Showing posts with label solo. Show all posts
Showing posts with label solo. Show all posts

Saturday, December 04, 2010

What We Mean by "Social Interaction"

There's been a flurry of furious activity on Trollsmyth's blog about how you should use rules to frame the game's core activity. I've been reluctant to step in, because I know exactly what he's talking about and it'd just come across as his solo player jumping in to gang up on people who disagree with him.

Still, there's been some confusion about just what he means when he says "social interaction," which is something I hope I can clear up.

First, yes, all roleplaying games are fundamentally about social interaction to some degree or another. When we say "social interaction" we're talking about in-game behavior. In most games, the main in-game activity is combat or investigation or something else adventure-y. We're talking about a game where the equivalent to a boss battle is a big fancy party -- or, heck, even seeing a character my character has a significant relationship with for the first time after being separated for a while.

Second, it doesn't mean "social combat." When I sit down with a cleric and a Rakshasa to talk about boys, I'm not trying to convince either of them of anything. I'm trying to figure out what the cleric wants out of a relationship (because the fundamental issue at hand is "which boy?") and find out more about the boys from the Rakshasa (because she's known most of them longer than we have). Almost all the conversations we have in that game are like that. We're trying to solve a mutual problem, uncover an issue, or work all the angles on an idea, rather than convince someone of something or another.

Or, sometimes, just chatting. Here's an example, very slightly edited from the original log to make it more readable:

I lean out over the parapets. "Nice night."

"Gorgeous night," agrees Reswet.

"A blue night," says Seban, joining the two of you. "Sometimes the Sea of Fire burns hotter than at others, and it turns blue or purple."

"When do you find these things out?" I ask. "I swear, you already know more about this place than I do."

He chuckles. "We actually talked about it at dinner. I've never seen the Sea of Fire. I hope to soon, but the others have said we hardly go to that part of the city."

I nod. "Mostly, what, the docks, and the industrial parts of the city? Azer, fire giants, and so on?"

Reswet nods. "I've been to the Merchants' District once, but only briefly, and never anywhere close enough to see the Sea."

Yes, I think this is fun. I spend 4-6 hours a week on this stuff. I'm a freak. I kind of consider the solo game to be practice for real life socialization, that's how crazy I am.

Third, this is a style of game that doesn't always work so well at the table, and the very immersive, hyper-focused variation on the style that Trollsmyth and I have developed pretty much only functions in text, as I think the above example makes fairly clear. There are a lot of little things about text that help support this style of game. It's easier to stay serious and focused for long periods of time, for one, though the biggest is probably that it's much easier to separate player and character. If you can't see how roleplaying in text could be more fun than doing it in person, you're not likely to have any interest in the kind of game we're describing.

There are a lot of games that could be described as focused on "social interaction" that would handle social mechanics fairly well, or even require such critters. For instance, the phrase might describe a game that was mostly about politics -- talking to people to get them to do things. There's no reason it couldn't apply to a game that was played at the table with more than one player. If you've got more than one player, you've got varying levels of interest in all the activities of the game, including talking to people, and at the table you're going to have different comfort levels with "talking in character" and otherwise exercising your social mojo.

In such a game, I'd probably want my players to have some social mechanics at their disposal. Probably not "you roll and the king agrees," but certainly something like D&D's reaction mechanics, reputation mechanics, perhaps rules to allow players to gather "dirt" on their foes with dice rolls, that sort of thing. In that kind of game, the game would be "what do we want, who can give it to us, and how do we push or pull them into doing what we want?" Playing out how that happens wouldn't be crucial.

In the solo game, though, the point is the relationships and how they're affected, so the little details of how everything plays out are important. Little jokes between lovers, accidental allusions to secrets my character is keeping, that sort of thing. Most mechanics we could use would be, at best, unnecessary, and at worst would replace the stuff we find most fun. Unfortunately, the terminology we have available doesn't really make distinctions that fine, and these are all types of games that are unusual enough that there aren't clear categories for them. Even "a game focused on social interaction" is unusual in itself, never mind all the variation within what those words could mean.

Thursday, August 12, 2010

Unjustified Player Grinching

JB's had an interesting post up recently about how every campaign has a "Robilar." One player who's a lot more into the game, plays more, makes every session, even goes off on solo adventures if the DM is up for it. Apparently this has been a feature of long-running campaigns since the earliest days of gaming, and came up back in his own early gaming as well.

It's certainly been the case in Doom & Tea Parties, though explicitly by design. The game that became the solo game came first, and when we added more players to the campaign we decided to split that off into its own game. The party in the group game picked up a rumor that turned out to be about something that happened in the solo game, but otherwise there hasn't been any contact between them. Which is a good thing, as far as I'm concerned. Does an end run around the messy issues of diva-ism that JB talks about in his post.

Still, the Robilar comparison isn't perfect. One of the things that tends to happen, it seems, in a game that where one character gets a lot more running time than they others, is that character gains a lot more power and wealth just through the extra attention.

But that solo game? The one that's been running for over ninety sessions now? More than twice the number that the group game's had? Guess what level that character is. Just GUESS.

I asked Trollsmyth this question a couple of days ago. He got it wrong!

Monday, February 15, 2010

Doom & Tea Parties Solo: Why I'm Not Writing About It

So let's see. I've written about the group game this month, and I'm not going to run out of things to say about it anytime soon. Next month is going to be why Trollsmyth won't kill boytoy's character, I think. Unless she gets eaten by a slaadi or something in the meantime. Which would be good, because then she won't die after I write that post and make me look dumb.

The solo game is a little trickier. While I've written about it a fair amount in the past, I've very deliberately not mentioned a number of key circumstances and events in the game, and I'm going to continue that policy. I've shared some of those circumstances with offline friends, in the course of those "what crazy thing just happened in the games we're in" conversations that I occasionally give in to, but there's a fair amount I haven't told anyone, and won't until the game ends. And maybe not even then.

A lot of what's made that game so interesting and involving, in fact, is that I don't talk about it. I don't have to explain it, or understand it well enough to explain it, or justify it. I can do very odd things and go very odd places, with no audience except the DM, who's mostly busy doing stranger things anyway. It's an experimental space.

Which is a bit odd, since RPGs tend to be very much public affairs. There's that whole "let me tell you about my character," actual play report culture; a lot of my conversations with people I've just found out play roleplaying games tend to turn towards various events from campaigns past. People like talking about their games. And a game, obviously, involves more than one person, usually a fair handful. It's not like reading a novel, or watching a movie--and even those examples point to a general publicity of entertainment, at least in our culture. One of the chief joys of novels and TV and stories in general is in discussing them.

But I don't think my experience with this game has been anything approaching unique. After all, one of the features that so marvelously distinguishes roleplaying from reading or watching is that the experience is so much less public. It's not something that anyone who picks up the book can experience; only I and the few other friends who were there ever can. Which means that it can be a much more private experiences, with all the advantages that go along with that--not least being that it only ever needs to interest and please us, the people participating. And that remains true no matter how many players are in the group. And even when I do give in to the temptation to tell all my friends about a character's latest escapade.