Designer Diary: House of Ill Repute

So, I’ve been working on a Fiasco playset called House of Ill Repute. It’s a Westminster politics-based game in the mold of “The thick of it”, “House of Cards” and (if you’re feeling a bit more gentle) “Yes, Minister”.

For me, Fiasco and politics go together like, I dunno, a mars bar and batter. Sure, it’s an unusual combination, strange even – but soooo delicious. Shows like “The thick of it” give a good idea of how out-of-control politicians can create explosive drama just as much as more traditional Fiasco settings.

If you’ve played Fiasco you’ll be aware that each game starts by generating a bunch of plot elements rolled on a random table: Relationships between pairs of player characters[*], locations, objects and needs. So naturally I spent quite a bit of time creating the tables. But quite early on I realised that the standard set just weren’t going to cut it.

Image by Elessar91

Specifically, politics is event-driven. To create a really exciting political game you need some awe-inspiring political events that will drive the characters into action. The scandals, the diplomatic disasters, international crises, and so forth. I had to have an events table right there at setup.

Fortunately for me, Westminster politics also features a fairly limited set of locations. Whitehall, Parliament, Fleet Street (no longer exists as the hub of press power, but meh – it obviously does in roleplaying games). There’s doubtless going to be meetups in London restaurants, on the river banks or whatever, but the locations just aren’t as important in this setting.

Therefore, the locations table was dumped, and replaced with the events table. Now all I had to do was come up with six sets of six interesting political events. Not a problem! If anything, the issue is to keep the numbers down, and keep them general enough that there’s still room for creativity around them.

The events table contains national celebrations like a royal wedding, international disasters like an earthquake in China, domestic headline makers like Snowmaggedon, and political bread and butter like Prime Minister’s Questions.

Designer Diary: When the Dark is Gone – Play Test Alpha

Recently I was lucky to run my new game, When the Dark is Gone, with four of the very finest Role-Players I know.

 

It was a short session but was incredibly good in a number of ways…

– Exceptional Role-Playing from all the Players…check

– Successful Proof of Concept for my two goals….check

– Great feedback which was both ego-boosting and helped clarify the game immensely…check..check…check

 

We got through character creation fairly smoothly although as the Therapist I ensured it took no longer than an hour.  I decided that the purely reflective nature of the Therapist doesn’t extend to the pre-game prepping and so took an active role in suggesting ideas and twists for the problems and relationships of the party.

 

We established some clear out of character ground rules.  Firstly a list of subjects to be avoided (one of the players had a phobia we didn’t want to trigger).  Secondly that if anyone felt the game was too intense they could get up and leave the room at any time – but by stating “I need to take a break” it meant that they were going out of character and did not want anyone to follow them IC.  With these house rules in mind the session began.

 

Very soon I encountered the first major challenge of the Therapist role.

 

Less is more.

 

In traditional games the GM monitors pacing and when awkward silences happen it is their job to fill the gap with noise.  In WTDIG the opposite is true.  The Therapist’s role is to say the minimum necessary to help the players draw out the story.  Sometimes this means allowing awkward silences to continue.  When I hit the first awkward silence I made a decision – I would allow the silence to continue for 10 beats longer than I was comfortable with.  This is when the magic happened.  Firstly awkward silences are quite normal in real therapy sessions.  This lent a sense of realism which helped the immersion aspect.  Secondly by allowing an awkward silence to continue, eventually one of the players couldn’t take it any more and started talking.  By this point the pressure had been increased nicely so that whatever they blurted out was usually more interesting and led to better stories and conversations.

 

Still it was a completely new way of GMing and very difficult. It required me to relearn the norms of GMing for this particular game.  In fact I am going to create a new term to describe this style – it is not GMIng it is GFing – Game Facilitator.

 

The other big difference I noticed was in attempting to end the game.  Unlike most games with WTDIG there is no planned end-of-level boss, no deliberate climatic scene you are moving towards.  The rhythm of WTDIG is totally different and it is likely you will find no obvious end point. Instead of trying to force a conclusion I simply used time.  I had a player needing to leave at midnight and so I wrapped up at 11.50pm.  In Character I announced that the Therapy session was nearly over and could we just take five minutes to go round the room and have everyone tell the group one thing which they learned today which was helpful.

 

This last question was to give everyone a small sense of closure and was, I think, vital.

 

The players enjoyed the short play test and the session was just as emotional and as intense as I hoped.  I felt very invested in their personal stories as the Therapist which was unexpected but awesome.  I got some great feedback which has mostly gone into WTDIG version 2 (already published here) and now have many other play tests being planned to further develop  the game.

 

There was one aspect of the session which was completely unexpected for me – this is easily a prep-less campaign setting.  All the players felt they could have done more sessions and I could see how the sessions would build up on each other to create more tension and more pressure.  Next time I test this game I’ll be doing it as a 6 session campaign…and if I can run an emotional, immersive yet prep-less campaign I’ll be a very happy Admiral.

 

Top tip – mood music during character creation was great (Depeche Mode and Portishead) but I made a point of turning it off when we timed in.  This made the contrast with the awkward silences more apparent and was much better for it!

Designer Diary: When the Dark Is Gone – Concept

If you remember my last Designer Diary Post I set myself two challenges:

Goal number one: create a prep-less game which is emotionally charged, with full immersion and where people are completely invested in their characters.

Goal number two: design a game with no need for a mechanism to resolve conflicts either in or out of character.

I decided that both these goals hung on the right sort of game premise.  So I took an old idea I had been playing with for years and revamped it.

I started with my favourite childhood books.  I loved Narnia, Susan Cooper’s The Dark Is Rising, Five Children and It by E. Nesbitt and the Box of Delights by John Mansfield.  All involved young children from mundane worlds finding magical people, lands and items and having the most amazing adventures.

But what happened next?

What happens when the dark is gone?

How do you go from ruling as a Queen in Narnia to wartime rations and maths homework?

I imagined a situation where a group of children (the players) enjoyed magical adventures in a mythical land and then understandably failed to readjust to “normal” life.  All the children almost entirely repressed those memories and ended up self-destructing somehow.  All of them ended up in a Group Therapy session together, trying to recover their memories, deal with their psychological disorders and heal themselves and their relationships.

I am a huge believer in strong story scaffolding for prep-less games.  Indeed it is vital and WTDIG is no exception. Story scaffolding happens in two stages firstly the players agree their characters, their relationships (including how they have betrayed and hurt each other) and their psychological problems which have brought them to therapy.  Secondly the players decide on a number of agreed details about the magical land.  These details are the only agreed “true facts” of the game.  Both the character details and magical land details are there to give the players inspiration during the session for creating their repressed memories as they go.

The aim of the game is for the players to resolve their psychological problems and relationships using the memories of the magical land as a tool to help them.  The aim of the game is NOT to write wonderful stories about the magical land (although that may be a happy by-product).

How does this fulfil my goals?

Firstly the session is obviously and sharply focussed on their characters and their feelings. This is a game where creating emotionally charged conversations is the only thing happening in session. In case you didn’t know I run games mostly to find those interesting conversations.

Secondly the setting is a Therapy session.  Verbal conflict is encouraged and mediated by the Therapist (standing in for a GM but a very different role as I’ll explain below), it is resolved in the same way that people resolve real world conflicts in therapy. By talking them out.

Sadly we don’t get to roll dice in arguments with our real life partners 🙁   (Hmmm… hang on a minute?)

If the players disagree about what happened in the magical land…well here is the really clever bit.  They just disagree.  Memory is fallible.  The only truth that matter is your truth and how that helps your healing journey. The players talk through their mismatched memories and use the fact they are mismatched to create more story and more interesting emotional interaction (there was a wonderful example of this in the play test which indeed resulted in a better story and more satisfying experience for the players involved).

There are other advantages to the therapy session conceit in this style of game:

1. awkward silences (which occur more often in prep-less games where people can go dry easily) are perfectly normal for a therapy session and nicely amp up the atmosphere.
2. the Therapist role is a fascinating and easy way to help draw out the story if the players are having trouble.  Rather than acting as a GM and dictating plot etc.  the role of the Therapist is purely to reflect back at the players encouraging them to create everything.  The Therapist asks questions (e.g. Lucy can you tell me how you feel about what Edmund just said?) and ensures that the spotlight is evenly distributed amongst the group. For this reason I think of the role as Game Facilitator rather than Game Master.

Right that was a much longer post.

Next time… results from the Alpha Play Test are in!

[Don’t forget to pick up a free copy of the game from here if you haven’t already.]

Designer Diary: When the Dark is Gone.

For some weeks I have been writing a new game called “When the Dark is Gone”. It is an ambitious and unconventional approach to gaming (if I do say so myself) but I *am* standing on the shoulders of giants in writing it.

WTDIG is my response to games such as Fiasco, Durance, The Trouble with Rose and others. These are all very good prep-less and GM-less games. They have some huge benefits over a more traditional style of role-playing and the biggest is that in my busy adult life I have less time to prep games. These games offer me the chance to role-play on short notice when I haven’t have time to prep.

Genius.

I also find the GM-less style both challenging and intriguing. Once you have overcome the shock of shared creation, there are many benefits and the stories that emerge are often more interesting due to the greater creativity resource. I have enjoyed them all a great deal, but in all I have found I am missing something.

What am I missing?…a good cry.

What I mean is that whilst these games have been fun and entertaining stories were told – none of them touched me emotionally. There was little to no character investment and indeed this investment is actively discouraged in most cases.

First I thought that emotional role-playing wasn’t possible in a prep-less setting. Perhaps genuinely touching games, games which can make you cry, can only happen with prep.

Well – I love a challenge 🙂

Goal number one: create a prep-less game which is emotionally charged, with full immersion and where people are completely invested in their characters.

But that wasn’t enough for me. I’d been watching with interest how people were designing ways of determining Out Of Character conflicts or assigning elements of story control to different people at different times. But I was looking for a fully immersive character experience; any pause to make an OOC comment (even discussing the direction of a scene) would break what I was looking for.

So, how do you resolve conflicting views about where the story goes in a game where no-one breaks character?…The secret…you don’t.

Goal number two: design a game where there is no need for a mechanism to resolve conflicts either in or out of character.

Stay tuned for my solution…

[The beta version of the game is released here but I’ll have some more Designer Diaries going up to document my design process in the coming weeks. There will be lots more play testing and refining happening before I release the final version.

If you want to play test it drop me a line here i’d love to hear from you.]