Stance and stancibility

So, where was I? Oh, yeah: stance.

Le Forge has this to say about stance:

  • In Actor stance, a person determines a character’s decisions and actions using only knowledge and perceptions that the character would have.
  • In Author stance, a person determines a character’s decisions and actions based on the real person’s priorities, then retroactively “motivates” the character to perform them. (Without that second, retroactive step, this is fairly called Pawn stance.)
  • In Director stance, a person determines aspects of the environment relative to the character in some fashion, entirely separately from the character’s knowledge or ability to influence events. Therefore the player has not only determined the character’s actions, but the context, timing, and spatial circumstances of those actions, or even features of the world separate from the characters.

So I was thinking to myself, actor and author stance are basically about playing a character, in the former case according to the character’s motivations, and in the latter case according to your motivations as a player (retro-justified as needed).

Director stance appears to be about playing the environment. But wait: we can subdivide this further also.

Let’s say that Regulator stance is playing the environment in accordance with the fictional logic of the environment. So, for example, you’ve just dived into the Niagara Rapids wearing naught but a polka-dot bikini and a baseball cap. In Regulator stance, I’m afraid you’re toast. You are swept away. The last we see of you is a flash of polka, a flailing arm, then nothing.

Meanwhile, God stance is playing the environment in accordance with your own motivations. Ok, you aren’t likely to survive a headlong dive into the Niagara Rapids, but I’d quite like it if instead of dying, you find yourself hanging by a delicately positioned tree branch, and just within sight of your arch-rival… what will he do now?

The same breakdown can be applied to less environmental questions. Say I want to know “will the inhabitants of Endor rise up against their invaders?” – I can resolve that by thinking about their motivations and the things we know about the situation, or I can do it according to what I think would be interesting, or what I’d like to see. Maybe that’s Sociologist stance and Dictator stance, I dunno.

So there we go. Director stance isn’t just a monolithic thing you can do, it means decisions justified in different ways, just like when you play a character. Maybe it would be simpler and clearer to divide the scope of decision-making in two. Actor stance when you’re playing a character, Director stance when you’re making wider decisions; Endogenous justification when you’re going with fictional logic or character motivation, Exogenous when you’re deciding for other reasons.

One last thing – in practice I almost never go into a pure Exogenous way of thinking. Basically if the fictional/in-character reasoning is overwhelming and obvious, I go with what that says. If it’s, like, 90% pointing in one direction then I’ll need a strong external reason to ignore that. If it’s less clear-cut, I’ll think more about what would be interesting, or just go with my whim. It’s still helpful to be able to clearly talk about the decisions we’re taking and the reasons for taking them, but it’s fair to say that these aren’t either/or.

Roleplaying the silly way

I want to talk about a couple of games I played this year that deviated quite dramatically from the script of what I’d normally play. Both of them pretty silly games, in different ways. Both of them really enjoyable.

The first is Grunting: the Race for Fire, by Jennifer Spencer. The game is about playing cartoonish cavemen on a quest to get fire for their tribe. The game has some unfortunate aspects, notably some pretty sexist tropes in the background material (which our GM, Triskellian, mercilessly stripped out: quite right too). But I’m here to talk about what I enjoyed about it, so I won’t dwell on those.

Grunting requires the players (not the GM) to speak only using a limited list of caveman words, which are provided at the start of the game. The words are pretty elementary, stuff like “Bam” (stone) or Nurrr (dark). Even when speaking to the GM you must only use these words. (You are allowed to write notes to the GM in your normal language, but it’s more fun if you don’t.) This simple rule is the core of the game, and almost the entirety of what makes the game fun.

I don’t mind telling you, when I started playing the game I found it next to impossible to understand my fellow players. Everything they said involved a look up, furrowed brow, followed by the same again as I attempted to reply. The game could really have helped with this by providing an alphabetised list of words (alphabetised by caveman word and by english word). Instead they are organised by conceptual groups, which is no help at all when you’re trying to translate from cave speak. But after a while, I started to really get the hang of the vocabulary and the game began to flow.

The actual action in the game is pretty simple. Kill a sabre tooth tiger by throwing a rock. Steal fire from the other cave-folk by lighting a burning torch. That kind of thing. But it is surprisingly entertaining just sitting trying to explain your plan to the other players in cave-speak, or trying to understand them. Indeed, there is entertainment value in trying to come up with a plan that can be communicated in cave speak. Moreover, you can make up your own words, but of course you can only explain them to other players using existing words, which is itself fun and sometimes hilarious.

The other game I want to talk about was made up (not published) and run for me at a con by Cuthbertcross. It is called Burt-EE, and is basically Wall-EE the roleplaying game. Now I haven’t seen Wall-EE so you’ll have to bear with me if this sounds like an excessively elaborate explanation. You’re all playing service robots on board this massive cruise liner in space. There’s various kinds of service robot: the little welder-bots that whizz around on monorail tracks, the bulky storage-bots with a belly full of tools, the zippy little butler-bots that serve drinks, and so forth. They all have amusing names that reference their function like Burn-EE the welder bot.

Anyway. Before going further it’s probably important to mention that we played this game with an eight year-old, one of Cuthbertcross’s kids. I can actually hear some of you wincing at that. But the game went perfectly, and indeed was maybe even enhanced by her presence. There isn’t too much to say about this really but I thought it worth saying!

The action of the game was, again, very simple. Get given tasks to do, do the tasks. Slowly become aware of something awry with the ship. Decide what to do about this. The fun came from your typical childish pretend-play stuff: talk in a robot voice. Pretend to be someone whose whole role in life is to be a storage container, and imagine what their perspective on life might be. Come up with innovative uses for your single super-power (you can probably imagine what these were from the robot descriptions above). Make lots of puns ending in EE.

Bringing it all together, I have been surprised at how much enjoyment I can get from just silly, light-hearted play based on a simple (though unusual) concept and just basically messing around in character. I have always assumed I would find such play rather tedious, but in practice they were immensely enjoyable. Indeed, I only agreed to play Burt-EE to make up the numbers (sorry Cuthbertcross, if you’re reading this!) but found it was actually one of my favourite games of the con.

What’s my point? Roleplaying games throw all sorts of elaborate mechanics and high-concept stuff around, hoping to engage their jaded audience. But these light-hearted concepts encourage players to discard their usual inhibitions and throw themselves into make-believe. The simple pleasure of doing a silly voice and playing a silly character, the stuff that you enjoyed as a kid and maybe the germ of what got you into roleplaying in the first place: imagination.

A mini-Monsterhearts hack: provoke

When you try to provoke an emotional reaction, roll with Hot.

On a 10+, you get the emotion you wanted, and take a string on the character. They choose how they respond.

On a 7-9, they choose:
The emotional reaction you wanted, and give you a string.
An emotional reaction of their choice, but it’s overwhelming and they have to respond strongly and immediately to it.
No emotional reaction, but they have to respond in the way they think you want.

The standard Monsterhearts version of this move is “turn them on”, so the emotional reaction desired is sexual arousal. In the original move, there wasn’t any specified emotional reaction (it was just implied by the name of the move) and there wasn’t any option to choose an emotional reaction either.

So now, you can use this move to:
Turn someone on.
Fill them with fear.
Provoke them to anger.
Make them jealous.
…and so on.

And, when you get a weak hit, they could avoid giving you a string by having an overwhelming emotional reaction of their choice:
Getting turned on and throwing themselves at you sexually.
Gibbering incoherently or running away in mortal terror.
Exploding with anger and hurling themselves at you, fists flying.
Venting their jealousy or rage at you, loudly and conspicuously.
…and so on.

They can also avoid giving you a string and keep emotional control by responding in the way they think you want them to, such as:
They think you’re trying to turn you on, so they sleep with you.
They think you’re trying to intimidate them, so they they back away slowly, hands where you can see them.
They think you’re trying to provoke them to anger, so they punch you in the face.
They think you’re trying to make them jealous, so they watch transfixed as you kiss that other guy.
…and so on.

A House Askew

So, I’ve recently been rather taken with Avery McDaldno’s new game Dream Askew. If you’re not aware[*], it’s an Apocalypse World hack[**] which takes at least three interesting and innovative steps: first, to distribute MCing between the players and assign each a Situation (like a Front) to play; second, to give the players Principles to play their characters by (like MC principles in AW, but directed at running player characters); third, to convert the usual dice-based system to tokens – spend a token to make a Strong move, gain a token when you make a Weak move.

I am so impressed, in fact, that I’m thinking of making House on the Border a DA hack rather than an AW hack. DA’s mechanisms could solve some design problems I’ve been grappling with and meshes quite well with what I’ve written so far.

Just as before, each House would have a number of Values, things the House, uh, values in its own right – like Justice, Truth, Killing Nazis and such. I had been using an elaborate Value-specific XP system, but with the token-based approach this gets easier:

  • Whenever you do something that strongly accords with a Value, put a mark against it. When you do something that strongly opposes that Value, erase a mark against it.
  • When you have at least (say) 3 marks against a Value, you can make strong moves without paying a token, provided the action in question strongly accords with that Value. If you do, you don’t get to put a mark against it. In addition, when you take an action that strongly opposes that Value, erase 2 marks against it.
  • When you have at least (say) 6 marks against a Value, in addition to the above, you can make strong moves without paying a token, provided the action in question accords with that Value. And when you take an action that opposes that Value, erase 1 mark against it.
  • You can’t get more than (say) 7 marks against a Value.

The more virtuous your actions, the easier it is to act with virtue, but the more pressure you’ll be under to keep on the straight and narrow. Plus the token economy fixes two issue created by the previous system: first, that there was no generalised reward system; and second, that actions not according with any virtue lacked any mechanical support.

Of course, this will involve a significant rewrite of the game, with lots of custom moves needing amendment. And I really ought to play Dream Askew before going any further – at the moment I’m going on the way it works in my head rather than the way it works at the table. Which is fine, as I am very keen to give the game a try.

[*] If you’re not aware then you should definitely check it out. It’s not for everyone, I suspect, but there’s plenty of great ideas to chew on.

[**] Although, the more AW hacks I read the broader the definition of an AW hack seems to become. Eventually all games will be defined as AW hacks, including games created earlier than AW.

Apocalypse World: Fronts

I’ve recently started a new Apocalypse World campaign and re-reading got me thinking about the Fronts system. Apocalypse World Fronts are basically a set of linked threats that the MC writes down with countdown clocks and stakes questions as a means to (a) give him interesting things to say that aren’t just improvised from scratch and (b) address one of the principles of AW which is “sometimes, disclaim decision making”. Anyway, there’s a prescribed format to them and what I’ll do here is analyse that format.

The fundamental scarcity. Every Front has a fundamental scarcity chosen from a list of eight (hunger, thirst, envy, ambition, fear, ignorance, decay and despair). The AW rulebook has almost nothing to say about the purpose of this, and I surmise that it serves to provide inspiration and keep everything apocalypse themed, nothing more. I have found myself struggling to identify a single fundamental scarcity for a given Front, and even the book’s example Front seems like it would fit with at least two fundamental scarcities. Maybe it could be handy to remind yourself what the Front is all about or to judge whether a new threat should be added to the Front, but mostly it feels a bit surplus to requirements once the Front has been written down.

Linked Threats. The whole point of having a Front is to add value to what a list of individual Threats would achieve. The example in the book doesn’t help us here. We have this mud-fish parasite which is infecting everyone, the waders who carry it and some bunch of thugs who enforce quarantine. Those all seem highly linked and could be called “the mud fish parasite front”. But then we have Dustwich, this person who wants to overthrow the hardholder. She seems unrelated, except insofar as the previous Threats will create pressure to overthrow the hardholder, aiding Dustwich. Anyway, my feeling is that Dustwich is a bit tacked-on, as though Vincent Baker felt that merely having the holding overrun by a parasite wasn’t interesting enough (and perhaps too faceless).

Still, I guess if you start from a fundamental threat – the mud fish parasite in this case – and ask what other factors bear on this threat, either as obvious  connected things like the waders, or things which push the other way like the quarantine enforcers, you’ve got something there. Asking yourself to generate linked Threats is an exercise in thinking about what else is implied by the existence of the core Threat.

The Dark Future. Every Front has a dark future which is what will happen if it is allowed to roll forward undisturbed. This is useful as a check for the MC – is this Front really threatening or have I created a situation the PCs can ignore? It could provide useful fodder for improvising, too.

Again, the example Front in the rulebook is unhelpful. In the example Front , the Dark Future is essentially “Dustwich takes over the hardholding”; the other threats in the Front are just things which serve to antagonise the people against the hardholder and over to Dustwich’s side. I mentioned before that Dustwich felt tacked on, and indeed because the Dark Future relates to Dustwich, it feels as though there’s no real relationship between it and most of the Front. If we imagine, though, that Dustwich were gone and the Dark Future were “everyone gets the mudfish parasite; lacking a healthy workforce, the holding grinds to a halt and one by one its members die or leave”, now we have a Dark Future that relates to the elements in the Front.

So with that imaginary alternative example Front, we can see more clearly that the Dark Future serves an additional purpose, which is to keep the MC’s mind on where the Front is going. Every time something happens the MC can ask – does this bring the Dark Future closer or set it back?

Countdown clocks. Countdown clocks are introduced as a thing relating to Fronts, but in actuality the book recommends they be attached to Threats. Regardless, they’re probably quite closely oriented to the Dark Future (or should be – again, the example Front lets us down here). They serve to provide a concrete sense of the factors that build up to the Dark Future, pacing for that build-up, and a way for the MC to drive that build-up without it just being on a whim “Bam, the dark future happens because I decided”. Having said that, what seems to me missing from the countdown clock concept is:

Triggers. This isn’t in the Front rules, but I think it should be. The book says the countdown clocks are descriptive and prescriptive. Meaning, if I get to 9 o clock then the mudfish parasite eats my head, but equally if for some reason the mudfish parasite should eat my head then the clock automatically advances to 9 o clock. All well and good, and this serves to avoid the clock becoming divorced from reality. But we’re still left with a clock that (absent the mudfish parasite eating my head of its own accord and thereby advancing the clock prematurely) ticks forward on the MC’s whim.

Contrast the injury clock on every player’s character sheet, and which ticks forward when you take harm, back when you are healed. There are rules for this; the MC can change it more or less on a whim but there is a logic that constrains him in doing so. So for me, the countdown clock needs triggers; every time the parasite infects a PC or a new group of NPCs, move the clock forward, for example. That way, aside from the obvious fictional trigger that if the events described in the clock happen of their own accord, you move the clock forward, there’s a separate, more inexorable trigger that if nobody does anything the clock will tick forward, which is at least somewhat outside the MC’s control. So you’re disclaiming decision-making, like the principles say.

Custom moves. One of the things that makes AW popular is its customisability. Custom moves, yay! I’m not sure these are really specific to Fronts but it’s obviously good to think about them when you’re doing your Front prep. Having the Dark Future, the Threats, the Fundamental Scarcity and all the rest in mind when designing custom moves will serve to give everything coherence and relevance.

Stakes questions. These are little questions you write about the fate of particular individuals or groups in the game world, and which you commit to answer using the game fiction’s internal logic. The book says they’re real important but gives little guidance on how they fit in with the wider Fronts framework, or even what committing to not answering the questions yourself entails.

The example questions mostly relate directly but not straightforwardly to the Threats in the example Front. The first and most straightforward is “who will fall prey to the mud fish parasite?” – ok, so I’m committing not to choose who gets it, which seems pretty tough. If I choose to put a non-infected character in a room with an infected character I’m almost making the decision, aren’t I? There will definitely be situations where I put two people on a collision course but let the PC’s actions decide whether they actually collide, sure; but I don’t really see how I as MC could avoid deciding some of who gets infected. Naturally I’ll do it based on the game fiction’s logic, but I would have done that anyway – the crucial question is, have I just fiated someone to infection or not? I think I’d have to if I used this example Front.

The other questions are less straightforward and more interesting for it. “Will Dustwich get a better life for her people?” This question tells me that even if Dustwich fails in taking over, there might be scope for a better life for her people. She won’t get a better life for them unless she overthrows the hardholder or someone else intervenes to make life better, so I can see the benefit of the stakes question here. The question is saying: the answer is no unless something happens to make it yes.

Another is “will Grief’s cover get blown?” – there’s a specific trigger for that in a custom move, so it’s very easy to see how the MC is disclaiming responsibility on that one. The final one: “Will Snug and Brimful stay married?” – great question, totally unclear how it will be resolved given that Snug and Brimful are throwaway names in the Front cast list. How does the MC commit to not deciding it? I honestly don’t know.

What is the point of all these questions? I presume that apart from getting the MC into the mindset of disclaiming responsibility, it’s to ensure the Front isn’t just about the central Threat rolling forward supervillain-style to take over the PC’s world, it’s about the impact the Front has on real people. But honestly, I’m not sure what the point of them is or how they’re supposed to work – as outlined above sometimes it’s obvious, sometimes not at all obvious how the MC will keep his grubby mitts off the decision-making process.

Do we need them at all? The book says that Fronts are fundamentally conceptual, not mechanical. I think that’s right; they serve a purpose of structuring the prep process and hopefully giving it coherence and direction without just making it into a one-way railroad.

So far my experience of this is limited to trying to write some Fronts for this game, and for the one that went before it. I haven’t found the process all that intuitive or helpful. I’m mulling over whether to pull the whole thing apart. For example, could my stakes questions be completely separate from my Fronts? I identify some characters whose fates I care about and ask the most obvious questions I can think of about them. Whichever Fronts and Threats intersect with those fates (including the PCs of course) can answer the questions for me, so they don’t need to be tied to a Front. Might it be better to ask what the fundamental scarcities are for the group as a whole, and just use them as an off-Front inspiration for generating new Threats and understanding the consequences of events in the game?

I guess the fact that I’m asking these questions suggests the elements of a Front have their uses, as outlined above, but I wish the AW book had devoted a bit more time to explaining how they were supposed to work and what the benefits of using them were.