Wimping: the black hole of GMless games

I’ve been playing a lot of GMless games lately, and because of the absence of a pre-written plot, these games have a lot in common with improv. In improv, there is a term called “wimping”, which is when one of the actors – without explicitly blocking what another actor says – effectively reflects it back at them without adding anything to the conversation.

There’s an excellent example given here, which I cannot add anything to and so shall quote wholesale:

JEFF: Oh my gosh that thing is big!
MEL: Yeah! It’s really huge!
JEFF: It’s getting bigger!
MEL: It sure is!
JEFF: My goodness, it’s eating the dog!
MEL: The poor dog.

See how Jeff is making all the running in that exchange? Every new element is created by him and merely restated by Mel.

Now, in GMless roleplaying there is typically shared responsibility for creating plot and background elements, so what we have is essentially improv. Each player can add new elements at will, and when someone else adds an element they can either accept it but not do anything with it (wimping) or take it and run with it in an interesting way. It’s not exactly news that the latter is a better way to go, and if you’ve played GMless games you’ll probably be familiar with the situation where someone is throwing out interesting material and it is essentially being either ignored or, at any rate, not added to by others.

There’s a more pernicious form of wimping, where nobody is really creating new material. This becomes an empty conversation, like those awkward exchanges where you just talk about the weather because you don’t want to risk putting anything more interesting into the pot. I’m not sure there’s a term for this: I’ll call it the double-wimp.

This doesn’t happen much in roleplaying because, after all, you’ve usually got some helpful mechanisms and a shared agenda of creating drama, which push you to create stuff. But roleplayers have their own special kind of double-wimp. Many of us have grown up on GM-created mysteries – the black box containing the plot which, as players, you struggle to uncover. The GM knows what’s in the box, but the players don’t. The interest for the players is discovering what the GM has invented.

Now think about GMless games. I’ve more than once seen a player create a black box in a GMless game. It could be a mysterious object (in a recent game there was a literal box with something in it … but nobody knew what it was, even the person who introduced the box), or it could be a vague reference to something that sounds intriguing but which is left undefined. What they’ve done is effectively wimped on their own narration. They’ve supplied what should be an interesting plot element, but left a blank where the interest should be. They’re hoping someone else will fill that blank, but all too often no-one does. In the absence of a GM who knows what the mystery really is, it becomes vacuous, a cipher.

Moreover, roleplayers are used to the concept of ownership. My character is my character – you don’t narrate his actions. Likewise, in more traditional roleplaying the person who introduces a plot element owns it, so others refrain from acting on it. When someone introduces an undefined mystery element, this compounds that natural unwillingness to mess with “their” plot, because nobody is quite sure what it is in the first place.

What you’re left with in this situation is a black hole. By its nature it is intriguing and makes the characters want to interact with it, thus sucking the story into its gravity well. But there’s nothing there to interact with. To overextend the metaphor slightly, the plot is crushed to death with agonising slowness as the flow of time itself is distorted around it. At least, that’s how it can feel at times.

If you’re playing GMless games, my advice is to avoid this phenomenon like the plague. Do not introduce mysterious elements if you can help it. If you must, don’t throw in a mysterious element unless you know what you’re doing with it. You shouldn’t be so committed to your idea of what the “truth” behind the mystery is that nobody else can come in and change it, but don’t just throw it in and hope someone else will run with it – be ready to run with it yourself. And take the earliest opportunity possible to reveal what the mystery is so that others can more easily play off it. It may even be worth telling the other players out of character what the mystery really is, even though their characters don’t know, just to avoid the black hole effect.

Racist stereotypes in roleplaying

So, I have been keeping a wary eye on the discussion of Wolsung and with a deep breath I ploughed through the RPGnet discussion of it. Now, I haven’t read Wolsung and I’m not going to get into my opinions on the game. But there were some interesting arguments thrown around on RPGnet that I’d like to talk about here.

1. It cannot be racism if the target is a fictional, nonhuman race. This seems pretty obviously false. A blatant racist stereotype against a particular real life group remains just as blatant if you shift it wholesale onto a fictional race (particularly if you make the fictional race resemble the stereotype in question in an extremely identifiable way). Whether you did it on purpose or not is beside the point, though when the resemblance is very strong, people may find it hard to credit that it was accidental.

2. It isn’t racism if it’s about national culture or if national culture is just as important in the game as race. Well, ok, the term “racism” doesn’t apply to national stereotypes. This doesn’t make it better though. Cultural (and NB also religious) stereotypes seem to have somewhere along the line become the acceptable face of bigotry. But, you know, it’s essentially the same deal – painting an entire group with one brush, and a skewed and, uh, stereotyped brush at that. Focusing on the fact that genes aren’t involved is missing the point.

3. It’s ok because it’s an accurate representation of the historical period that the game is modelling (in this case the Victorian age). Well, this is kind of true. It’s true that some people, perhaps the majority, maybe even the vast majority[*] of Westerners in Victorian age held pretty horrendous bigoted views about foreigners. Note, of course, that the game permits you to play non-Westerners, so this argument is pretty much missing the point as well – why should the game be presented exclusively from the Western viewpoint? Indeed, why not select a few admirable exceptions to the (perceived) general bigotry to act as your perspective characters while noting, perhaps in a sidebar, the general prevalence of racism. In other words, why view the entire game through the lens of racism?

4. This leads me to a more difficult question, for me at least. Point 3 about is really an allusion to the fact that many of us like our fantasy worlds to model reality quite closely, warts and all. Now, the point has been made to me that if we’re happy to fill our games with orcs and airships, why do we suddenly insist on realism when it comes to racism? Well, I just don’t think the two things are the same; orcs and airships are essentially background colour, whereas realistic social behaviour is quite fundamental. I’m in the camp that tends to not want to gloss over real-life phenomena like racism. To be clear, my games have not been known for including racist themes or tackling racism – but I’d like to think I could do so, and I’m keen on the idea of games tackling such serious subject matter.

But it’s equally clear that if you’re going to tackle such serious subject matter in a published game, you want to do so in a careful, nuanced and respectful way. You should ideally have taken some serious study on the matter before charging into such murky waters. I’d go so far as to say that you should take this approach even if you aren’t publishing – if you’re just playing in your living room. If in our enthusiasm to be realistic, or to faithfully replicate a historical period (albeit with orcs and airships and so forth) we accept any old attempt at “serious” issues, even done in a cartoonish and badly thought-through way, then we’re pretty much betraying the principle of gritty realism in so doing, and we’ve trivialised the issue in the process.

One last thing. I think part of the reason people get so defensive about this is that they think “if this game is racist and I like it, then I must be racist; I’m not racist so the game can’t be either”. Well, racism isn’t like a disease that you have or don’t. It’s a spectrum of behaviours and cultural themes which permeate the whole of Western society. You are at risk of saying or doing stuff that’s racist if you don’t examine yourself, even if you yourself are not a racist. You can enjoy a game that covers racial themes, even in a ham-fisted way, without being a racist, but you owe it to yourself to give yourself some careful scrutiny before you do so.

[*] I’m really not sufficiently a historian to argue this point, but the idea that all Victorians were raging racists strikes me as also a possible stereotype.