Over at Department V, Smiorgan writes about Everway’s three methods to decide a conflict: Karma, drama and llama.
Smiorgan discusses the issue of who decides what the plot should be (in order to rule in accordance with drama), and how randomness (fortune) can introduce something new and unpredictable.
I mostly want to talk about the latter here. It’s a ubiquitous way to keep the game unpredictable: Pick up some dice and let fate decide what happens. An observation I make is that this is very often restricted to determining “can I do X”, which is in itself only one of the interesting things one needs to decide during a roleplaying game, but that’s a topic for another day. What I want to talk about here is an alternative approach to introducing unpredictability – one which I am increasingly favouring in my game design.
Here I am going to refer to the method as asking. More broadly, it is about giving away decision-making power to someone else. You see, your decisions as GM (or a player, for that matter) may be based on drama or karma or something else entirely, but to you they can seem predictable. You have perhaps already thought about what the needs of the story are, or what the demands of the fictional situation are, so making that decision can seem predictable to you.
So an obvious way to get the sense of unpredictability for as many people as possible is to spread those decisions around. I’m not talking about discussion and consensus; in many ways that feels like the most predictable method of all for resolving things. I’m talking about varying who makes the decisions.
In a traditional GM-and-players game, you get this a bit. The GM takes decisions about the NPCs, the world, and often some conflict resolution. so they provide a sense of unpredictability to the other players. And it’s often remarked by GMs how the players’ surprising actions make the game exciting and unpredictable. But it’s clear that the GM has much broader scope for making decisions, and it is they who provide the chief source of unpredictability outside of the dice: the question is not “what will happen”, but “what will the GM decide”.
What I’m increasingly finding is that having all the players involved in those GM decisions, by making individual calls, creates a fantastic sense of unpredictability for everyone. No one person has their hand on the tiller, so the boat goes where it will.
I’ve called it asking, because a very straightforward way to make it happen is by asking questions to another player. Instead of it being either the dice or the GM who decides what happens next, it’s another person whose mind you can’t read. And even the person you ask, moments ago, didn’t know what the question would be or that they would be answering it.
Similarly though, rotating roles (as seen in Microscope and Lovecraftesque, for example) ensures that the story isn’t moving in a straight line. Each person guides it a bit, and no one person could have forseen where it would go. In effect, here, it’s the system doing the asking, but instead of always asking the same person, it’s a different person every time.
It’s important to emphasise this is about one person deciding. If you turn to group discussion for this, you quickly find that you’re relying on negotiation, social dynamics and (often) a rather turgid laying out of the reasons for and against each course of action. This is far from unpredictable.
This is also the method that lies behind improv-based approaches to GMless roleplaying. Each person leaps forward and inserts their ideas into the story higgledy piggledy, like having a jam session. But what improv approaches tend to leave space for a small number of people (maybe just one) to dominate the game, subtly or not-so-subtly steering things so that they are not so much a product of the group as the product of an organising committee. This is why games like Lovecraftesque and Microscope impose a no-discussion rule, forcing every player to contribute to the flow of the game.
So there you go – karma, drama, llama and banana, I guess.