Showing posts with label James V. West. Show all posts
Showing posts with label James V. West. Show all posts

Sunday, April 5, 2020

Ludoverse Lab: The Pool by James V. West, Part 2

We wrapped up our sessions with The Pool with three returning players and one new addition. To watch the video of our session (with post-game debrief, click here.

We were able to get a taste of how the game’s advancement system works. In brief, after playing a session, the players get an additional 15 words that they can add to their character descriptions (or, if they want, they can bank those words to deploy them later). They also get 9 points in their “pool” which they can use in turn to add points to their bonus traits. As with all matters, the approach is streamlined and elegant.

This week, we were joined by Linnea, who is the creative director of a video game design company living in Sweden. It didn’t take long to get her up and running with the game. The fact that everything is grounded in those character descriptions made it easy for her to get quickly oriented.

This is, to say the least, a group that attacks the game from an array of perspectives. You have a college undergraduate majoring in English and psychology, a college professor specializing in philosophy and ethics, a high school government teacher, and me (a high school English teacher).

I decided this week to “go Memento” on the players by starting things off with the scene that would chronologically END our narrative and then work our way backward in time. The streamlined system of The Pool hummed with this approach. The trick is for the GM to begin by describing a scene that is happening in medias res and to weave in abundant specific details from the previous session and the character descriptions. But the special sauce is to leave things open. You don’t have to explain everything that’s going on: That’s for the game play to determine. You can also allow the players to insert the characters into the scene as they see fit.

I could explain things, but really the better course of action is to direct you to 6:45 of the video. There, you’ll see me framing things up and letting the mayhem rip. Role-playing games are best experienced from the players’ side, but even as an observer, you will quickly pick up on the energy and creativity that The Pool and this kind of hard scene framing generate. With one session under the belt, the players quickly lean into their character traits, and the resolution system works hand-in-hand with the weaving of the narrative tapestry.

As a GM, I felt like my main role was to keep the spotlight moving around. After establishing the crazy setting, my job is quite easy and loads of fun. I add a detail to the scene, ask one character what they are going to do, resolve a conflict, and then move onto another character. The elegant system gives the players just enough to work with, and the swinginess of the dice rolls adds to the fun.

I’d again point out how the failures end up inciting more creativity from both the players and the GM. This week, we see the players sometimes failing and opting to deliver a Monologue of Defeat instead of grabbing another die for their pool. And they are also much more quick and eager to take the reins when they are delivering their Monologues of Victory.

I was also happy to see characters volunteering dice from their pools to help their companions. One stipulation I made is that they had to explain what their character was doing to offer assistance within the fiction, and this became another way of moving the spotlight around and of enhancing the descriptive richness of the narrative.

If you have never tried running a role-playing game in reverse order, I urge you to try it out. The approach will allow your session to take off from the opening moment, and it will also challenge the creative thought process of your players. It also forces the mind to think about narrative organization in a more intense and deliberate manner. When you start to step back in time, everyone at the table has to think about how they are going to get the new scene to END where the previously played scene BEGAN. This gives the players and GM a focused objective to chew on as they consider their decisions since they need the action to move toward a determinate end point (which is also a beginning point).

We end the session with some reflections on the game and our experiences. The Pool remains a vibrant gem in 2020, and I encourage educators to study it. Weighing in at only 4-pages, it is like the superfruit of rpgs. I don’t think you could find a game that provides more bang in such a small package. You will find it readily adaptable to varied classroom contexts, and if you are looking for an easy way to introduce a group to role-playing games, The Pool is a perfect place to dive in.

Monday, March 23, 2020

Introducing the Ludoverse Lab: The Pool by James V. West

I’m excited to introduce the inaugural “broadcast” of the Ludoverse Lab.

The core purpose of this project is to experiment with innovative role-playing games with an eye towards education. Beneath that general goal are nested a constellation of exciting possibilities:
  • I hope this series contributes to the general conversation about gamification and game-based learning in the classroom.
  • I’m openly inviting other educators—regardless of prior experience—to join in either as participants or as observer-commentators.
  • I’d like to hone my own skills as a “role-playing gamer” and a teacher through these experiments, and I hope those who join me are similarly sharpened. I would argue that much of the rpg skill set is transferable to teaching.
  • I want to analyze game systems and actual play from multiple perspectives.
  • Finally, I want this experience to be fun and generally enriching for all involved.

A few comments about this opening experiment in the Ludoverse Lab.

We are playing James V. West’s The Pool, which came out in 2001. Though many today are unfamiliar with the title, one would be hard-pressed to find a game that has exerted more influence with such a short set of rules.

And the influence continues. It is now so deeply ingrained in the DNA of today’s role-playing games that I suspect some designers use its ideas without even realizing the progeny. Just last week, I was introduced to Alien: The Role-Playing Game, and the impact of The Pool was there, though unstated.  In under four pages, West managed to crystallize a number of key ideas about character-based narratives, conflict resolution, player-facing authority, intentional dialogue at the table . . . . I could go on, but so much of what I would say has been more masterfully handled by Ron Edwards in his essay “Understanding The Pool.” I highly recommend that you go there for a deep dive into the game from both a historical and an analytical perspective. You can also look at an earlier piece I wrote for Ludoverse last year.

The Pool does not define a setting or a genre, so, as a GM, it is critical to focus the players by providing them with a skeleton setting. Appropriately enough, I opted for a fictitious modern-day educational institution, which I named Palmer Eldritch High School (credits to Philip K Dick) set in the Appalachian foothills of western Virginia. I provided these additional details to let the tone sink in:

  • Mascot: The Luna Moths
  • Motto: “Dreaming of tomorrow.”
  • School Colors: Blood Orange and Reddish Green (the latter being one of the so-called “impossible colors”)

Our players consisted of a university philosophy professor, a high school government teacher, and an undergraduate student interested in education and psychology. So I had a good mix of disciplines and levels of education represented.

I won’t bog you down with details of the game play itself. The video has been edited, and I’m impressed by the tightness and creativity that the group brought to the table. I invite you to watch it by clicking this link.

I did introduce a few twists to the rules, some of which are derived from the so-called anti-Pool variants. Here’s a summary of the changes which I provided to the group in advance:

1. Character creation. Before the first session, write a 50-word character sketch, following the rules of The Pool. The 50 words should detail your characters' talents, profession, quirks, weaknesses, skills, personality traits, special objects, a signature item, relationships, etc.—anything you imagine as being important or interesting to play with in the game. This sketch provides the traits for the player's character sheet, and the 50 word limit is firm--so you have to be efficient!

Give your character a name and a “kicker” or goal. These are for free--they don’t count towards the 50-word limit. The kicker or goal should be something that sets your character in motion: It should be something specific and concrete. Examples of kickers: Your character enters the parking lot and finds that her new car has been sabotaged (tires slashed, sugar water in the gas tank, etc.). Or your character hopes to gain a college scholarship by leading the basketball team to the district championship.

2. Traits and Bonuses. Follow the rules of The Pool. In brief, you pull traits from your character sketch. You may list a trait with no bonus attached (leaving it available for later advancement). You start with 15 points. To assign a Bonus, spend dice from your starting Pool. The cost is the Bonus times itself. Thus, a +2 would cost 4 dice and a +3 would cost 9 dice and so on. It is very important to leave some dice in your Pool--at least 3 or 4.

3. Casting the Dice. Follow the rules of The Pool with these important modifications:
On a successful roll (i.e. at least one of your dice came up a “1”), you LOSE any dice you gambled from your pool, but you GAIN a Monologue of Victory! Rolling multiple 1s will add to the impact of your success.

On a loss (i.e you rolled no 1s) you get your gambled pool dice back, and you get a choice. You may either ADD an additional die to your pool or you may GAIN a Monologue of Defeat [Note: The Monologue of Defeat must stay true to the fact that you failed your dice roll.]
Other players may contribute dice from their pools to your effort if they can explain how their character is contributing to the action in the fiction. The total number of pool dice gambled cannot exceed 9.

4. Success and Failure. These follow the basic rules of The Pool save the reversal regarding the loss and gain of pool dice (see above). Note the stipulation that multiple 1s magnify the degree of success. Note also that the GM may interpret a failure as a short term success but accompanied by nasty side effects. For example, you fail your roll to climb over the fence. The GM might allow your character to make it over, but notes that your character lands hard on the other side and thinks they might have sprained their ankle. Oh . . . and there’s a guard dog that heard them when they crashed to the ground.

5. Continuing the Story. These follow the rules of The Pool, but you may deduct any previous points invested in a trait to raise that trait. In other words, a +3 costs 9 points. But if that trait is currently at a +2, you have already spent 4 points to get the trait to that level. So now it will only cost you 5 additional points to raise it to a +3. Note also the rule that you may add or increase bonuses to traits at any point.

6. At Death’s Door. Should circumstances require it, we will follow the rules of The Pool.

There are many instructive elements of our game that deserve particular note:

After sending them the skeleton setting, I gave the players the 50-word character sketch as a pre-game homework assignment, and this included the requirement providing me with a “kicker” or goal. Some might prefer to accomplish these tasks through a conversation at the table, but my mind likes to chew over what the players are signalling me in advance of the opening session. I’m better able to weave their kickers and traits into the opening scenes when I have the time to reflect. The value of this strategy is apparent in the scenes we work through.

Also deserving of study are the moments of victory and failure that occur throughout the session.

With my variant, when a player achieves success on a roll, they get a Monologue of Victory. You will see the players initially surprised by the narrative power that this gives them, but once they wrap their head around the concept, it sparks tremendous creativity and enthusiasm. They realize that they can, within reasonable limits, dictate where the fiction goes, and they obviously are jazzed that they were able to throw something back at me, the GM, which I would run with.

The moments of failure are also instructive. The players hesitated to use my “Monologue of Defeat” variant in favor of adding a die to their pool. But even so, the failures resulted in some creative and unpredictable swerves in the narrative. As a GM (and as a teacher), it is important to view failures as opportunities to move things forward in creative and exciting ways. This doesn’t mean treating failures as though they are successes. But it does mean considering failures as swerves that might lead the story into new, unplanned paths. In retrospect, sometimes these trails can lead to some of the most memorable and fulfilling moments of the session.

One notable highlight is how the players are quickly leaning into their traits and abilities. This perhaps is not surprising given the fact that all of these elements derive from the character sketches that they players wrote. Designers, GMs, and players should take note of the psychological investment (and improved game play) that this type of character creation element generates.

The video ends with some of our reflections on how The Pool might be put to use in the classroom. I’ll have more to say about this in a later post, and I invite anyone interested to offer their thoughts.

The group was enthusiastic about this inaugural experiment, so we will be moving on to a second session with the game. So expect a second installment of the Ludoverse Lab as we take another dive into The Pool.

And if you want to join in on an upcoming lab, drop me a note. I’m looking forward to taking others on the ride.

Thursday, February 13, 2020

Teaching Role-Playing Games, Part 1: The Justification

I’ve taken the plunge and have started teaching a unit on tabletop role-playing games (TTRPGs) as part of my AP English Language and Composition class. My initial plan was to do my trial run at the end of the year following the AP exams in May. But due to some shifts in the college counselling calendar, I had to do some reshuffling in my class.

The end result is that my TTRPG unit is now a fully legit unit being taught in the heart of the course. This alteration in my plans is completely fortuitous. It means that the TTRPG is being treated as a fully fledged, artful medium in its own right . . . which is exactly how it should be.

This post and those that follow will give you an overview of my approach, and I’ll provide some updates detailing the actual play experiences of my students.

At the start, shout outs go to a number of designers who are helping in ways large and small. Ron Edwards has been instrumental in shaping my own thoughts about this medium, and some one-on-one consulting sessions have provided some key guidance. Ron has a background as an educator, so he’s ideally suited to help bridge the teacher / game designer divide.

Thanks are also in order for Emily Care Boss, Ben Robbins, Avery Alder, Jared Sorenson, Ron Edwards (again!), Clinton Nixon, Matthew Finch, Joe Williams, Kathleen Williams, and James V. West who have been generous (unwitting or not) in sharing their creations with my students. In the case of games under copyright restrictions, I asked the designers for specific permission to share the rules with my students through a secured server. Other designers have already made their rules available either through Creative Commons licensing or through “pay what you want” offerings. So I’ve been able to give my students this opportunity with the good conscience that I am operating securely within good copyright practice.

The question for today’s post:

Why are you doing this and how do you justify taking up weeks of class (and an AP course, no less!) to play tabletop role-playing games?

In the grand scheme, TTRPGs hit on a number of key educational objectives, and they do so in ways that are uniquely powerful and effective.

  • They spark what I would call active creativity, as both players and game masters (GMs) must work hard together to bring a story into being. When you are reading a story or a novel, one is sparked to understand the narrative that has been stitched together by the author, and such literature requires considerable imaginative work. But with TTRPGs, the fiction doesn’t even exist without the committed involvement of players and GMs to bring it into being.
  • They involve collaboration and communication. The driving engine of TTRPGs is a complex, nuanced conversation taking place around the table. The medium requires engagement all around, and it demands that the participants carefully listen and respond in order to propel the story further.
  • It involves critical thinking of a high order. Each play session worth its salt requires the players to work through problems, puzzles, and dilemmas of various sorts. And in most cases, there are multiple possible solutions. The open-ended nature of the games, encourages players to be inventive and to consider outside-the-box solutions that are both effective and unique.

Even with these flags in place, however, there is the issue of curriculum and content to face. To put this as a question, How do TTRPGs even belong in an English class, which should be devoted to literature and written texts?

To move towards an answer, I started my unit by having the students read “Introduction: Ergodic Literature” by Espen Aarseth. That was a challenging piece for my students to chew on, but I was able to make headway by continually grounding the discussion in specific texts. The basic argument is that there is a type of literature—not a genre per se, but a kind of modality—that requires efforts which go beyond the direct understanding or reading of a text. This is what he means by ergodic literature.

A workbook would be one easily grasped example of an ergodic text: To “read” a math workbook (or at least to do so correctly) you are not simply going scan the pages with your eyes and flip pages from front to back. No—you are going to have out a pencil and start writing in the book or perhaps on a separate sheet of paper. Moreover, I might see you flipping about the book, perhaps to compare your answers to an answer key in another section of the book. Or maybe you are going to flip between a problem you are working out on one page and a relevant explanation that appeared a few pages earlier.

I made a point in class that you can often tell if someone was dealing with an ergodic text by simply watching them. Someone reading a novel—even a challenging one—would likely read the book in a linear fashion. You’d see their eyes moving left to right, top to bottom, and then flipping a page, and this process would repeat until the book was finished. With an ergodic text, however, you would probably see the person working in a different fashion—flipping pages, moving backwards and forwards, perhaps writing or doing other forms of manipulation, etc. In other words, there would be additional activities involved that moved beyond the cerebral effort to understand the text.

The other key concept employed by Aarseth is the cybertext. Cybertexts do not necessarily involve computers, but they do involve some type of machine function as a component of their operation. A great example of a non-digital cybertext would be the I Ching, where one employs some type of random number generation as a component of consulting the text. One goes to the I Ching with a question, and then starts to flip coins or to manipulate yarrow sticks in order to come up with the appropriate section of the text to read. Today, one can use a computer to generate the number, but in all cases, there is some type of random-number-generating machine involved.

Another great example of a cybertext is Raymond Queneau’s 100,000 Billion Poems. Queneau writes 10 sonnets, but he does so in such a way that the lines are interchangeable. For example, you can put the first line of the third sonnet together with the second line of the eighth sonnet and then put those lines together with the third line of the first sonnet, and so on. If you want to see how this all looks and operates in hard copy form, go to this youtube video. If you work out the math, you will discover that Queneau’s 10 sonnets end up generating one hundred thousand billion sonnets! This is a poem generating machine that is practically inexhaustible—at least it is inexhaustible for human readers.

Another key aspect of cybertexts is that they involve feedback loops. The reader of a cybertext is also an operator who provides key inputs for the “machine” to process. The machine, in turn provides an output, which the reader must then process. And, in many cases, this reader will take this information and use it to construct a new input which is subsequently fed into the machine.

The argument, then, is this: One productive way of viewing TTRPGs is to see them as examples of ergodic fiction. Moreover, in most cases, they are works that involve cybertextual elements.

Let me break this down and clarify.

The term ergodic is being borrowed from the fields of math and physics, but when Aarseth appropriates the word he is mainly interested in the word because of its Greek roots. Ergon means “work” and “hodos” means path. Thinking about a TTRPG as a “work path” is both appropriate and evocative.

To begin, I like the idea that these are games where a vital part of the fun and importance lies in the work or effort being invested by the players and GM. If someone at the table becomes passive, the game (along with the fiction and the experience) immediately suffers as a result. This is not simply a theoretical idea: When a player disengages with a TTRPG, the effect is immediately palpable at the table.

And TTRPGs provide the players with paths and crossroads to traverse. The trailheads of some of those paths might be given in advance, but it is up to the people around the table to continue with the exploration and at points to blaze their own trails. Aasarth usefully talks about the idea of the labyrinth in terms of ergodic texts and appropriately differentiates between linear labyrinths (such as the meditative paths that one sometimes finds on the floors of gothic churches) and mazes, where the paths fork and which might allow for multiple solutions.

The cybertextual nature of TTRPGs is almost too obvious to need comment. In a typical game of this sort, players are involved in a complex network of feedback loops that connect players with each other and (if there is one) with the GM. Moreover, the games frequently involve additional feedback loops that involve inputs and outputs involving the rulebook, dice rolls, chart consultations, etc.

On the day following our discussion of “Introduction: Ergodic Literature,” I had my students read Ron Edwards’ “System Does Matter.” This led to a discussion about the different types of game objectives, with the useful terms gamist, simulationist, and narrativist being key.  And I also had them consider how a game’s mechanics and system components are crucial in determining whether or not the game is going to be successful in achieving its goal.

Here again, I used concrete examples to aid in the discussion . . . but I was immediately struck by how the students (high school juniors) were often completely unfamiliar with analog games of almost any stripe. I initially started by using chess and backgammon as two games that are communicating very different messages, and that the mechanics are vital to what they are trying to accomplish. Random polling showed that only about half of my students had played chess (though over three quarters had at least an inkling of how the game worked and what it was about), and almost none knew about the game of backgammon! So after my first period, I substituted Monopoly for the backgammon example.

With this discussion of games, I had the students think about how the games’ win conditions, core meaning, and mechanics were intimately connected. Monopoly is a game about rapacious real estate development: You win by building your property empire and bankrupting your opponents. And, while there are some decisions to be made, a large component of the game involves chance through the use of dice. For the most part, in Monopoly, if you are lucky and you follow the urges of greed acquisitiveness, you are going to do fine.

Chess, by contrast, is a game of battle tactics where, apart from the initial assigning of black and white sides, chance plays no role. The world of Chess is gained through strategic positioning and keen wit.

The class has almost no TTRPG experience. I teach 4 sections of the course, and in some of those sections, no student has played a TTRPG, while in others, one or two have a flitting experience with Dungeons & Dragons. Nonetheless, I was able to use “System Does Matter” to introduce them to some basic TTRPG components (character statistics, resolution mechanics, etc.) and to show how, as with chess and monopoly, those systems will reinforce the goals that the games are trying to achieve and the stories they are trying to tell.

That should give you a basic sense of how I got the ship launched. Next time, I will move into the core of the unit which will involve the students dividing into groups, each of which will the play a selected TTRPG over the course of a week in my course.

I feel like I’m heading into largely uncharted waters with this unit. I’m not sure how many high schools teach the TTRPG as an important medium in its own right. So I’m keen for resources and reactions to this endeavor. Should you have any comments or suggestions, please share them.

Monday, March 25, 2019

The Pool and The Snowball: Forward to the Past

I’ve been running a sequence of four game sessions working with James V. West’s The Pool. Here is the video of our session.

 As with recent play reports, I'm going to cross-post this at Ron Edwards' Adept Play site which has provoked much of my thinking of what is going on in this session. Feel free to comment here or over there!

The mechanics of The Pool are lean and streamlined: Players start by creating a 50-word story introducing their characters. Traits and attributes are derived from those stories, and a players can assign points to those traits according to a simple formula. They leave some points (usually 3-5) for their “pool” which they can then use to boost the number of dice they roll in the case of a challenge or conflict. The number of dice involved in a roll is the sum of:

  • The points of the trait involved
  • 0-3 discretionary dice awarded by the GM
  • Gambled dice from the pool

If a player succeeds in their roll, they can choose to deliver a Monologue of Victory (which gives them the power of controlling the narrative for a short period of time) or to add another die to their pool.

For our first session, we used the rules as written by James West, and on subsequent weeks we have moved to variants. To get the players in the same head space, I sent them some pictures with the statement, “These are some of the inhabitants you see around the village in which you live.” One player used the term “rustic fantasy” to describe the kind of setting and atmosphere that developed from that seed.

I am focusing this Actual Play report on our most recent session (Session 3), which incorporated some rules from a variant of The Pool called The Snowball (by  Alexander Cherry). The most significant changes to core rules involve:

  • The LOSS of gambled pool dice on a SUCCESS (in the original rules, you lose those gambled dice when you fail a roll.
  • The addition of a Monologue of Defeat (in addition to the core rule’s Monologue of Victory).
  • The playing of the game in reverse chronological order. 


[Note: We are not incorporating all the rules of The Snowball, in part because this is part of an ongoing campaign whose previous sessions were run the proper rules of The Pool and the Anti-Pool Variant.]

I hope  to produce a summary of the entire 4-session series when we have completed it, but I wanted to make some specific observations about this curious Snowball session because the reversed chronological order touches upon some other issues recently raised at Adept Play. Those issues include those of “knowing the future,” the requirement to roleplay in terms of a necessary goal or terminus, and improvisation within increasingly rigid structure.

I’m including a diagram to help with establishing how the session was organized. Sessions 1 and 2 were already “in the can,” and they established a known and unalterable backstory for the players (who had participated in those sessions). For the first scene of Session 3, we lept to the future.


As the GM, my procedure was to give the players a setting and some detail. I then went around the table and each player could briefly establish where their character was and what their character was doing and/or feeling as the scene opened. From there we roleplayed to a point where we were satisfied that the scene had come to a sense of closure or conclusion.

I then transported us back to Scene 2 using the same scene framing technique: The GM provided a setting and some interesting details, and the players inserted their characters in the scene. We then played out the scene with a major objective in mind: Namely, we needed to end at a narrative point close to where Scene 1 began.

Play proceeded in this manner until we ended with a scene that was in close narrative proximity to where we had ended in Session 2.

A few things to note:

  • The starting point of Scene 1 was constrained by the basic “facts” established by the first two sessions, but otherwise was open in terms of content. Likewise, the end point of Scene 1 was determined by play and not planned. Scene 1, in other words, was very similar to the way we had been playing in previous sessions with the exception that there was a notable time gap that had elapsed. As a result, Scene 1 begins with a disorienting in medias res moment as the players try to figure out what has been happening. But this “figuring out” follows the “pump” model (State 2) of play as described by Ron: That is, it proceeds “from a pressurized position into a unique and unplanned circumstance.” 
  • The later scenes, by contrast were much more constrained. We had some freedom with the starting point of the second and following scenes, but the end points were largely predetermined (by virtue of the fact that they had to fit in with the starting point of the scene we had previously played). That said, we found that we could modulate the difficulty of the play by considering the details of one scene and then deliberately framing the “next” scene with some of those elements in mind. To illustrate: 
  • Scene 1 was set in the middle of an ancient stone circle. A plinth in the center was covered with the shards of a broken blood-red gem, and a hot war hammer lay on the ground. During the scene, an earth golem was discovered to have been involved in the act of destruction, and one of the characters (Auntie Pine) notifies the company that she is leaving her role as the firekeeper of the village.
  • It eased the way in Scene 2 to frame things such that some of those key elements were already in play or explained. 
  • The final scene of the session was the most heavily constrained: We had to start near the end-point of Session 2 and end with the starting point of the last scene we had played. (Hopefully the diagram helps to make all this clear!)

This way of play required us to move from the  pump model to a funnel model of play, and this is one reason why the players were challenged. Note that we could have been taking a form of funnel approach from the start, but my play group was happy to begin with some basic aspects of setting and then work out a story in the course of play without any predetermined end point. So Sessions 1 and 2 along with Scene 1 of Session 3 all followed with this pump approach. But with the retrograde chronology of “The Snowball” in place, Scene 2 and the following scenes have to abide by the funnel.

This made for a curious experience, especially since the trajectory of our story had not previously been decided ahead of time. Now, we were playing a series of scenes where a specific goal was in mind. Unlike a usual funnel, however, this goal was now a narrative necessity: Had we decided to pursue a different goal, our story would have fallen apart, and we would have been left with two scenes that no longer meshed with each other. Normally, the funnel is more optional.

This style of play also required some special focus and deliberation on our part. You will particularly notice this towards the end of the recording when one of the players who was battling fatigue realized that it was on him to do something with his character to preserve the narrative continuity, but memory lapses were making this task virtually impossible. I had to provide some prompting for his light bulb to go off.

I don’t think our play required any extensive fudging of the rules as we set them up at the start of the session, though with a more merciless or deadly rules system, that would change. For example, if you were following a reversed chronology and you knew that a character was alive in one scene, then what if the mechanics of your game dictated that the character died in the scene that immediately preceded that one in time? That would face you with a gordian knot, with the easiest solution being to massage or alter the results.

A few general observations about our experience playing with The Pool and some variants:

  • Using magic as a trait in a fantasy setting provides so much power within this system, and there are times when I wish that we could limit it because it can so effectively overshadow some other attributes which are more unique and curious. Traits like old age, storytelling, and cooking are interesting to put into play, but once the magic gets rolling, those traits are getting forced to the wings. 
  • The Monologue of Defeat and consequences of failed rolls motivate interesting narrative twists, but when they are the result of GM-forced rolls involving perception or knowledge, they get more tricky. To explain: Imagine that the GM asks a character to roll because they want to see if a character realizes something about an event taking place. If the character fails the roll, then it can be hard to think of some narratively consequential impact (i.e. something more than simply that the character remains ignorant of something). 

Questions or comments about The Pool, The Snowball, or issues raised by our play are welcome.




Sunday, March 10, 2019

Sorcerer Actual Play: Session 1: My Cell Phone is Possessed

We moved into Session 1 of a campaign of Ron Edwards' Sorcerer. For the recording and further discussion of the game, head over to Ron's Adept Play site by clicking here

The game is challenging for me and the players: We are novices to the game, and Sorcerer demands much of everyone at the table. We've got an understanding of the basic roll mechanic, and now we are trying to get a firm handle on the abilities of the demons and various subtleties of the game.

I continue to enjoy the way that the game gets the players and GM to forge their own narratives at the table. Each character has a Kicker, which sets their stories in motion, but not one has a clear sense of exactly where the stories will go and where we are going to end up. The experience of this game is unique and distinctive: It certainly draws upon role-playing ideas which are familiar, but it is encouraging a story that is remarkably freed from baggage and preconceptions. I think everyone at my table is into the sense that we are not trying to follow any preset plan, but are trying to float some interesting ideas and develop them in a rather improvisational manner.

Perhaps not coincidental, I've also started up a sequence of sessions with James V. West's groundbreaking game The Pool which also offers up a format that is wide open in terms of the types of stories and characters you bring to the table. More on that mini-project to follow . . .