jhkimrpg ([info]jhkimrpg) wrote,
@ 2006-07-27 12:46:00
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Thoughts on Competitive RPGs
So, I had a brief talk with Guy Shalev, who writes the the CSI Games blog. An overview of the concept: basically, he suggests as the four criteria that the game is Competitive (specifially mechanical competition between players, beyond in-character competition); creates a Story; Interactive between players; and a Game.

As for what games are CSI games, he has three lists. Games which defined themselves as CSI games include his own game "Cranium Rats"; "Apocalypse Girl" (by Sydney Freedberg); "The Dragon Vs. The Gun" (by J.J. Prince); "Gnostigmata" (by John Kirk); "The President is superf***d" (by Matthijs Holter); "Threads" (by Filip Luszczyk); and "Fantasy Game Engine" (by Andrew Cooper). The concept is mentioned in "Shooting the Moon" (by Emily Care Boss); "Agora" (by Joshua BishopRoby); "Bacchanal" (by Paul Czege); "The Dynasty" (by Adam Kleizer); and "House of Card" (by Brennan Taylor). There are two or three games which he suggests may be related: "Capes" (by Tony Lower-Basch) and "Final Stand" (by Tim Denee).

This is mostly documented in the CSI Games Wiki.

So Guy asked for general thoughts on the blog and wiki. Now, I've never played any of the games listed in the wiki. I've played Shab Al-Hiri Roach, which Guy suggests may be CSI-like. I've also played Pantheon, The Extraordinary Adventures of Baron Munchausen, and Once Upon A Time. On the other hand, I've also played many tabletop RPGs with in-character competition like Paranoia and Amber Diceless.

I generally enjoy in-character competition with a few caveats. For tabletop RPGs, I prefer for the player characters to remain in communication -- to allow for frequent in-character dialogue between the players. Separated PCs often reduces communication to only one player to GM, which is less interesting to me. While I don't mind players having secrets, I don't like note-passing because it is too slow compared to the spoken word. This doesn't apply to online play or larp, though. Basically, as long as the competition doesn't shut down inter-PC communication, it usually makes the dynamics at the table more interesting. So, for example, I love Paranoia where you have a team of characters who all are trying to backstab each other but have to work together to complete the mission.

However, I'm ambivalent about games where the competition is made into a formal, mechanical contest between the players. In my experience, games like Baron Munchausen or OUAT are poor arenas for true competition (as is Paranoia, but it doesn't imply that it should be). Basically, if you as a player actually play to win, the game doesn't really work. Elliot, who also played in the recent Roach game, commented on my last post:
The weakness of Roach was the rules problems; that's compounded by having a win/loss condition, which invites attempts to argue the rules and bad feelings if you don't get your way. I think it might be better to feed Reputation directly back into game play so that it can affect the flow and the outcome of conflicts, and then to just define the Endgame outcomes in plain English instead of win/loss--taking into account, for each character, whether the Roach takes over the world, whether that character is Roach-bound, the character's Reputation, and whether the character still has any Enthusiasms.
What Elliot describes is roughly the way that My Life With Master handles its Endgame. Depending on your stats at the conclusion of the Endgame, a player's minion will come to certain endings (like dying, living happily ever after, or becoming an evil master of their own). However, none of the endings are defined as "winning".

I'm interested enough to play RPGs which define a winner. However, I see very common, perhaps insurmountable pitfalls to true competition. The first is relying on self-limiting. For example, as I understand it winning contests in the Roach is easy: just narrate in a whole bunch of NPCs on your side. It advises you not to push it too far, but there is no penalty. This basically rewards being a jerk: stretching the group contract as much as you can. This applies similarly to using equipment dice in Dogs in the Vineyard -- it's free, so the only limit is how much you want to push things.

The other common pitfall is becoming a popularity contest. A number of games (including board and card games) rely on player voting. However, unless that is narrowly constrained, people will tend to simply vote for the people who they like anyway. This isn't necessarily a problem, but it's a tendency I dislike.

Now, it could be that there is a design which gets around these. I play such games and I'll try out new ideas, but I don't like continually butting up against these two issues. In part, I wondering what the purpose of the competition is. Competitive games are often designed to train -- to develop particular skills, like the tactical skill in chess, or the ability to read other people's expressions in poker. Winning then gives a feeling of accomplishment since your skill was measured against others. For imaginative works, though, I think there isn't the same feeling since you can't rate them as objectively.



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[info]chgriffen
2006-07-27 08:26 pm UTC (link)
The problem with getting around player-feedback and unlimited-input mechanisms is that you'll likely end up with something that's Not-An-RPG. That's why I haven't brought Power/Evil to Guy's attention, even though I posted that before this CSI thing came up and called it a competitive strategy RPG. It turned out that it's really a board game with narrative color (and without a board, if that makes sense), and with some of the mechanical trappings of traditional RPGs (e.g., characters that gain in power).

It boils down to this: if you truly make it intra-player-competitive, it cannot rely on subjective evaluation or it falls apart under stress. But without subjective evaluation, you have no RPG, you have a parlor narration or board game.

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[info]cpxbrex
2006-07-27 10:41 pm UTC (link)
I fully agree with this. I was trying to find a way to say this, but Christian said it first and at least as good as I have. I find a lot of "RPGs" that have the players compete with each other are parlor games. They can only work through a distance from both character and story that is, I think, antithetical to even a quite broad definition of RPG.

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[info]tundra_no_caps
2006-07-28 06:27 pm UTC (link)
I think that all the talk about "Not really an RPG" is all bullshit, and will in all probability keep on creating more problems.

If you define only Simulationist/Narrativist Exploration as RP, then you'd end up with DnD as not an RPG eventually, wouldn't that be fun?

Look at Polaris, if you define it an RPG, and keep on growing, then you'll be getting somewhere. The world-view has to switch to be more inclusionist, rather than exclusionist.

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[info]jhkimrpg
2006-07-28 06:55 pm UTC (link)
OK, I disagreed with that in comments on Guy's blog. If the term "role-playing game" is going to mean anything at all, then you're going to have to draw the line somewhere. Even if your umbrella is really wide, there will always be games on the fringe. If it's not Once Upon A Time, then it will be "Werewolf" or "How to Host a Murder". I don't see it as workable to just keep expanding the term "RPG" to cover everything under the sun.

Now, people will always tend to center their definitions to be around the games they like -- often because they identify with the term itself. This means that some people will be insulted if someone else defines their game to be on the fringe -- often when the person meant no disrespect. On the other hand, some people do mean to put down a game by not giving it their favorite label.

An alternative would be to re-popularize overlapping terms, so that not everyone is scrambling to use "RPG" to denote their favorite games. The term "Story Games" has some momentum now. There is also still some usage of "Adventure Game" for non-story-oriented, competitive, imaginative games.

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[info]skrpg
2006-07-29 03:15 am UTC (link)
I've noticed that a lot of on-line fandom freeformers have taken to calling their games 'RPs,' and themselves 'RPers.' In other words, they've ditched the 'G' completely. I find this interesting, as indeed, there really isn't a whole lot of "game-ness" to that style of role-play. I suspect that the reason that these players are willing to adopt a somewhat different term for what they do is likely that so many of them didn't come to the hobby from table-top at all, and therefore don't consider "gamer" a fundamental part of their social identity.

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[info]tundra_no_caps
2006-07-29 02:10 pm UTC (link)
Here's a question though, how many of these "Story Games" are actually games, and how many just keep the word from rpGs?

Also, you could say my act is reactionary; to the lack of actual Games in the RPg market.

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[info]chgriffen
2006-07-29 02:30 am UTC (link)
Alright, call it an RPG. I don't have an investment in exclusion or inclusion either way.

My point is, I guess, that games where everything is mechanically regulated are different from games where the creative input counts.

If you have a game where creative input counts--and that's necessarily subject to peer review--and you try to make it competitive, it'll be a tough ride.

If you have a game where creative input doesn't count, then your game is like Monopoly or Life. It won't be influenced by whatever you imagine. Not that that's a bad thing, but it's different from games where creative input counts.

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[info]ewilen
2006-07-29 05:20 am UTC (link)
I don't think that's quite as clear-cut as you make it out to be, Christian.

You see, even games with completely formal rules have room for creative input. Look at Diplomacy. It provides a completely formal set of mechanics but they only structure the social interaction, they don't determine it. I haven't played any LARPS but I think some of them are similar.

This isn't to say that there's no difference at all. This is an issue I'm struggling with. It may take someone who (unlike me) is acquainted with matters relating to formal/artificial and natural languages.

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[info]chgriffen
2006-07-29 12:52 pm UTC (link)
I must admit to my lack of familiarity with Diplomacy. I'll check it out.

So I guess between Monopoly and DnD we have games where players have a structure for influencing each other's decision making process?

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[info]ewilen
2006-07-29 04:15 pm UTC (link)
Well it's more that Diplomacy really highlights this factor, which is really present in many multi-player games to one degree or another.

In Diplomacy, what ultimately matters is what happens on the board, and there are rigorous, formal rules for making that stuff happen. But the "real action" is the negotiation between players--a cabal of 2-5 players (depending on circumstances) can trump the board position.

I'm not sure about Monopoly because I don't really know the rules. But there definitely are games where player interaction and collusion are less influential, and others where it's more influential.

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[info]jhkimrpg
2006-07-29 06:03 am UTC (link)
That's been my experience, but I'm not sure that it is definitionally this way. That is, I can't see how it would work, but I don't want to dissaude people from experimenting with the possibilities.

I think Elliot's example of Diplomacy is fairly good -- you can creatively try a lot of approaches in talking to people (i.e. the diplomacy part) and then put in your moves. I can't think of a comparable fictional approach, but I'd be curious to see people's efforts. You can have spaces which are completely mechanically regulated which still allow for creative expression. Some media are completely regulated, like some small digital art, but still allow creative expression within those mechanical limits.

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[info]chgriffen
2006-07-29 01:06 pm UTC (link)
I hadn't thought about players influencing each other's decision making, as I commented to Elliot above. So there's that... but it seems to me that that's usually based on strategic considerations, not creative ones.

I guess it's possible that, when you and I play Diplomacy and I put in a narrative about something, you grok with it to a degree that you're actually changing your response. But in a competitive game, that seems unlikely. You're probably aligning with me based on our social interaction, not the fictional one.

On the other hand, I just thought of a different example: freeform combat. I've played online a lot, as you know, and I've seen a lot of people who enjoy their characters fighting each other. Without dice mechanics, and with everyone having complete authority over what happens to their own characters, one might think competitive fights never end up with a winner or loser. But they do--because the players involved often create principles that they both respect. Creative attacks, good writing, redirecting the opponent's moves... thing is, when it got really competitive, all the guidelines dropped by the wayside, because winning became more important than looking bad for not sticking to implicit principles. I've seen a lot of frustration over this. Is that a breakdown of social contract or a feature of competition in a subjective system?

So it can be done, but I find it hard to imagine that it can be done in a reliable way that survives the drive to win. Of course, I'm open to be proven wrong here.

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[info]tundra_no_caps
2006-07-29 07:51 am UTC (link)
Take a look at Cranium Rats and tell me what you think, please, in regards to what you said above.

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[info]chgriffen
2006-07-29 01:06 pm UTC (link)
Will do.

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[info]bar_sinister
2006-07-27 08:27 pm UTC (link)
Just to clarify, my "House of Cards" game is just a concept at the moment, not a full game. The way I envision it working will be very competitive (players take the role of various courtiers vying for political power), but it will also barely be a role-playing game.

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[info]tundra_no_caps
2006-07-28 06:50 pm UTC (link)
There's one very important point I raised in our discussion that I wish to raise once more: The point of Competition.

While people may say that they play in order to give themselves a mental work-out or to gauge themselves, competition is a social event, and even when you gauge yourself, it's only in comparison to those you compete against.

When the atmosphere created is competitive, winning is its own victory. When you win in Settlers of Cattan, you don't say "I can gauge probabilities better than you", it's "I beat you".

Also, TonyLB on the Muse of Fire forum on the Forge recently raised the point of "Popularity contest", so what, if we want to reward the cool person for doing/being what we like, and the game is built to handle that, then it's all sorts of cool.

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[info]jhkimrpg
2006-07-28 11:09 pm UTC (link)
Regarding winning being its own victory... In most games, there is a difference between a "technical win" and a "meaningful win". So, for example, winning in Candyland isn't meaningful except to small children. It is a purely deterministic random draw. And, say, when someone genuinely has terrible luck in Catan, beating them usually feels less meaningful to me.

As for popularity contests -- I agree to an extent. As I mentioned above, to those who like popularity contests, there's no problem. However, I personally don't like it. It feels normalizing and conforming to me.

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[info]ewilen
2006-07-29 05:35 am UTC (link)
If you put money on the line, there's no difference between a "technical win" and a "meaningful win".

Similarly if you get the players to invest in the reality of the game, a win will be meaningful regardless of whether it's due to luck or skill. However, investing in the reality probably depends on not having things formally defined at all points in the game.

I have a journal entry here which discusses some of these things. It was private because it needs work, but I just made it public because I think there are some relevant points there.

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[info]chgriffen
2006-07-29 01:15 pm UTC (link)
There's a certain satisfaction in using my skills properly that's different from just gaining money/consequences. Winning by luck, say in Bingo, feels different to me than winning through skill, say in Tennis, even if both paid the same sum. (I think that feeling, and the accompanying peer feedback, is what underlies the Gamist conception in GNS.)

However, investing in the reality probably depends on not having things formally defined at all points in the game.

That's a good point. There might just be a different attitude people bring to the table depending on what they perceive to be the purpose of the fictional reality.

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[info]greyorm
2006-08-05 11:08 pm UTC (link)
John, I'm self-pimping here, but have you had a look at ORX or happen to see it back when it was available for free? (I know you were around the Forge during the time I posted the in-progress version of the rules, I just don't know if you ever took a look.)

I ask because it seems to me, though speaking as the designer, it has a central competitive aspect, yet avoids the problems you have listed with other competitive designs (those inherent in self-limiting and popularity contests). I'd be interested in your thoughts in this respect, whether or not it achieves the goal.

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[info]jhkimrpg
2006-08-06 01:18 am UTC (link)
No, I haven't had a look at ORX at all yet. I'll want to at some point, but right now I'm swamped with work and GenCon preparations.

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[info]greyorm
2006-08-06 06:05 am UTC (link)
Not a problem. I figured if you had, I'd appreciate any thoughts you had on it. Since you haven't, don't worry about it (or, as you have expressed interest, at least not until you get the time to do so).

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(Anonymous)
2007-01-12 07:59 am UTC (link)
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2007-02-05 04:57 am UTC (link)
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