It's been a while since my last blog post, but the reason is largely because I've been busy reading and playing games. Which means I am building up good material for further reflection and game designs. Below is a lengthy response I put together for an interview posted at Adept Play. I'd encourage you to head over there to see the original exchange between Ron Edwards and Simon Pettersson. There will be further commentary and insights there.
Here's my post:
I was all set to write a post on Legendary Lives, and then got sucked into the conversation (or seminar) with Simon Pettersson, and it put some hot ideas on the front burner. So I promise a reflection on Legendary Lives, but let me provide some thoughts and questions here . . . and then I’ll get back to what has transpired in Smith City.
Some immediate context first. In June, I ran a four-game series of My Life With Master with The Gauntlet (an online rpg community). This was my first time playing the game. And in a couple weeks, I’m going to be working through Emily Care Boss’s “Romance Trilogy” with The Gauntlet. Bret Gillan notes that Cold Soldier is inspired by Boss’s Breaking the Ice, Czege’s game, and Ron’s S/Lay w/Me. So many of the topics in this discussion are directly touching on issues of concern for me.
Scary Gaming
One of the reasons why I’m taking on the Romance Trilogy is because so many of the ideas and principles of the games scare me. I suspect that this is a reason why many other prospective players would avoid these games immediately upon hearing the elevator pitch.
Ask me to play a violent Wolfling on the edge of a mental breakdown who is set loose on a band of weapons smugglers? No problem.
Want me to play a game close to home--one where my own unvarnished experiences, desires, hopes and fears are potentially on display? I’m not so sure about that. While the rules don’t require this type of “close to home” intimacy, Boss regularly mentions and encourages it in her games.
Breaking the Ice (the first game of the trilogy) is a two-player game where a pair of characters work through three initial dates. It’s designed to deal with the awkwardness, sparks, setbacks, miscommunications, and building attractions involved at the start of a romance. During the initial character generation, Boss asks you to chat with your fellow player to find out about your commonalities and differences. You then take one of these differences and then use it as one of the core attributes of your characters . . . except you switch it with the other player. So, if you are young playing with someone a couple decades older than you, you might play the older person starting up a romance with someone significantly younger. The game can obviously get quite personal . . . just as Cold Soldier can with its requirement that the GM order the soldier to do things that the GM finds personally repellent.
The last game of the trilogy, Under My Skin, turns up the heat even more. It is initially written as a LARP (Live-Action RolePlaying game), and the players take on the roles of friends, couples, and acquaintances who discover new loves and attractions and who then have to decide on how they will react. Even if they return to their previous partner, they will be changed by the experience.
Scary stuff. These are games with a high potential for bleed (a spillover between character and player). And I could see things turning out very badly--badly on a deep, emotional level--for some players who come to the games with the wrong approach, expectations, or mindset.
Emotional Modulation (or Controlling the Bleed)
Here’s a provisional principle: For games with an empathic content, there needs to be a set of mechanisms and procedures in place that will allow players to modulate and manage the personal identifications they have staked. The higher the empathic content, the more important these mechanisms and procedures become. (Is there a term that describes the way that these mechanisms and procedures serve to manage the empathic content?)
For Breaking the Ice, the Switch requirement, is, from the start, one such device: You are, by definition, required to play a character who is, in at least one significant way, very different from yourself. So your character is clearly not you.
The mundane elements of the character sheet, dice rolls, and outcome evaluations are also key. If I’m starting to get uncomfortable with the amount of bleed in Breaking the Ice, I can focus more of my attention on these mechanics to settle me. The card mechanics of Cold Soldier seem to have a similar effect: If I’m slipping into an emotional valley which I’m not wanting to enter, I can think of the game in terms of the poker hand I’m trying to build
Setting can also be used to good effect. In My Life with Master, I suggested that we could place the game in the current day, but the players unanimously and vigorously vetoed that idea because they were afraid of the game cutting too deeply into the heart. This is one reason why Czege’s default 19th-century eastern European setting works well.
I’m developing a four-player version of Breaking the Ice (which I’m calling Hacking the Ice), and in this one, I’ll have two players controlling a single character. One player will be responsible for the rational/practical dimension of the character, and the other will address the emotional/passionate side. Aside from opening the game to more players, the added focus will help to modulate bleed effects. In my hack, you won’t be your character: At most, you will only be half of your character.
To LARP . . . or Not?
Under My Skin adds additional challenges for me. I don’t know that I’d be equipped to play the game in its default LARP form, especially if it were played close to home. Boss writes, “In Under My Skin, players can choose Core Issues for the characters that relate to their own experiences. This is (relatively) safe space to explore what might be very risky to do in one’s own life.”
That phrasing with the parenthetical “relatively” has me quaking in my shoes.
The fact that I want to play the game online, however, already defuses some of that fear. The kinetic and intimate nature of face-to-face LARPing along with its tendency to avoid some of the mechanics of ttrpgs, increases the possibility of bleed effects. VARPing (Video-Augmented RolePlaying) provides some technological distancing which for me is useful.
In The Romance Trilogy, Boss includes a variant of Under My Skin titled “Ere Camlann” which sets the game in the days of King Arthur. Players take on the roles of people like Lancelot, Guenevere, Morgaen, and Mordred. And I’m going to add some light tabletop roleplaying elements to the game for an added measure The literary-historical setting and the dice roll mechanic will give me some added ways to modulate the empathic bonds.
It is clear that the extent of empathy and bleed effects are variable in a game. I’ve been in games where some players have been impacted on a deeply personal level while other players are simply appreciating the fiction as a separate entity. This variability might in part be a result of how the players are (or are not) using the modulation tools that the game affords them. If one player wants to experience a more emotional or empathic game, they can direct their mind away from the mechanics and procedures that could tone down that dimension. Whereas another player might leverage those elements precisely in order to keep themselves in a zone where they are more comfortable.
These game elements are analogous to the formal and aesthetic features of literary texts. Shakespeare’s sonnets, for example, touch on topics and emotions that cut deep, but there is a reason why we read him as opposed to listening to a heartfelt emotive rant on Youtube. Much of that has to do with the poetic qualities of Shakespeare’s work, which we can use to modulate and control the emotional content he is expressing.
Guaranteed Story?
There are so many other topics to address. I’m especially keen on the discussion of whether one should design a game that guarantees a good story. But that discussion actually touches on some of my thoughts concerning Legendary Lives, so I’ll plan to develop those thoughts in a separate posting.
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