how I meant that the adventure is not the same as the setting.

And similar is whether adventures are made for players or PCs. I define an adventure as a decision-tree made for the players wich is filled with setting-elements. So it is made for the players but with regard to the setting and their PCs. If you say that adventure is for the characters, I understand it as the adventure is only a hook, a problem, a structure within a working, functioning fantasy world. Now, this is the goal for the players to see it like that. But de facto it's not the case unless you know and use every tiny facet of the setting all the time. In this case you only have to think about one tiny cause and then let this fantasy world make it into a big campaign of adventures. But it doesn't work for me, because I have really thick books describing every detail of a setting wich I can't memorize and use all the time.

That is: I tried to define the adventures as real-world items not as part of a fiction. Because the latter you know, the latter is the goal, but the former, the adventure as an item written by the GM for the players is what I want to explore: "How to write an adventure?" That is an important question for me. "How can an adventure occur in this setting?" is not that important for me.

But you are right that these issues have to be addressed and I promise I will do it in the future in this blog. Thanks for the attention, and again for the thought, the criticism.

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good points

The most obvious error on my part was the functions. I completely agree. I hadn't really connected the reaction aspect as a function, but it makes sense. I do think the additional explanations improve the original post. I'm not in complete agreement with everything, but if we all agreed this would get boring quick. And, I honestly can't say I think anything is incorrect, I just have a different view.

I look forward to your next post.