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		<title>The Limits of Designing for Role-Playing.</title>
		<link>https://competitiverpgs.wordpress.com/2010/01/29/the-limits-of-designing-for-role-playing/</link>
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		<dc:creator><![CDATA[Guy]]></dc:creator>
		<pubDate>Fri, 29 Jan 2010 02:01:26 +0000</pubDate>
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		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/?p=107</guid>

					<description><![CDATA[I think this may surprise people, but the thing that had actually set me on the &#8220;warpath&#8221; of the Blinders, so to speak, of people saying their games are about and using advice to get there instead of rules, was RPGs. That is to say, it was games where the goal was to role-play, it [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>I think this may surprise people, but the thing that had actually set me on the &#8220;warpath&#8221; of the <a href="https://competitiverpgs.wordpress.com/category/segments/blinders/">Blinders</a>, so to speak, of people saying their games are about and using advice to get there instead of rules, was <a class="zem_slink" title="Role-playing game" rel="wikipedia" href="http://en.wikipedia.org/wiki/Role-playing_game">RPGs</a>. That is to say, it was games where the goal was to role-play, it was games where not only people role-played, but that was the declared goal.</p>
<p>I remember looking at some discussions, and I realized, <a class="zem_slink" title="Dungeons &amp; Dragons" rel="wikipedia" href="http://en.wikipedia.org/wiki/Dungeons_%26_Dragons">Dungeons and Dragons</a> is not an RPG, or at least, it&#8217;s not in the design, but &#8220;merely&#8221; in the play. I say &#8220;merely&#8221;, because perhaps that&#8217;s all there is. I looked at D&amp;D, and I looked at the rules, and I saw nothing there that would <em>make</em> me roleplay. I saw very little there that even rewarded me for roleplaying, and quite surprisingly there wasn&#8217;t even much advice geared towards getting the players to roleplay and flesh out their characters&#8217; personalities and history.</p>
<p>Perhaps it&#8217;s not very surprising, as aside from the Hero Builder&#8217;s Guide (which cost money for very little), most people seem to &#8220;know&#8221; what D&amp;D is about, and are initiated into it by friends or know what to pick up. So they didn&#8217;t need to add it, because they knew that people will be told what they need to know.<br />
Of course, they may have also realized there was very little else they could do, because you can&#8217;t do much to design RPGs.</p>
<p> If I were to discuss the <a class="zem_slink" title="Ontology" rel="wikipedia" href="http://en.wikipedia.org/wiki/Ontology">ontology</a> of a &#8220;Game&#8221;, I&#8217;d say a game does not exist when it is not played. A box of <a title="Dominion" rel="wikipedia" href="http://en.wikipedia.org/wiki/Dominion_(game)">Dominion</a> or Settlers of Cattan contains the system and the physical components needed, but it doesn&#8217;t contain a &#8220;game of ___&#8221;, that game only springs into existence when people sit around and engage in the activity.<br />
This I think is also true for roleplaying, but I mean it in a slightly different form: There are no role-playing in the rules, there&#8217;s no role-playing procedure (yes, when you are training for your job and such, let&#8217;s stay focused), but the role-playing <em>game</em>? It only exists, there is only role-playing when the players engage in that activity, when they play a role.</p>
<p>This seems like a rehash of what was said about games, but there&#8217;s a difference. The difference is that there is no game if you don&#8217;t play the game, but you can play an &#8220;RPG&#8221; by playing the game and not role-playing. For there to exist an &#8220;RPG&#8221; rather than &#8220;rpG&#8221; (where only one aspect really exists), the players need to make an actual <em>choice</em>, the choice to role-play. This is not something the designer can do, this is not something the designer can even assure. This is up to the players.</p>
<p>Though a &#8220;Story&#8221; is very much the same, I do not think humans can <a href="https://competitiverpgs.wordpress.com/2007/07/11/story-really/">avoid creating</a> (&#8220;telling?&#8221; one), so I think most designers should content themselves not with trying to ensure that people would role-play while playing their games, but to allow for games where role-playing is an easy option that is not over-eclipsed by other concerns.</p>
<p> You can help by having stories that the players can relate to, that they can place themselves in, you can give them entities that have personas, who are theirs to control, and with whom they can identify, or even identify the characters as their medium of affecting the world/story. Basically, provide sockets for the players to plug into. People mention &#8220;Immersion&#8221;, and immersion is a tool, or rather, a state, where some of this is achieved. But even if people think from the an &#8220;actor&#8221; point of view (not Forge theory usage), of &#8220;<em>I</em>&#8220;, that it&#8217;s them who react, it&#8217;d be enough.</p>
<p>The other side is that you need to avoid making something that has nothing to do with portraying a role as much more interesting and rewarding to the players. If you take an exciting game and add role-playing to it, people might shove the role-playing aside just in order to get to the &#8220;good bits&#8221;. And if story and role-playing is not entirely dispensable, but is the vehicle to get from one mechanical exchange to another, then it&#8217;d be stripped down and zipped right along, because the goal of the mechanical exchange is where the focus lays*.</p>
<p>The reason I think it may work better within <a class="zem_slink" title="Live action role-playing game" rel="wikipedia" href="http://en.wikipedia.org/wiki/Live_action_role-playing_game">LARPs</a> is because it gives you a visceral grounding. Even if you keep feeling uncomfortable because you feel the vast distance between yourself and your character (and perhaps suffer from fear of performance), you can&#8217;t help but be the one who is acting, be the one who is acted towards by others. You almost can&#8217;t help thinking from a first person (actor?) stance, &#8220;What am <em>I</em> going to do?&#8221; And of course, people tend to give LARPs looser systems, probably for lack of comfortable mechanical tools to make use of (dice, cards, charts).</p>
<p>I think all of this should be <span style="text-decoration:underline;">liberating</span> to game designers. Once you make sure that players have ample opportunities to plug into certain sockets in the game, and once you make sure it <em>can</em> be an engaging and interesting activity even within this game, you&#8217;re good. You don&#8217;t need to make sure that everyone will role-play, you needn&#8217;t make sure that role-playing is the natural outcome of playing your game. You can&#8217;t, and only the players can. Heck, even when it&#8217;s the &#8220;Natural Outcome&#8221;, how much of it comes because the players pick it up expecting that they&#8217;ll role-play there, if because it was marketed as such (and/)or because previous editions of the game were like that? Just like Dungeons and Dragons.</p>
<p>Also, that&#8217;s why I focus on &#8220;Story-Games&#8221;. Basically all role-playing games are Story-Games, but Story-Games can be good, can be emotional, without being RPGs.</p>
<p>* This happens when you take a meaty 500 page book and try to fit it into a 90 minute movie, sometimes. You cover all the plot-points, but that&#8217;s all they are, merely points you hop along, rather than a story with impact. But maybe that&#8217;s just me.</p>
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		<title>The Coin&#8217;s Other Side: On Losing (and Elimination)</title>
		<link>https://competitiverpgs.wordpress.com/2009/04/25/the-coins-other-side-on-losing-and-elimination/</link>
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		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Sat, 25 Apr 2009 13:32:15 +0000</pubDate>
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		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/?p=51</guid>

					<description><![CDATA[This post is going to be quite basic. Basic does not mean that it will be simple, but that it stands at the base. I may not give you answers here, but I&#8217;ll present something that any person who designs a game that is competitive, especially one where people win, should think of &#8211; the [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>This post is going to be quite basic. Basic does not mean that it will be simple, but that it stands at the base. I may not give you answers here, but I&#8217;ll present something that any person who designs a game that is competitive, especially one where people win, should think of &#8211; the issue of losing, and the related issue of player-elimination.</p>
<p>You see, if your game has victory, there can be several ways in which you reach it, and many of the examples I&#8217;d use are from board/card-games. The question is what happens to the losers, and how they lose. This is more of an issue with story-games because of the length of time they may have to sit aside and the expectation of <em>shared</em> creative activity.</p>
<p>One option for winning is you reaching a personal goal, such as reaching level 10 first in <a title="Munchkin on BoardGameGeek" href="http://boardgamegeek.com/boardgame/1927" target="_blank">Munchkin</a>. Everyone plays till the bitter end, and everyone is more or less as effective in the end as they are in the beginning. This often leads to &#8220;King-makers&#8221;, players who know they will not win, but can be the ones who decide whether one player wins or another. In some cases, you need to play the other players more than you&#8217;re actually playing the cards.</p>
<p>Another option can be seen in <a title="Infernal Contraption on Board Game Geek" href="http://boardgamegeek.com/boardgame/29456" target="_blank">Infernal Contraption</a>, and in most competitive CCGs or war-games aimed for two players (<a title="M:tG on Wikipedia" href="http://en.wikipedia.org/wiki/Magic_the_gathering" target="_blank">Magic: the Gathering</a> and <a title="Warhammer Fantasy on Wikipedia" href="http://en.wikipedia.org/wiki/Warhammer_Fantasy_Battle" target="_blank">Warhammer</a> being  prime examples), where you don&#8217;t win by what you do per se, but you win by being the last player standing. This is not an issue when only two players play, because the game ends for the two players at the same time &#8211; one&#8217;s win is another&#8217;s victory. It is also less of an issue with games slated to run 15-20 minutes, because the loser does not get to sit idle for long.</p>
<p>However, story games and role-playing games have historically been more akin to the game of <a title="Diplomacy on Wikipedia" href="http://en.wikipedia.org/wiki/Diplomacy_(game)" target="_blank">Diplomacy</a>, where often players are eliminated in the first couple of turns of the game, which can keep going on for a couple more hours. I suspect this is also partially the reason some groups shy away from character-deaths, because it forces the player to stop being involved in the action, or at least they no longer have an active hand in shaping the story. In some groups the player with the dead character uses this time to come up with a new character, especially in mechanically involved games.</p>
<p>These days, it is sometimes less of an issue. Some games are designed to be of a shorter duration, so if one loses their character they are not out of the action for the whole campaign (at least as that character), or even for the duration of a session of a campaign &#8211; the game is meant to be played out in whole in one sitting. But still, I think like in board-games that take longer to complete, even an hour a player has to sit idle is less than ideal.</p>
<p>A &#8220;game&#8221; where this was somewhat solved which came up in my mind when a friend challenged me to design a truly competitive and cut-throat design was <a title="Survivor on Wikipedia" href="http://en.wikipedia.org/wiki/Survivor_(TV_series)" target="_blank">Survivor</a>. Yes, the TV show. There the players eliminated after a certain stage get to be the king-makers in the end-game and little less, but it does require attention after they had been &#8216;eliminated&#8217; from the running. Likewise, I feel that story-games with a competitive bent who decide on elimination should find a way to keep the players so eliminated not only interested, but let them contribute to the story further, and perhaps shape the competition as well ( if the story and the competition are intertwined, it may be so regardless).</p>
<p>Something done by story-games for a number of years now is that players get to affect the direction of the story even when their characters are not present. They get to reward players whose characters do things they enjoy (<a href="http://www.dog-eared-designs.com/games.html" target="_blank">Primetime Adventures</a>), or perhaps they don&#8217;t even have characters that are &#8216;theirs&#8217;, and all they do is guide the story (<a href="http://www.indie-rpgs.com/ramshead/" target="_blank">Universalis</a>), or the designs  where they have characters and affect the creation of the world and shape the story (the &#8220;child&#8221; design of <a href="http://www.galileogames.com/mortal-coil/index.html" target="_blank">Mortal Coil</a>, or <a href="http://glyphpress.com/shock/" target="_blank">Shock:</a>).</p>
<p>But then a new question emerges, if you have competition and elimination: What is the measure of &#8220;Victory&#8221;, and why would you say those who have been &#8216;eliminated&#8217; have lost? Perhaps they have just lose their chance to claim victory and their &#8220;superiority&#8221; over the others, but would you also have their effect on the story lessen? This is a Competitive <em>Story</em> Game, remember. I suspect this is one of the things alluded to by people I&#8217;ve approached regarding writing of competition and story&#8217;s interaction within their games, when they told me the game only has the veneer of competition, because if someone will try to win the game, it&#8217;d crack.</p>
<p>You have choices, whether victory is reached when the victor reaches a goal, or through elimination of all other players. Should you pick the former, you should consider how to solve the issue of king-makers, or keeping it in, unrestrained. Should you pick the latter, you should consider how to mitigate the effect of a player not having a hand in the story and game, and perhaps the issue of kingmaking will creep up again. Whatever you do, be mindful of this. Be aware that this is a design choice you are making, and a critical one at that.</p>
<p>This issue is also tied strongly to Social Contract, and to whether a certain group would play your game (at least as written). The issue of a player being left out of the game is something each party should discuss, and your game may not fit what a certain group is willing to accept. You may also consider adding a <em>module</em> in your game, where one can have elimination if one chooses, and play a somewhat different game if they do not wish for there to be such. Choices to be mindful of.</p>
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		<title>Competitive Games and Handicaps.</title>
		<link>https://competitiverpgs.wordpress.com/2008/06/21/competitive-games-and-handicaps/</link>
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		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Sat, 21 Jun 2008 18:32:50 +0000</pubDate>
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					<description><![CDATA[The previous post was mentioned on RPG Theory Review. Always warms my heart when it happens. I&#8217;ve noticed the blog wasn&#8217;t updated recently, and I hope it will soon be updated once more. Not that I&#8217;m in any position to complain, seeing as my last post was back in July 07. I&#8217;ll try to write [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>The previous post was mentioned on <a href="http://rpgtheoryreview.blogspot.com/2007/07/weekly-review-july-8th-to-july-15th.html" target="_blank">RPG Theory Review</a>. Always warms my heart when it happens. I&#8217;ve noticed the blog wasn&#8217;t updated recently, and I hope it will soon be updated once more.<br />
Not that I&#8217;m in any position to complain, seeing as my last post was back in July 07. I&#8217;ll try to write some posts these coming months, even if I&#8217;ll take a break afterwards, I have several post ideas written down (and have had for a while, the problem is actually writing them down).</p>
<p>I am looking for people to write articles for this post, especially those who design competitive or seemingly competitive games, which also have story. I am especially interested in writing about the interactions between Story and Competition in the game, and how that interaction had shaped the direction of the rules and game-play.</p>
<hr />
<p>And now we will get to today&#8217;s topic. Today&#8217;s post was inspired by <a title="Hardcore Gamism and Dysfunction Within the Big " href="http://www.story-games.com/forums/comments.php?DiscussionID=6755" target="_blank">this</a> thread on Story-Games, &#8220;Hardcore Gamism and Dysfunction Within the Big &#8220;G&#8221;&#8221;[1], where Jonathan Walton recounts discussions with Eric Pinnick, and also references an <a title="Playing to Win" href="http://www.sirlin.net/Features/feature_PlayToWinPart1.htm" target="_blank">article</a> by David Sirlin.<br />
I did not read that thread fully, and as such, this post is merely inspired by it. Some points I make have already been made on the thread, but the overall conclusion seems to have not been made there.</p>
<p>(Edit: People suggested I add my conclusion up top, to clarify things: I posit that it is better for a group to find a game they can agree to play, as it is, without the need to add handicaps to it. Adding handicaps as opposed to finding a game where the gameplay will be the same, but without the need to add those handicaps, will only trouble those players who are extremely focused on competition, at all costs)</p>
<p>So you have a competitive game, one where you compete with others. There are often more powerful techniques, ones that if you&#8217;re not aware of or not familiar enough with, you will have trouble countering and will probably lose to, there are some games where there is nothing you can do to counter, we will discuss those harsher games later.</p>
<p>Two weeks ago I was visiting my cousin, and we were playing Tekken 5. I play the game two or three times a year, always when I visit him, whereas he has the game in his room and has been playing it extensively. There are several characters with a move that takes a long time to charge (meaning you can smack them before they can set it off), but if that strike connects it takes out roughly 3/4ths of your health bar. My cousin used these constantly, and the game stopped being fun for me, so I told him to stop using these moves.</p>
<p>There is a very important question, laying behind the issue of handicaps (I think I may have assumed you&#8217;ve read at least Jonathan&#8217;s series of original posts on the inspiring thread, forgive me). What do you find fun, and when we move into the realm of Story/Roleplaying games, what does the group find fun; and then, what sort of balance you seek, or at least find acceptable.</p>
<p>If for you, playing the game is fun, things that cut the game short, or stop you from playing, will make the game less fun. Magic: the Gathering combos where the player wins on his first turn, do not let the opponent do anything, and stop them from having fun. When I began playing Magic (back in 1996 or so), I had a deck with 160 cards, I then went down to 120 cards, 80 cards, and eventually to the 60( and rarely 64 card) decks. I&#8217;ve played with people who were much better players than me, they had much better decks than me, and I&#8217;ve lost. I&#8217;ve always said that you learn more from losing in Magic than you do from winning. I&#8217;ve played, I&#8217;ve lost, I&#8217;ve learned, and I&#8217;ve had fun.<br />
However, had I constantly played against players who would&#8217;ve won before I had the chance to do anything, or anything more than draw a card and play a land, I would not have studied what worked and what didn&#8217;t (except the opponent&#8217;s combo, that it works), and I would not have had fun.<br />
There&#8217;s a reason Wizards of the Coast handicaps certain decks; some are considered &#8220;too tough&#8221;, and we&#8217;ll address the issue later, but some, simply don&#8217;t let the other player do anything, it stops being a game of competition between two players; one plays a solo game that the other is all but unable to affect.</p>
<p> If what I care for is the playing, the adversity, I will be having more fun if I play with someone on my level, or someone that is acting on my level. How much adversity do you get from stepping on a slug? How much adversity do you feel like you&#8217;re providing when someone is stepping on you as a slug?<br />
I cannot prove it, but I&#8217;ve always felt that while sprinting, both people get the best results if they&#8217;re nearly evenly matched. When you&#8217;re far ahead of someone you don&#8217;t step on the gas fully, and when someone is already 20 meters ahead of you (on up to 100 meter runs), you give up.</p>
<p>But do we not also get a good feeling, simply from winning? I feel good when I win, even if it&#8217;s playing Magic against my ten year old cousin. Winning feels good.</p>
<p>And so, most of the above was talking about reasons to employ handicaps, but there is, as always, the other side. I will discuss this other side in more detail shortly, but first I&#8217;ll talk about the Social Contract, the reasons and methods that this will work out in a group, specifically one where the games also involve role-playing/story-telling. After discussing the other side, the anti-handicap side, I think I&#8217;ll return to the group-play once more.</p>
<p>I am going to make an assumption, but I will make it explicitly, and I believe it is an agreeable one; we play games to have fun. It is our explicit goal. Different people find different things fun, and find them to be fun to a different degree (look at <a href="http://games.spaceanddeath.com/sin_aesthetics/">Mo</a>&#8216;s Sockets idea). We can try and maximize the whole group&#8217;s fun, by creating a formula where we look for a maximum value on the output, and then decide what values to use based on it. Of course, we don&#8217;t actually do it in such a codified manner, and furthermore, each player may require there to be a minimum value to certain variables (combat, story, immersion; Mo&#8217;s sockets again provide useful terms), and each player requires themselves to have a minimal fun factor for them to keep playing.<br />
As such, we try to reach the maximized value of collective fun, that we can, and can maintain.</p>
<p>This is especially important with competitive games, where one player&#8217;s fun may come at the expanse of another&#8217;s. This is even <em>more</em> important in competitive story games (our blog&#8217;s focus, we&#8217;re getting there!), where this is not considered the norm, and many people consider it to be antithetical to what they are trying to get out of the game. Handicaps as we will shortly see also infringe on the fun of some competitive players, while they may feel required for the non-competitive players; some may require that competition will not harm the &#8216;value&#8217; of the story, and that things be carried out mainly for reasons driven and benefiting the story, rather than the competition, reasons that revolve around who will &#8216;win&#8217; or advance the most.</p>
<p>To the highly competitive player though, handicaps are anathema, they diminish from the competitive game. Let us take Eric and myself, as an example (Eric, if I&#8217;ve misread you, I apologize): If I play a perfect competitive game (perfect means, &#8220;I think it&#8217;s perfect&#8221;), I&#8217;m happier than if I&#8217;m playing a perfect non-competitive game. If I play a non-perfect competitive game, I&#8217;ll have more fun playing a non-perfect non-competitive game[2]. I am much more invested when playing a competitive game. I am much more invested in the mechanics. I am much more troubled by something which does not let me play out, not to my strengths, but to the full extent of the game&#8217;s system.</p>
<p>Handicaps are extraneous, they come from outside and limit you, within the game. Look at Chess, no one considers the fact that you are not allowed to simply remove an opponent&#8217;s piece from the board a handicap, but not being able to use a certain move in Tekken, one that the game&#8217;s engine, technically, lets you play, because a certain group said so, is a handicap.<br />
And this ties back to the social contract issue. After you&#8217;ve selected a game, setting up handicaps in order to maintain the fun of the rest of the group, in order to maintain an overall high level of fun, is too late. The highly competitive player is already suffering, and many of the reasons are explained elsewhere (the opponent is too weak, too unskilled, values &#8220;X&#8221; over competition which is what matters&#8230;).</p>
<p>The solution, if the competitive player is so troubled by handicaps, and the non-competitive player is so troubled by the lack of handicaps in games which he perceives to need them, seems quite simple to me: the choice of adding handicaps or how to resolve the social contract issues after the game is chosen is too late, as I&#8217;ve said before, the choice must be made before the game is chosen &#8211; the choice is the choice of which game is chosen. The game must fit the desires and needs of the different players as it is now, before any changes, any handicaps, are applied to it.</p>
<p>This is a challenge to the game designers. Though I, and many self-pronounced &#8220;Competitive designers&#8221; are seeking to create games that are handicap-less, and quite possibly such that non-competitive players will deem are in (dire) need of handicaps, perhaps we also need, for different crowds, and in order to effect the rise of competition in Story Games, games which are without handicaps, but where the extreme parameters are such that other, less competitive people, will not feel the need to limit them (Magic without combos, or without combos that kill before turn 4-5, where many creature decks can win as well).</p>
<p>There need to be games across the spectrum, games with enough competition, but where people, or different people, will not see the need to add handicaps. Once we add handicaps, we&#8217;ve already got the competitive players disgruntled, and the non-competitive players? They may have been happier playing non-competitive games to begin with (though there are also spectrum players; I enjoyed Tekken&#8217;s competitive nature, once the &#8220;killer blows&#8221; were removed).<br />
Spectrum. Variety. There must be enough games to choose from, and you need to choose the fitting game, that too, or perhaps that especially, is a critical part of competitive games&#8217; game-play, on the social level.</p>
<p>[1] I will leave my problems with the title alone, as they will not contribute to the actual discussion at hand, and will yield meager returns for the energy this discussion will consume. I do want to note that I dislike the title though.</p>
<p>[2] This is why this blog is here.</p>
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		<title>Story? Really?!</title>
		<link>https://competitiverpgs.wordpress.com/2007/07/11/story-really/</link>
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		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Wed, 11 Jul 2007 15:13:16 +0000</pubDate>
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					<description><![CDATA[We&#8217;ve talked about inclusive versus exclusive before, and in a way, this post will also be about that. We&#8217;re also going to stay about fairly basic stuff, which is also very controversial and very important. We&#8217;ve talked about Story&#8217;s role, as the focus or the facilitator, but now we need to get down to the [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>We&#8217;ve <a href="https://competitiverpgs.wordpress.com/2006/07/23/role-play-vs-playing-a-role-the-semantics-attack-the-immersionist-trap/" target="_blank">talked about</a> inclusive versus exclusive before, and in a way, this post will also be about that. We&#8217;re also going to stay about fairly basic stuff, which is also very controversial and very important.</p>
<p>We&#8217;ve talked about Story&#8217;s role, as the focus or the facilitator, but now we need to get down to the bloody mess of Story itself. What is story? What isn&#8217;t?</p>
<p>We might want to begin with a definition, due to it being quite lengthy, I&#8217;ll repost the first item and simply <a title="The Definition of Story" href="http://dictionary.reference.com/browse/story" target="_blank">link</a> to the rest.</p>
<p><span class="me"><strong>sto·ry</strong></span><span class="homno"><span style="font-size:xx-small;">1</span></span> <span class="pronset"><span style="color:#116699;"> </span><span style="color:#116699;"> </span></span><em><span style="color:#558811;"><span class="pg">noun, </span><span class="pg">plural </span></span></em><span class="secondary-bf"><strong>-ries, </strong></span><span class="pg"><em><span style="color:#558811;">verb, </span></em></span><strong><span class="secondary-bf">-ried, </span><span class="secondary-bf">-ry·ing. </span></strong><span class="pg"><em><span style="color:#558811;">–noun </span></em></span></p>
<table class="luna-Ent" border="0">
<tbody>
<tr>
<td class="dn" valign="top">1.</td>
<td valign="top">a narrative, either true or fictitious, in prose or verse, designed to interest, amuse, or instruct the hearer or reader; tale.</td>
</tr>
</tbody>
</table>
<p>And to that I&#8217;ll add a short exchange between Keith Senkowski and myself:</p>
<blockquote><p><strong>Keith Senkowski</strong>: fuck story.  it is a game.  no game creates story.  story is created in the retelling<br />
<strong>Guy Shalev</strong>: In a way, I agree, and that&#8217;s one of my thoughts. People keep talking about stories, about narratives. But our lives, when we live them, are just a random group of shit, they only become a narrative and gain cohesion in hindsight.</p></blockquote>
<p>Some people say that a series of events, each occuring on its own is not story; furthermore, building on that, they say that a story needs to have a purpose, a theme or a thread going through it. Games with stories (a certain brand of RPGs included) therefore require a topic to be about, a common plot for it to have a story, or at least, &#8220;A good story&#8221;.</p>
<p>But if we go based on the above, then we can have any series of events, random or otherwise, and have them in totality be a story. This is not to say that any series of events automatically becomes a story, but when we retell it, omit and add, especially as to the cause of events, it does become a story indeed and not only in name.</p>
<p>When we play, we do not create a story, we create a scaffolding, a series of events (fictitious as they may be), later, when we recount the story, even if we only do so in our minds, going back over it from beginning to end, we create the story. The story is not created by the activity,  the game which occurred, the story is created by the Story-Machines, our human brains.</p>
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		<title>Story; Road or Destination?</title>
		<link>https://competitiverpgs.wordpress.com/2007/03/17/story-road-or-destination/</link>
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		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Sat, 17 Mar 2007 20:16:03 +0000</pubDate>
				<category><![CDATA[Building]]></category>
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					<description><![CDATA[ The previous entry was mentioned on RPG Theory Review, twice, once during the weekly review, and once during the monthly review. A first. Yehuda Berlinger also mentioned the same post on his blog. (Iron) Game Chef 2007 is on. Give it a shot. I threw my hat in, but due to time constraints, I may [&#8230;]]]></description>
										<content:encoded><![CDATA[<p> The <a href="https://competitiverpgs.wordpress.com/2007/02/24/competition-as-training-wheels/" title="Competition as Training Wheels">previous entry</a> was mentioned on RPG Theory Review, twice, once during the <a target="_blank" href="http://rpgtheoryreview.blogspot.com/2007/02/weekly-review-feb-19-to-feb-25.html">weekly review</a>, and once during the <a target="_blank" href="http://rpgtheoryreview.blogspot.com/2007/03/monthly-review-february-2007.html">monthly review</a>. A first.<br />
Yehuda Berlinger also <a target="_blank" href="http://jergames.blogspot.com/2007/02/seasonal-weekend-gaming.html">mentioned</a> the same post on his blog.</p>
<p>(Iron) <a target="_blank" href="http://www.game-chef.com/" title="Game Chef">Game Chef</a> 2007 is on. Give it a shot. I threw my hat in, but due to time constraints, I may not get to finish my entry. So I&#8217;m considering doing a micro-entry, 6 pages or so. We&#8217;ll see.</p>
<hr />
<p>We&#8217;ll be talking about Story. So we&#8217;ve talked quite a bit about Competition, as it seems to be what differentiates CSI Games from RPGs the most, but what about what differentiates us from Board-Games the most, about the other big half of the equation, Story?<br />So we&#8217;ll be discussing that too. And discussion means your input is more than asked for, it is in fact <em>required</em> for us to reach interesting places!<br />Talking about reaching, and places. Here&#8217;s one of the most basic questions for us to answer. And by basic I do not mean simple, obvious, or easy, but rather, that the foundation is based on this question (at least in part).</p>
<p>So we decide to have story in our game, cool, but now what? If our games are to be well-oiled machines, then nothing should be extraneous, moreover, we should know what role each bit has.<br />
So answer me this, for you, is story the goal or the way you get there?<br />If the story is the goal, then you are interested in telling a moving story, or a good story (what that is should be the topic of a whole new post). You may want the story to be worth telling and re-telling, or you may want a story with a moral. But in this example, it is not the moral that is important, but the story having it that is the core.</p>
<p>If the story is the way, then imagine what was discussed in the last post, but reversed. Suppose what I care about is the social aspect of the game, specifically competing with my friends, my fellow players. The story is the road I take (and the movement along that road too!), in order to move me from one instance of competition to the next.<br />
Imagine many of the computer-games or hack-n-slash games, where there is minimal story, and the game is basically all about the next encounter, and getting there.</p>
<p>Story can be your goal, or it can be your method of getting to the goal. It&#8217;s often less prevalent as a designer, and more prominent when you actually play the game. It is thus very important to discuss when setting up a play-group, in order to avoid clashes over this topic. Such clashes can become very heated, because they deal directly with what you actually come to the game for.</p>
<p>This entry is not very&#8230; thought-provoking or innovative. But it is basic, and the material discussed here needed to be let out.</p>
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		<title>Competition as Training Wheels.</title>
		<link>https://competitiverpgs.wordpress.com/2007/02/24/competition-as-training-wheels/</link>
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		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Sat, 24 Feb 2007 10:20:07 +0000</pubDate>
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					<description><![CDATA[Quite recently we held a discussions called &#8220;Competition? What for?&#8221; on this very blog, and with this post I&#8217;m going to give a suggestion on a possible role of competition in games, specifically RPGs. In most traditional RPGs, there is one person, the Game Master, who weaves the story and the world. Players can act [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Quite recently we held a discussions called &#8220;<a target="_blank" href="https://competitiverpgs.wordpress.com/2006/12/04/competition-what-for/">Competition? What for?</a>&#8221; on this very blog, and with this post I&#8217;m going to give a suggestion on a possible role of competition in games, specifically RPGs.</p>
<p>In most traditional RPGs, there is one person, the Game Master, who weaves the story and the world. Players can act and then the GM has the world and story react to their actions, but in case the group is more reactive, or even passive, the GM can push the story forward, forcing the characters to react and take a stand. The game progresses one way or another, and the GM, a good one, helps ensure that it is so.</p>
<p>A common problem when traditional players are faced with more recent games is that the task of narration is suddenly thrust upon them. It is not uncommon for players to freeze in such an instance. But we&#8217;re not going to dwell on that. Many a time these games are based on the assumption that all players will push the game, their characters, the story and/or the world forward. They will introduce complications, go out of their shell and <em>make things happen</em>. Sadly, this often does not happen.</p>
<p>When you have no limitations, you often get nowhere. You are paralyzed by too many options. Once you are limited by some constraint you have an easier time of figuring a direction in which to move and act. Before being thrust into a new game, many a player might do well to have some in-between stage. I posit that competitive games can be that stage (as well as a non-competitive game to which you add a competitive side for this explicit purpose).</p>
<p>You can treat story as a vector along which to enact competition or competition as a vector along which to tell a story. It matters little. Once there&#8217;s competition present, there&#8217;s a direction. It is clear what the goals are, who you&#8217;re competing with and why. Once you have a competition, you may very well not explore other facets of the game or enviroment, but remember, you limit freedom in order to foster creativity and lower paralysis, and once creativity is fostered, you can later remove the competition and have the players use the new knowledge and skills they had gained to explore the game.</p>
<p>Competition has many uses. There are too many games that once you finish reading them you say, &#8220;Cool, but now what do I do?&#8221; Competition answers that question. You compete, and if the rules make you create a story as you go along, then by the game&#8217;s end you should also have a story created and told.</p>
<p>Next month I&#8217;m going to focus a bit on the Story component of games. I hope this short entry was useful to you. It was intended as an answer to the previous post more than as a post of its own.</p>
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		<title>An Editorial: On Identification.</title>
		<link>https://competitiverpgs.wordpress.com/2007/01/29/an-editorial-on-identification/</link>
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		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Mon, 29 Jan 2007 07:53:36 +0000</pubDate>
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					<description><![CDATA[This is an Editorial, this means that I sometimes will get to air game/theory ideas without the need to tie it down to competition. Sadly, this is still my blog, as in all the entries in it are still mine. So I may as well make use of it. I&#8217;ve had some setbacks in that [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>This is an Editorial, this means that I sometimes will get to air game/theory ideas without the need to tie it down to competition. Sadly, this is still my blog, as in all the entries in it are still mine. So I may as well make use of it.<br />
I&#8217;ve had some setbacks in that my last two weekends weren&#8217;t spent home, so I lost my work-time. But, unlike previous times this is only a setback in the time-tables. Work continues behind the scene. And when I finally shoot, I&#8217;ll have multiple bullets in the air.<br />
Over at the Sons of Kryos Episode 32 (<a target="_blank" href="http://www.sonsofkryos.com/SonsKryos0032.mp3" title="Sons of Kryos episode 32 direct link">MP3</a>, <a target="_blank" href="http://www.sonsofkryos.com/phpBB2/viewtopic.php?t=180" title="Sons of Kryos Episode 32 forum discussion">forum discussion</a>) is about Competition Vs. Cooperation, and thus may be of special interests to people who read this blog.</p>
<p>And not to worry, this post will be tied to competition. I can&#8217;t undo my mind.</p>
<hr />
<p>I participated in a discussion on <a target="_blank" href="http://www.story-games.com/forums/" title="The Story Games forum.">Story-Games</a> that went as follows:</p>
<blockquote><p><strong><a target="_blank" href="http://hamsterprophet.wordpress.com/" title="Nate's Blog.">hamsterprophet</a></strong>: im really interested by LARP, but i have interest in actually doing it<br />
which i support makes it difficult to really learn about it<strong><br />
<a target="_blank" href="http://njyar.thesmerf.com/blog/" title="Shreyas Sampat's blog.">shreyas</a></strong>: mmm<br />
i&#8217;m not interested with how larp basically forces you into an &#8216;authority over exactly one character&#8217; role and puts you in the company of immersionists<strong><br />
hamsterprophet</strong>: i think its really interesting, actually, how the nature of larp makes it pretty much impossible to break out of one person = one character<strong><br />
shreyas</strong>: mmm<strong><br />
hamsterprophet</strong>: its almost tautological<strong><br />
shreyas</strong>: that&#8217;s just a kind of play i&#8217;m not really interested in at all<strong><br />
Thunder_God</strong>(me): Nate&gt;It&#8217;s just as false as saying that in real life one person = one mask/personality.<strong><br />
shreyas</strong>: if i don&#8217;t have some broader authority i don&#8217;t feel like i&#8217;m participating<strong><br />
Thunder_God</strong>: In fact, I think this is a very interesting point.<strong><br />
hamsterprophet</strong>: cuz even if you take on multiple characters, people associate you with the first one they encounter you in. unless you do extreme makeup, i guess</p></blockquote>
<p>In LARP the boundary between you and your character, and indeed you and others, is much thinner, in fact, it&#8217;s only skin deep. In real life there are multiple personalities we adopt when faced with different situations and people, so why is it that in games we tend to adopt one face?<br />
Because a game is not reality, it&#8217;s a simplified model of reality, and usually one which we get something out of modeling. Our faces in games are akin to <a target="_blank" href="http://en.wikipedia.org/wiki/Archetype" title="Jungian Archetypes">archetypes</a>.</p>
<p>The more meat we meet, the more effort we need to buy into the fiction. Online you are often what you claim to be. In table-top it&#8217;s a bit harder. When you&#8217;re a little annoying kid, who can&#8217;t be patient about anything, maybe you&#8217;re better off not playing the mature Paladin. In a LARP, you and your character are often one. If your character is smart, athletic and female, and you are male, dim and 200 pounds overweight, don&#8217;t be surprised if people have a problem reacting to your character fully.<br />
And yes, the smart player/character divide is an issue all of its own.</p>
<p>Why are we capable, or at least willing, to let ourselves be a multitude in real life and unwilling to give others the same benefit during games?<br />
The answer is twofold:<br />
1) We let ourselves be a multitude, not others. When others act in a manner different than that in which we expect (allow?) them to behave, we are surprised, and often offended. We are not honest in our assumptions regarding others. Just as we assume we have free-will but expect others to behave in the manner dictated by their previous behavior.<br />
2) We are different people in different situations, one game, one situation, one mask. Perhaps we can even go further. You know how often some people play the same character in all games? One situation: game, one mask.</p>
<p>It is more than that. It is not only that others can identify us, it is how we identify ourselves. There is no mask as constricting as that of the skin. And that is what role-playing is about eventually, breaking out of the mask, or shapeshifting our skin into a new shape, as if we were shamans.</p>
<p>It is often educational to look at edge-cases. Cases where one portrays many a character (such as most games&#8217; GMs) and games where one does not even play one character. One of the comments about my game, <a target="_blank" href="http://craniumrats.pbwiki.com" title="Cranium Rats Central">Cranium Rats</a>, and rightfully so, is that people have a hard time seeing what to play in it, because not only do they have a hard time identifying with something or someone, that I actually disturb them. What the players portray is utterly inhuman, and they have a hard time identifying with it/them, and the characters don&#8217;t belong to them and are out of their control, and so they have a hard time identifying with them either.</p>
<p>I find that interesting, because how often do you not only find yourself identifying with, but actually imagine yourself in the spot of a character from a book or movie, their stories often complete, with no hooks left for you to immerse yourself in the character. Is it possible that when we come to the role-playing activity we already come expecting to be &#8220;let in&#8221;, to immerse ourselves in other personalities, to tell stories vicariously. And when denied we feel cheated out of what we came to the table to get?</p>
<p>Anyway, let&#8217;s look at competitive games and Identification. I think that people require identification, of sorts, in all of their games, and competitive ones are no different.</p>
<ul>
<li>In most sports games, or games where what is at stake is your own skills and is known (chess), we are the players and we are the ones we identify with. Win or loss, it&#8217;s ours. The easiest identification there is, with ourselves.</li>
<li>Sometimes a game is of ourselves, or abstract, and yet we tend to latch onto identification. Look at Monopoly, supposedly it&#8217;s our skills that let us win or lose, but more often than not it is luck, and Monopoly games are quite long as it is, and actually serve the purpose of teaching kids the value of money. And yet, people often make &#8220;Vroom vroom&#8221; sounds when they play the car, or portray the dog kicking someone away. Identification is that important.</li>
<li>In abstract concept but detailed competitive games, such as Settlers of Cattan, it is obvious we are not the settlers, nor are we actually the rulers. The luck of the die rules much and yet it is not as widely accepted as Chess that winning in Settlers proves one&#8217;s intellectual might (more likely their social acumen), and yet we yell and shout when we are winning or wish to stop another party from winning. We clearly fell invested, we feel as if it&#8217;s us who are at stake.</li>
</ul>
<p>In your games, either make the competition so entranching that the players identify with themselves, make the stake personal so they have no option <em>but</em> to identify with themselves or give them tools to latch onto something, to enable identification. The easiest way is obviously to give them a character that is theirs to create and control, a role-playing option. But if you want an external storytelling vantage point, you should consider how to let your players into a mask.</p>
<p>This is what they come to the play with, this is what they pay you money for. Success and failure often hinge on identification, and its strength.</p>
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			<media:title type="html">Thunder_God</media:title>
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		<title>Blinders; Once More with Feeling.</title>
		<link>https://competitiverpgs.wordpress.com/2006/12/31/blinders-once-more-with-feeling/</link>
					<comments>https://competitiverpgs.wordpress.com/2006/12/31/blinders-once-more-with-feeling/#comments</comments>
		
		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Sun, 31 Dec 2006 21:56:57 +0000</pubDate>
				<category><![CDATA[Blinders]]></category>
		<category><![CDATA[Building]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/12/31/blinders-once-more-with-feeling/</guid>

					<description><![CDATA[First, the previous entry got mentioned on RPG Theory Review, making this the 3rd mention there of this blog, and the fourth of CSI Games. Second, this is the second post of December 2006, I&#8217;ll do my best to keep at least two entries a month, which leads us to the next point! Third, if you have [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>First, the previous entry got mentioned on <a target="_blank" href="http://rpgtheoryreview.blogspot.com/2006/12/weekly-review-dec-3rd-to-dec-9th.html" title="Mention on the RPG Theory Review blog.">RPG Theory Review</a>, making this the 3rd mention there of this blog, and the fourth of CSI Games.<br />
Second, this is the second post of December 2006, I&#8217;ll do my best to keep at least two entries a month, which leads us to the next point!<br />
Third, if you have any ideas or thoughts regarding CSI Games as a whole, or something that might be relevant, feel free to send me articles via <a target="_blank" href="tundranocaps@gmail.com" title="My Email">my email </a>and I&#8217;ll upload them. I think content from more contributors should be helpful, especially concerning that my writing is not that clear.<br />
Fourth. There&#8217;s a good reason all the entries are shown on the front page: They are all open to discussion. Feel free to peruse and comment, and engage in discussion on all entries. It&#8217;s not only optionable, but encouraged!</p>
<p>There&#8217;s already an entry planned for the upcoming weekend, another for the week after, and yet another (and this one will be most interesting) for when <a target="_blank" href="http://kleenestar.livejournal.com/" title="Jessica Hammer's LiveJournal">Jessica Hammer</a> completes her part of our &#8220;trade&#8221; :)</p>
<hr />
<p>I think this is an apt topic for the last subject of the year. It actually closes a circle with the <a target="_blank" href="https://competitiverpgs.wordpress.com/2006/05/26/with-blinders-the-system-stands-alone/" title="https://competitiverpgs.wordpress.com/2006/05/26/with-blinders-the-system-stands-alone/">first post</a> on the topic of Blinders (disregarding the Meta-Chanics post which is only a bridge). The issue came back to my mind because of the thread <a target="_blank" href="http://www.indie-rpgs.com/forum/index.php?topic=22209.0" title="Does System Matter?">&#8220;Does System Matter?&#8221;</a> on The Forge.<br />
I looked at my own game, <a target="_blank" href="http://craniumrats.pbwiki.com" title="Cranium Rats Central">Cranium Rats</a>, and what happened in its playtesting. I wrote in the manuscript that there should be violence and interwoven storylines. In the playtests the characters were mundane and normal if there ever were mundane characters. As such, violence was low.<br />
But the storylines slowly began to cross with one another, work-place of one is the shelter of the other, one sees the third as he drives to work, etc. But there were no benefits to this behaviour, if the players had the characters and their stories cross-over or not, the effects would be the same. There is nothing changed, nothing gained, nothing lost, in each of the scenarios.</p>
<p>But those of the Indie crowd keep saying &#8220;<a target="_blank" href="http://www.indie-rpgs.com/articles/11/">System Does Matter</a>&#8220;, and that was when System usually meant &#8220;Mechanics&#8221;. If I were to write in the game&#8217;s manuscript: &#8220;Storylines should interweave and cross-over, with the storylines drawing tighter and tighter and towards a conclusion where all the loose-ends are tied together&#8221;, and this were to occur in the game, then why do you pay someone to write game-rules and game-text, the mere idea is enough.</p>
<p>We keep saying we&#8217;re &#8220;beyond&#8221; Cops and Robbers, that this is not make-believe, but make-believe shaped by rules which help you govern what occurs.We have different rules for different games. We use rules to help maintain the mood and theme we want to introduce. But that means introducing rules, and not telling people what kind of game they want and how to get there. They can do it themselves by imbibing the source-material.</p>
<p>There&#8217;s a simple way to see if a game does what you want it to do, or rather, if the mechanics do what you want them to. Present someone with just the mechanics and see what kind of game emerges. This isn&#8217;t the complete game, this does not include all the background and colour, this does not include the interactions between the players. But this is not your goal, this is you checking if your mechanics produce the effect that you desire.</p>
<p>If the mechanics don&#8217;t do what you want them to, you have two options:<br />
First, add mechanics that add what you want to the game.<br />
Second, add advice telling people what they need to do to get the desired result. This is also fine, but be aware that this is what you&#8217;re doing.</p>
<hr />
<p>After an hour and a half of chatting with Joshua A.C. Newman and Nathan Paoletta about this post, we discovered what was unclear in the post. I add it in this format because it&#8217;s a conclusion and it&#8217;s an edit. The article though unclear still has its purpose, which is served better once these are added.</p>
<ul>
<li>I&#8217;m not saying advice are bad, I&#8217;m saying it&#8217;s their job to point at what is already done by the mechanics.</li>
<li>If your mechanics do something you don&#8217;t want them to, remove said mechanics.</li>
<li>If your game doesn&#8217;t do something it should, add mechanics.</li>
<li>If advice in your game REPLACE the mechanics, then something is wrong, and you should either add mechanics or remove that advice/thing from the game.</li>
<li>It doesn&#8217;t work the other way around though, if something doesn&#8217;t work, or the mechanics don&#8217;t do what you need, you do not add advice.</li>
</ul>
<p>And why say something once if you can twice?<br />
If your gameplay does something, but it&#8217;s not included in the rules, but in the advice, either excise the advice or add a rule</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">42</post-id>
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		<title>Competition? What for?</title>
		<link>https://competitiverpgs.wordpress.com/2006/12/04/competition-what-for/</link>
					<comments>https://competitiverpgs.wordpress.com/2006/12/04/competition-what-for/#comments</comments>
		
		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Mon, 04 Dec 2006 17:56:18 +0000</pubDate>
				<category><![CDATA[Base]]></category>
		<category><![CDATA[Cranium Rats]]></category>
		<category><![CDATA[Definition]]></category>
		<category><![CDATA[Discussion]]></category>
		<category><![CDATA[Purpose]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/12/04/competition-what-for/</guid>

					<description><![CDATA[When I asked Ron Edwards to tell me what he thought about Cranium Rats, he had also said the following, reposted from private discussion with his permission:  &#8220;The real question at the abstract, CA level, is what am I demonstrating by winning. It is not interesting to me to &#8220;compete in order to tell my story,&#8221; [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>When I asked Ron Edwards to tell me what he thought about <a target="_blank" href="http://craniumrats.pbwiki.com" title="Cranium Rats Central">Cranium Rats</a>, he had also said the following, reposted from private discussion with his permission: </p>
<blockquote><p>&#8220;The real question at the abstract, CA level, is what am I demonstrating by winning. It is not interesting to me to &#8220;compete in order to tell <em>my </em>story,&#8221; and I&#8217;m not sure if that&#8217;s what you&#8217;re working towards, or whether it&#8217;s a trap that you&#8217;re skirting.&#8221;</p></blockquote>
<p> And when I replied talking about competition for its own sake, he replied once more.</p>
<blockquote><p>&#8220;I think that competition always has to showcase something &#8211; endurance, skill, what I call &#8220;strategy and guts&#8221; in my essay, in some form. There really is no such thing as a truly random competition &#8211; at the very least, you have to show that you&#8217;ve got the guts to stick it out until the end.</p>
<p>So I think you&#8217;re dodging my question. I&#8217;m not questioning the validity of competition or that it&#8217;s not fun. I&#8217;m asking what do you <em>show </em>by winning, and indeed by playing Cranium Rats. I&#8217;m also not saying there&#8217;s nothing there. I&#8217;m sure there is, and am asking because I&#8217;m not taking the time to figure it out.&#8221;</p></blockquote>
<p>And you know what, I honestly do not know how to answer Ron&#8217;s competition. I am not sure if I know what the competition is about presenting, and I&#8217;m sure that if I do know then I do not know how to put it into words adequately.</p>
<p>Suppose that you&#8217;re playing a sports game, it is clear what you are better at by playing. But then again, if people did not enjoy competition for its own sake, why would they play games where they lose? Take Settlers of Cattan, supposing there are four players playing, three will lose. Why do they play? For the chance of winning, and if they keep on losing, why do they keep playing, or will they quit?</p>
<p>I&#8217;m going to use <a target="_blank" href="http://www.museoffire.com/Games" title="Muse of Fire homepage.">Capes</a> as an example, simply because there&#8217;s still not much else out there for me to talk about. As far as I can tell, or as I call it, you win in two different ways: The first, you gain control over the narrative in order to tell the story. The second is to gain the type of resources you need and get rid of the ones you don&#8217;t, which feeds into gaining your first objective.<br />
What &#8220;winning&#8221; Capes proves is actually spelled in the text, it&#8217;s knowing what makes your other players tick and putting weight on these levers. Finding stories/elements they want to control and bidding them for it.<br />
It&#8217;s about proving you know how to manipulate others, though there&#8217;s no defined &#8220;Winning Condition&#8221; so I may be talking in the air.</p>
<p>So, I believe that based on us playing competitive games, the competition in and of itself gives you some fun. But help me figure it out, use your own games, use my game, talk in abstract. What do you prove by the competition in CSI Games, what happens if you don&#8217;t have something proven or one can&#8217;t tell it (Possibly the game isn&#8217;t fun and falls on its face?), how do you tell what the competition is about?</p>
<p>This is our <a target="_blank" href="http://competitiverpgs.pbwiki.com/The%20Project" title="The Project; CSI Games PBWiki">Project</a> Discussion for the next 3 weeks, to end on the 25th of December. Take one of the games on the <a target="_blank" href="http://competitiverpgs.pbwiki.com/Game%20List" title="Game list; from the CSI Games PBWiki">CSI Game List</a> and try to answer those questions.</p>
<p>Here is another issue, if two people think the competition is over something different, do both win, do both lose, or things fall apart? For example, one that competes for the mechanical win and one that competes for control of Narration in Cranium Rats? By Wednesday I&#8217;ll have a post dedicated to the matter <a href="http://gamecraft.7.forumer.com/viewtopic.php?t=203" title="CR Discussion on GameCraft">linked here</a>, to aid in this discussion.</p>
<p>Edit: There&#8217;s a link posted a line or two back, edited in as promised.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">39</post-id>
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		<title>On Flags; a Component.</title>
		<link>https://competitiverpgs.wordpress.com/2006/09/29/on-flags-a-component/</link>
					<comments>https://competitiverpgs.wordpress.com/2006/09/29/on-flags-a-component/#respond</comments>
		
		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Fri, 29 Sep 2006 05:43:46 +0000</pubDate>
				<category><![CDATA[Components]]></category>
		<category><![CDATA[Level 2]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/09/29/on-flags-a-component/</guid>

					<description><![CDATA[First, let me say that I am still awaiting replies for this post,  and that you people should be participating. This is a group effort, feel free to reply to posts, no matter how old. You will note that all posts are visible on the front page, this is to note that all posts are still [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>First, let me say that I am still awaiting replies for <a href="https://competitiverpgs.wordpress.com/2006/08/06/meta-entry/">this post</a>,  and that you people should be participating. This is a group effort, feel free to reply to posts, no matter how old. You will note that all posts are visible on the front page, this is to note that all posts are still in discussion. If discussion on an old post starts hopping, I promise to link to it.</p>
<p>Second, it seems that it&#8217;s becoming standard fare, but I am still in a sort of a personal haze, so I apologise for the lack of updates. I will try to return to a schedule of at least one post a week, and about three posts every two weeks. You should feel free and are even encouraged to <a target="_blank" href="mailto:tundranocaps@gmail.com" title="My email.">email me</a> posts and post-seeds, which will then be displayed on this very blog.</p>
<p>Third, the next entry is expected on early Sunday, and will be about <a target="_blank" href="http://legendaryquest.netfirms.com/Download.htm">Gnostigmata</a> (Scroll down to the bottom) and Story. I will talk about Gnostigmata, which is currently in Beta version 6.0, which you&#8217;ll all do good to read, and use it to talk about different aspects of Story.</p>
<p>Last, <a target="_blank" href="http://craniumrats.pbwiki.com" title="Cranium Rats Central">Cranium Rats</a> finally got to version beta 3.0, where efforts at improving readability had been the main concern. If you can find the time to peruse it and give me your thoughts, I&#8217;d be thankful. If you&#8217;d be able to playtest it, I&#8217;d be even moreso.</p>
<hr />
<p>This post is a direct continuation, or perhaps the post leading to the <a href="https://competitiverpgs.wordpress.com/2006/08/27/on-tunnels-a-repost/" title="Post about Tunnels; a sub-category of Flags.">previous post</a> on this blog, the one about &#8216;Tunnels&#8217;. I will explore Flags, or to be more precise, I will explore their usage, particularly in CSI Games.Flags are tools that allow for better communication between the different parties at the game-table, I think they are of special interest in games where the position of creating the game-world or story is held as a distinct right by a limited number of people, as it allows the players to inform these figures(GM is a good example) of what they want explored in the game.If you ask me who is the person to watch if you want to explore and understand Flags better, I&#8217;d say Judd Karlman, who goes as Paka on various fora, you would do worse than to go to <a target="_blank" href="http://forum.rpg.net" title="RPG.Net's Forum">RPG.Net</a> and read threads started by him.Anyway, I&#8217;ve explained in an ultra-brief manner what Flags are/do, so, what is their use in Competitive games?</p>
<p>First, they act as Demarkation. In competitive games and areas you need to know where is the limit, what is being contested, using what tools and how far you may go. One example if <a target="_blank" href="http://www.museoffire.com/Games/">Capes</a>, where the other players do not have to engage in competition with you, but you want them to in order to be able to reap the rewards, so finding out what their Flags are is a key skill to the game, showing you where you need to apply force, because that&#8217;s what these players care about; in a way, this is the opposite of Flags, as players may not tell you what they want explored, but try to obfuscate it while at the same time following it and you have the job of pinning it down.</p>
<p>Another option is shown in <a target="_blank" href="http://craniumrats.pbwiki.com" title="Cranium Rats Central">Cranium Rats</a>, which shows us another method of demarkation. You know what the competition is about, because there are set win conditions which you try to achieve. This promises that people will engage you, because they must if they are to win, or to stop you from winning. The competition isn&#8217;t defined by Flags, the competition is defined by the end-terms, the Flags in Cranium Rats are of a more mundane sort, they act to funnel the in-game fiction to align with what players want to explore. This will get more space in our next post.</p>
<p>Flags, especially of the Tunnels variety, may also be what you compete over. Whose story element gets advanced and whose remains unexplored. You probably want to change Flags as the game progresses, especially as older ones get resolved or dissolved (look at Keys in <a target="_blank" href="http://www.crngames.com/the_shadow_of_yesterday/index" title="The Shadow of Yesterday's Site.">The Shadow of Yesterday</a>), if you need to win a competition of sorts in the game to get a new Flag, then it provides a powerful motivation for players. What is the bigger rush than to define the world and the parameters of the story?</p>
<p>This post was rather bare bones and short, but as always, I consider my purpose to get you to think about things, rather than feed you well-chewed thoughts. Comments are as always welcome, especially if you wish to explore more purposes of Flags, in general and in CSI Games.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">34</post-id>
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		<title>On Tunnels; A Repost.</title>
		<link>https://competitiverpgs.wordpress.com/2006/08/27/on-tunnels-a-repost/</link>
					<comments>https://competitiverpgs.wordpress.com/2006/08/27/on-tunnels-a-repost/#comments</comments>
		
		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Sun, 27 Aug 2006 07:15:10 +0000</pubDate>
				<category><![CDATA[Components]]></category>
		<category><![CDATA[Cranium Rats]]></category>
		<category><![CDATA[Level 1]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/08/27/on-tunnels-a-repost/</guid>

					<description><![CDATA[The following post is taken from this post on the Forge, originally titled [Cranium Rats] On Flags Alone?, I refer to this post earlier on the blog, but it&#8217;s not really a Blinder, but a Constraint. I also need this post in order for our next Component post, the one regarding &#8220;Flags&#8221;. There had been [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>The following post is taken from this post on the Forge, originally titled <a target="_blank" href="http://www.indie-rpgs.com/forum/index.php?topic=20204.0" title="Forge post">[Cranium Rats] On Flags Alone?</a>, I refer to this post earlier on the blog, but it&#8217;s not really a Blinder, but a Constraint. I also need this post in order for our next Component post, the one regarding &#8220;Flags&#8221;.</p>
<p>There had been some discussion on the Forge post, you may want to head over there and peruse it. If you have any new comments though, please post them here.</p>
<hr />
<p>So, I&#8217;m going to continue talking about what I call <a target="_blank" href="https://competitiverpgs.wordpress.com/tag/blinders/"><font color="#3000a0">Blinders</font></a>, and when it is discussed in terms of games or game-play is often called Constraints. This topic is about games in general, but I am posting this as a question regarding and using as an example, my own game, <a target="_blank" href="http://craniumrats.pbwiki.com/"><font color="#3000a0">Cranium Rats</font></a>, like the post about <a target="_blank" href="http://www.indie-rpgs.com/forum/index.php?topic=20122.0"><font color="#3000a0">Codification of Session Length</font></a>.So, let&#8217;s talk about Flags. Flags are there to attract attention to what the players want to focus on, what they want their characters to do. Flags are all about jumping up and down and pointing to the interesting bits.<br />
But, no one enforces Flags in most cases, there is nothing that <i>forces</i> you to create a story involving them, especially in games where you have an omnipresent GM. Perhaps this is how people like it, but perhaps it is not.</p>
<p>In <a target="_blank" href="http://www.anvilwerks.com/?The-Shadow-Of-Yesterday"><font color="#3000a0">The Shadow of Yesterday</font></a> your characters have Keys, the way to get XP is by following the character&#8217;s Goals. You also have Flags in the form of the abilities on your character-sheet. If you list Diplomacy or Spear-Fighting, then obviously you want these abilities to play a part in the game-play. There is no onus on the GM to provide scenes where either your abilities or your Keys come into play.<br />
The issue of Keys is a step-up from previous designs, where you merely had Goals with no mechanical effects though, like the Abilities.</p>
<p>In <a target="_blank" href="http://www.chimera.info/nineworlds/index.html"><font color="#3000a0">Nine Worlds</font></a> your characters have Muses, which double up as both your Goals and which provide a bonus when you perform an act which follows them. You have narration rights as a player, so you can be pretty sure that your Muses will come into play, this is already some refining of the Flags issue, as you can bring your own Muses in.</p>
<p>In Cranium Rats, I took this a couple steps forward, and probably a couple of steps backwards as well. I have taken the Flags and more or less turned them into &#8220;Tunnels&#8221;, where you can <i>only</i> narrate new Scenes relating to your Goals. Your character sheet is also quite empty compared to most games, and thus the Goals act as the only Flags.</p>
<p>Now, the question is, how do you feel about this? Do you think you should have Flags and also non-Flags story(taking into consideration Flags may or may not get addressed at all, depending on game and GM fiat), or do you want a game where Flags happen, but not only do they happen, they&#8217;re the only thing story is going to address/spring from?</p>
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		<title>Discussion Continues; The Cobwebs Attack.</title>
		<link>https://competitiverpgs.wordpress.com/2006/08/18/discussion-continues-the-cobwebs-attack/</link>
					<comments>https://competitiverpgs.wordpress.com/2006/08/18/discussion-continues-the-cobwebs-attack/#respond</comments>
		
		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Fri, 18 Aug 2006 20:56:20 +0000</pubDate>
				<category><![CDATA[Definition]]></category>
		<category><![CDATA[Discussion]]></category>
		<category><![CDATA[Wiki]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/08/18/discussion-continues-the-cobwebs-attack/</guid>

					<description><![CDATA[You may have noticed the recent lack of posts. If you have anything to say regarding CSI Games which you can formulate as an article, feel free to send it, now is the time. I will use them to bridge the gaps in my own posts as I recover from my recent bout of severe [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>You may have noticed the recent lack of posts. If you have anything to say regarding CSI Games which you can formulate as an article, feel free to send it, now is the time. I will use them to bridge the gaps in my own posts as I recover from my recent bout of severe tiredness. The next month in the army is promising to be extremely tiring and busy, so bare with me, and please, <a target="_blank" href="mailto:tundranocaps@gmail.com" title="My Email">send me</a> entries.</p>
<p>The voting for the CSI Logo are ended, and with 32% of the votes, I present to you the winning logo:</p>
<p><img align="middle" width="280" src="https://i0.wp.com/competitiverpgs.pbwiki.com/f/csi_logo.jpg" alt="Winning Logo" height="210" /></p>
<hr />
<p>This is the second <a target="_blank" href="https://competitiverpgs.wordpress.com/tag/discussion/">Discussion</a> post, and it is tied into the newest <a target="_blank" href="http://competitiverpgs.pbwiki.com/The%20Project">Project</a> we&#8217;re kicking off, of finding/creating a &#8220;Definition&#8221; entry for CSI Games. Like the well-known &#8220;What is an RPG&#8221; entries other games have.</p>
<p>In order to support the effort it&#8217;d be asked that games will use such a &#8220;Definition&#8221;, each one could use their own, naturally, but I think we&#8217;ll do good to start creating them here.</p>
<p>Thus; submit your definition of &#8220;What is a CSI Game&#8221;, anything from 150 words to 400 words(0.5-1 page seems optimal size), and post it as a reply to this post. Other posters should feel free to post suggestions, thoughts, fixes and so on and so forth.<br />
I am doing this before I&#8217;m posting my updated &#8220;Definition/Review&#8221; because I think this will be telling.</p>
<p>So go on people, and write in &#8220;Game-book voice&#8221;, what is a CSI Game.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">28</post-id>
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		<title>Meta-entry.</title>
		<link>https://competitiverpgs.wordpress.com/2006/08/06/meta-entry/</link>
					<comments>https://competitiverpgs.wordpress.com/2006/08/06/meta-entry/#comments</comments>
		
		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Sat, 05 Aug 2006 22:11:39 +0000</pubDate>
				<category><![CDATA[Talk]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/08/06/meta-entry/</guid>

					<description><![CDATA[This is not a real entry. This is not the entry you have been looking for. This is more or less a semi-service announcement post. First, I&#8217;m looking for responses on this thread on the Forge. This is a thread regarding Cranium Rats and removing the kinks regarding hybridization of Story and Competition when it [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>This is not a real entry. This is not the entry you have been looking for. This is more or less a semi-service announcement post.</p>
<p>First, I&#8217;m looking for responses <a target="_blank" href="http://www.indie-rpgs.com/forum/index.php?topic=20704.0">on this thread</a> on the Forge. This is a thread regarding Cranium Rats and removing the kinks regarding hybridization of Story and Competition when it comes to Token economics. I feel this issue has much to do with CSI Games, so I turn to you for help.</p>
<p>Second, I just finished <a target="_blank" href="http://craniumrats.pbwiki.com/f/Mechanical%20Primum%20Mobile.pdf">Mechanical Primum Mobile</a>, it&#8217;s a small cute game about mechanical angels and the loss of humanity&#8217;s free will. A scene which is the basic unit of the game should take 5-15 minutes, the came is written on two pages and uses Blackjack as the basic resolution mechanic. It&#8217;s part of the &#8220;Technological Horror&#8221; <a target="_blank" href="http://www.indie-rpgs.com/forum/index.php?topic=20302.0">Compact RPG challenge</a>, give it a look.</p>
<p>Third, the <a target="_blank" href="http://competitiverpgs.pbwiki.com/The%20Project">CSI Game Logo</a> voting ends in two days and it seems we won&#8217;t be getting new entries, so go off and vote, what are you waiting for?<br />
Even if you have nothing to do with CSI Games, your vote and artistic taste are appreciated.</p>
<p>Fourth, I have a whole bunch of ideas waiting for me to get off my ass and post them here on this blog, but now that this blog has a basic amount of content, I&#8217;m curious what <em><u>you</u></em>, dear reader, would like to see written about?</p>
<p>Have fun at GenCon, anyone who&#8217;s going!</p>
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		<title>The GM Element; Considerations, Overview.</title>
		<link>https://competitiverpgs.wordpress.com/2006/08/03/the-gm-element-considerations-overview/</link>
					<comments>https://competitiverpgs.wordpress.com/2006/08/03/the-gm-element-considerations-overview/#respond</comments>
		
		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Thu, 03 Aug 2006 03:59:52 +0000</pubDate>
				<category><![CDATA[Blinders]]></category>
		<category><![CDATA[Components]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/08/03/the-gm-element-considerations-overview/</guid>

					<description><![CDATA[First, let me begin by noting that I&#8217;ve just found out Britt Daniel, aka Tetsujin78 is dead. What a blow. I have nothing to say really, no way to put it into the right words. Our usual bunch of service announcements come first, as always, and we seem to have more of them as time passes. Our [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>First, let me begin by noting that I&#8217;ve <a target="_blank" href="http://forum.rpg.net/showthread.php?t=277408" title="RPG.Net Tangency Post">just found out</a> Britt Daniel, aka Tetsujin78 <a target="_blank" href="http://www.1000buffalo.com/index.php?p=438">is dead</a>. What a blow. I have nothing to say really, no way to put it into the right words.</p>
<p>Our usual bunch of service announcements come first, as always, and we seem to have more of them as time passes. Our discussion concerning Immersion and the definition of RP spawned a <a target="_blank" href="http://jhkimrpg.livejournal.com/31885.html">further discussion</a> on John Kim&#8217;s RPG LJ. Both discussions <a target="_blank" href="http://rpgtheoryreview.blogspot.com/2006/07/weekly-review-jul-23rd-to-jul-29th.html">got mentioned </a>on rpgtheoryreview in turn.<br />
Also, I broke down and ponied the cash to get the <a target="_blank" href="http://competitiverpgs.pbwiki.com">Wiki</a> Gold membership for a year, we have jumped from 12.5 MBs of storage room to 2,500 MBs, feel free to load files for your games, playtest games, whatever. I want the place to become a one-stop depot for our games.</p>
<p>Also, I am sorry for the sometimes slow nature of updates to this blog, I&#8217;ve been suffering from an extreme bout of tiredness over the last couple of weeks, and had been sleeping instead of writing and posting.</p>
<hr />
<p>So, the Components posts are a direct continuation of the <a target="_blank" href="https://competitiverpgs.wordpress.com/tag/blinders/">Blinders</a> posts, in fact, the previous post about Blinders is probably a Components post. Whereas in Blinders we talk about external limitations you set upon yourself, Components talks about specific elements, usually mechanically, of games. CSI Games in particular, but I think such discussions would benefit all games.</p>
<p>In his <a target="_blank" href="http://www.indie-rpgs.com/articles/21">Gamism article</a>, Ron Edwards said:<br />
<em>&#8220;</em><font size="2"><em>All of them utilize control over narration as one of the variables of play, thus shifting around the privileges of a traditional GM role, and all of them are explicitly about winning the game much as one wins a traditional card game&#8221;.</em><br />
I sent him a question asking him why he thinks these games share these traits(specifically the GM-role-shifting), but in a nut-shell, this is what this post is about.</font></p>
<p>What is the role of a GM(&#8220;Game Master&#8221;) within a game, what are the different options for including or not including him? The answers will be given in specific combinations.</p>
<p>GM as &#8220;Storyteller&#8221;, when the game is Competitive, this gives you two options.<br />
When the competition is not about setting a story(<a target="_blank" href="http://craniumrats.pbwiki.com">Cranium Rats</a>), that creates a problem of there being two games played at the table. There is the competitive game, and there is the story-creation game. The real problem is, that the GM doesn&#8217;t get to play the Competitive game, which is &#8220;The Game&#8221;, he agrees to not get to play the CSI Game, but a Story Game.<br />
When the competition IS about setting a story(<a target="_blank" href="http://www.museoffire.com/Games/">Capes</a>), then you simply can&#8217;t allow for a GM as Storyteller. The whole point of the game is to compete for telling a story, and if you have someone who acts as over-Storyteller, then why bother competing when he can make the shots? That&#8217;s what Filip refers to as someone &#8220;Moving your rook&#8221; while you play Chess.</p>
<p>When the competition is between the GM as &#8220;God&#8221; and the Group(note, group, not individuals)(<a target="_blank" href="http://www.kenzerco.com/index.php?cPath=25_26&amp;osCsid=f346037525658985cb805c4f199fea39">Hackmaster</a>), then for me the whole game is problematic. The &#8220;competition&#8221; only acts between the group and the GM, is often not rooted in rules, and isn&#8217;t as all-encompassing as I like. Most of the game is actually Cooperative between the players as a group. This mode of play also gives rise to many bad play experiences, as it often promotes antagonism without a strong Social Contract in place.</p>
<p>When the GM is a referee(<a target="_blank" href="http://craniumrats.pbwiki.com">Cranium Rats</a> again, or any sports), it creates and solves a host of problems. So long as the GM doesn&#8217;t act as part of the competition, all is fine with the competition, but this requires the GM to be impartial, or the Competition(and the game!) will not go as planned. This also creates the same problem with the story-setting GM; the GM agrees to not play the game. He agrees to sit on the sideline and act as audience for the most part. If that is fun for you, cool, but if it&#8217;s not, then there won&#8217;t be a game!</p>
<p>Games where the GM is rotating(<a target="_blank" href="http://www.atlas-games.com/rune/">Rune</a>) solve some of these problems, you may not be part of the game <em>now</em>, but you will be later, and then again, everyone shares these duties. You can build further on it, like <a target="_blank" href="http://www.museoffire.com/Games">Capes</a> did, and simply do away with the GM, which is what many Competitive games do. You have the rules/other players(<a target="_blank" href="http://www.tao-games.com/games_polaris.shtml">Polaris</a>) act as referees, and the Scene Framing rules are shared by all players(numerous games).</p>
<p>You can always have rare games where the GM as &#8220;God&#8221; or part of the competition actually enhances the competition. In <a target="_blank" href="http://orx.daegmorgan.net">Orx</a> for example, there is Competition between the players, there are story-setting elements shared by all, and the competition between the GM and the players actually adds a level of Competition. It also created a situation where while you wanted to compete with your fellow players, you sometimes had to <em>help them</em> in order for your competition against the GM to not falter! I find that a great design that is often hard to accomplish, myself.</p>
<p>If you have a Competitive game, the issue of &#8220;GM&#8221; needs thought. Whether you decide to have a GM or not, it introduces new problems and new solutions. Whatever role you assign to the GM does likewise.<br />
Whatever you choose, this needs to be given thought, and the alternatives considered. I hope this post will prove instrumental in such musings.</p>
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		<title>Logo, Label and Cliques; &#8220;Who&#8217;s Deserving?&#8221;; Discussion Begins.</title>
		<link>https://competitiverpgs.wordpress.com/2006/07/25/logo-label-and-cliques-whos-deserving-discussion-begins/</link>
					<comments>https://competitiverpgs.wordpress.com/2006/07/25/logo-label-and-cliques-whos-deserving-discussion-begins/#comments</comments>
		
		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Tue, 25 Jul 2006 20:46:04 +0000</pubDate>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Discussion]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/07/25/logo-label-and-cliques-whos-deserving-discussion-begins/</guid>

					<description><![CDATA[I intentionally intended this post to be only about the Discussion, if you want to skip my thoughts, go to the end. However, I keep having ideas put in my head when I&#8217;m thinking of posts, and since these are relevant and may further ferment the discussion to follow, I will post these ideas. It&#8217;s [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>I intentionally intended this post to be only about the Discussion, if you want to skip my thoughts, go to the end. However, I keep having ideas put in my head when I&#8217;m thinking of posts, and since these are relevant and may further ferment the discussion to follow, I will post these ideas. It&#8217;s not like you can stop me.</p>
<p>So, the <a target="_blank" href="http://competitiverpgs.pbwiki.com/The%20Project">current Project</a> is about finding a logo for CSI Games, but once we have it, a new question arises. The question will be put to voting in a future Project, which gives us time till then(a month or so) to discuss the issue here, to bring up whatever you want to discuss regarding it.<br />
The issue is, who gets to use the Logo and/or &#8220;Label&#8221;?</p>
<p>Some people are against the Logo because it puts a Label on their product, Labels are often associated with Cliques, and this is my personal belief on why people have an inherent resistance to the idea. Often because they may already be part of their own clique.<br />
Most people have no need to belong to more than a couple of social circles, because these fit their needs, and once they settle down they are slow to change. Why accept another label, another clique when you have no need for one?</p>
<p>I currently &#8220;Pull&#8221; people, I actively approach people whose works I think fit the profile about using the Label(and perchance even the Logo). This is done in order to kick-start the idea, rather than an attempt by myself to form a clique. I will not lie that when published/noted game designers&#8217; games fit, it makes me a little happier, but that is not because I try to form my own clique, but because through them I will be able to extend the word into their social circles, of which I may not be part.</p>
<p>Let&#8217;s leave aside that for now, and let us hear what <em>you</em> think should be <strong>the way</strong>(Leave aside the &#8220;For what?&#8221;, that will be the next Discussion) people who are interested in applying the label/logo to their game could get to do so; Matthijs Holter, maker of <a target="_blank" href="http://competitiverpgs.pbwiki.com/superf%2A%2A%2Ad">The President is Superf****d</a>, may not have used the label had it not been up for him to decide if his game is or isn&#8217;t, free for all and free of commitments. Or at least, that&#8217;s the impression I have received.<br />
On the other hand, Andrew Cooper(I think), who&#8217;s working on <a target="_blank" href="http://competitiverpgs.pbwiki.com/Fantasy%20Game%20Engine">Fantasy Game Engine</a>, raised the issue of &#8220;Quality Control&#8221;, where if you apply the Label, you&#8217;re in part identifying with all games with the label, which requires a certain quality control to prevent &#8220;bad seeds&#8221; from dropping into the barrel.</p>
<p>A method suggested was a committee, on which all those who already have games identified as &#8220;CSI Games&#8221; sit, and they &#8220;pass judgement&#8221; if a new candidate applies or not. I think that idea is cumbersome and unwieldy, and also raises financial questions as those people need to read the text(even if provided in .txt format, they may still opt not to buy it based on that, though <a target="_blank" href="http://www.anvilwerks.com">Clinton R. Nixon</a>&#8216;s <a target="_blank" href="http://en.wikipedia.org/wiki/Creative_Commons">Creative Commons</a> products initiative give us hope there), and thus suggested the idea that you&#8217;ll have three members, who rotate(perhaps with one permanent member) who review the submission and decide.</p>
<p>You can always decide that it&#8217;ll be decided by one sole person, me, though as you may have noticed, I&#8217;m slowly setting this project so it could theoretically survive and prosper without me.</p>
<p>Well, this discussion is open for everyone, those who work on CSI Games and those who don&#8217;t, feel free to state your opposition to the Label, to the Logo(as a concept), to give us your thoughts on how the Logo/Lable rights should be handed down, the sort.</p>
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		<title>Role-Play Vs. Playing a Role; The Semantics&#8217; Attack; The Immersionist Trap.</title>
		<link>https://competitiverpgs.wordpress.com/2006/07/23/role-play-vs-playing-a-role-the-semantics-attack-the-immersionist-trap/</link>
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		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Sun, 23 Jul 2006 20:59:03 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/07/23/role-play-vs-playing-a-role-the-semantics-attack-the-immersionist-trap/</guid>

					<description><![CDATA[Here we are again, with another semi-service announcement. In a day or two I will post a new post that will gear towards the next Project. That post will require your replies, and without them it&#8217;d go nowhere. So please keep your eyes open, and once the post gets here, give me your opinions! I must give [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Here we are again, with another semi-service announcement. In a day or two I will post a new post that will gear towards the next <a target="_blank" href="http://competitiverpgs.pbwiki.com/The%20Project">Project</a>. That post will require your replies, and without them it&#8217;d go nowhere. So please keep your eyes open, and once the post gets here, give me your opinions!</p>
<p>I must give you a piece of my meandering mind, that is, before I continue to do so with the body-text of this post. I have noticed something funny, as I gear up to write a post, that is, think of the post&#8217;s topic, I start noticing all sorts of things which support/relate to my topic at hand. Or people only start saying these things when I begin thinking of them? ;) Anyway, take a look at <a target="_blank" href="http://www.skeptic.com">Michael Shermer&#8217;s </a>Skeptic column on Scientific American&#8217;s July 2006(Volume 295 Number 1) issue, about fighting self-induced bias.</p>
<p>So, <a target="_blank" href="http://www.indie-rpgs.com/forum/index.php?topic=20184.0">someone asked about Role-play in Cranium Rats</a>, and I said it&#8217;s not an RPG, it&#8217;s a CSI Game. Role-playing is a possible side-effect, but isn&#8217;t the goal, or a goal, that I try to accomplish or facilitate. This brings up the horrible question(or debate) of &#8220;What is a Role-playing game?&#8221;<br />
Add to this the piece of information I came across over the weekend on Ron Edwards&#8217;s <a target="_blank" href="http://www.indie-rpgs.com/articles/21/">Gamism</a> article, which in turn is originally <font size="2">from the GM section of Arrowflight (2002, Deep 7, author is Todd Downing):<br />
</font><font size="2">&#8220;The best games are those where everyone is playing a role, striving for a goal and working as a unit (that doesn&#8217;t mean that every character must like every other character, but player must at least properly play the role they&#8217;ve chosen).&#8221;</font></p>
<p>Now we reach the problem, at least, what I find as a problem. On one hand we have &#8220;Role-playing&#8221; and on the other we have &#8220;playing a role&#8221;. It seems like there is no mix-up, these two phrases, but then, let me present you with several cases: In Magic: the Gathering you portray the role of a planeswalker, in Monopoly you play the role of an investor, in Settlers of Cattan you play the role of the expedition/community leader. Do you consider these to be Role-play experiences? You do not, which shows a disparity of terms.</p>
<p>This disparity of terms didn&#8217;t come from nowhere. Language shapes thoughts, language shapes ideas. I posit that this is something of an Immersionist Trap, if you want to see some discussion of Immersionism, then Thomas Robertson is <a target="_blank" href="http://www.thesmerf.com/blog/date/2006/07/">having an Immersionism Month on his blog</a>, this very month.</p>
<p>The thought at the base of RPGs and the definition thereof is that Role-play is where you have a chance to immerse yourself. To act your character through and through it(for a short and simplistic meaning of the term). Then we reach games where the seperation through your character and you is distinct, or there is no character per se for you to portray(how does one &#8220;Feel&#8221; the Colour Red, how does one &#8220;Think&#8221; Cloud?).</p>
<p>If we do not treat these games as RPGs then our definition is exclusive, and we remain stagnant, with the same kind of games to draw from, whereas if we act in an <a target="_blank" href="http://en.wikipedia.org/wiki/Inclusive">inclusive</a> manner, these borderline games are pulled under our umbrella, and then a pod is shot to the next-closest kind of game, pulling it under the umbrella as well. So that slowly but surely we expand the definition of RPGs. The Immersionist Trap defies time. We may call new games RPGs, but then the games they were linked to from, which had already been accepted, come under attack again, since they still do not allow for Immersion, or not the degree of which that these players seek.</p>
<p>I think that RPGs should be defined in a manner not dissimilar from Kevin Bacon&#8217;s <a target="_blank" href="http://en.wikipedia.org/wiki/Six_degrees_of_seperation">Six Degrees of Seperation</a>. Some games are RPGs because they are &#8220;Like D&amp;D&#8221;[Insert link with Mike Mearls saying that all RPGs are basically &#8220;Like D&amp;D&#8221;], and from there we slowly connect the games, until each game that we can connect to with enough points and under a certain amount of steps is now also called an RPG.</p>
<p>Check out <a target="_blank" href="http://www.story-games.com/forums/comments.php?DiscussionID=914&amp;page=1#Item_11">this thread </a>where Tony Lower-Basch shares some wisdom from his wife. It&#8217;s all RPGs. It&#8217;s all worthy of discussion and inclusion. If you&#8217;re too cool for school, then go away. And if you don&#8217;t want us in your schools, because these &#8220;Aren&#8217;t RPGs&#8221;, then you&#8217;re the fool.</p>
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		<title>&#8220;Going Anywhere?&#8221;; On Innovation.</title>
		<link>https://competitiverpgs.wordpress.com/2006/07/15/going-anywhere-on-innovation/</link>
					<comments>https://competitiverpgs.wordpress.com/2006/07/15/going-anywhere-on-innovation/#comments</comments>
		
		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Sat, 15 Jul 2006 12:05:22 +0000</pubDate>
				<category><![CDATA[Building]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/07/15/going-anywhere-on-innovation/</guid>

					<description><![CDATA[First, a couple of service announcements: First, Kuma(Brian Hollenback(sp?)) is talking about us.Give it a look. Second, on the Wiki Preoject, I will be at the army next weekend, so I&#8217;m adding a day to the Logo entries. You may send entries for the &#8220;CSI Game&#8221; project logo to my email(tundranocaps(at)gmail(dot)com) till Sunday the 16th on [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>First, a couple of service announcements:</p>
<p>First, Kuma(Brian Hollenback(sp?)) <a target="_blank" href="http://blog.kumapageworks.org/blog/?p=109">is talking about us.</a>Give it a look.<br />
Second, on the Wiki Preoject, I will be at the army next weekend, so I&#8217;m adding a day to the Logo entries. You may send entries for the &#8220;CSI Game&#8221; <a target="_blank" href="http://competitiverpgs.pbwiki.com/The%20Project">project</a> logo to my email(tundranocaps(at)gmail(dot)com) till Sunday the 16th on 2000 GMT. You don&#8217;t have to be working on such a game in order to send me an entry. We&#8217;re short on entries, so all help will be much appreciated.</p>
<p>***</p>
<p>Ok, this time we&#8217;ll talk about Innovation, lack of it, what we need it for and all that jazz. This post came to be in large part thanks to the post <a target="_blank" href="http://www.story-games.com/forums/comments.php?DiscussionID=852">&#8220;Reinventing the Alternator&#8221;</a>over at Story-Games, also, continuing on my building-upon-prior-entries habit(reading this blog should be done from the bottom), it also is a continuation of the post where I mention <a target="_blank" href="https://competitiverpgs.wordpress.com/2006/06/19/blindness-without-blinders/">Iconoclasm</a>(though the real point of that post was that games, especially of the CSI Game variety are an outgrowth of their authors&#8217; personalities).</p>
<p>I will begin with a couple of personal experiences. One of my backburner projects is called &#8220;Cancer, the RPG&#8221;, the more I worked on it the less progress I made. I felt the desire to create a new system, but the more I zoomed out, the more problems I&#8217;ve encountered, this resulted in me creating solutions on an even further out level, which yet again, created more errors on the next level.</p>
<p>Enter <a target="_blank" href="http://craniumrats.pbwiki.com">Cranium Rats</a>, where I just took as a basis a system that was simple and worked, and went on with it(said system was the one used in InSpectres and octaNe by Jared A. Sorensen). I didn&#8217;t need anything fancy, since this wasn&#8217;t the focus of the game. I just needed something that worked, so I looked around(actively), found something that worked and took it to serve in my own game.</p>
<p>I also had a couple of passive &#8220;looking around&#8221; and a couple of &#8220;Alternator reinvention&#8221;, which are also called parallel evolution. There are some portions where the game had things that it needed, some &#8220;Holes&#8221; and I filled them. After the fact I identified that this is in fact the mechanic from game X(Token economy is influenced by PTA). On other occasions I created my mechanic, and later found out it has some striking semblances to mechanics I didn&#8217;t know of while creating the game(Goals and Muses from Nine-Worlds).</p>
<p>So, this time I took care of applicability first and foremost, now it&#8217;s time to delve into the theory(with little &#8220;t&#8221;) behind it.</p>
<p>When we say a game is innovative, do we mean it&#8217;s innovative compared to all that is out there or compared to what is accepted and mainstream(let&#8217;s not argue this, there is a mainstream RPG section)? For example: Conflict Resolution, Scene Framing, GM-less/GM-full are all common things in many Indie RPGs, these things aren&#8217;t innovative in comparison to them. However, when I&#8217;ve shown Cranium Rats to some of my friends who are not aware of Indie-rpgs, they really smiled about the Scene Framing issue. This is also the deal with &#8220;Fantasy Heartbreakers&#8221;, they think they are innovative, but they only are compared to two decades ago, so they&#8217;re not even innovative compared to the mainstream.</p>
<p>When we take something and refine it, that is innovation. The concept existed, but not the implementation as is. Consider Flags, each take on Flags is different, from Burning Wheel&#8217;s BITs to The Shadow of Yesterday&#8217;s Keys to Nine Worlds&#8217; Muses to Cranium Rats&#8217; Goals. Not all innovation must be radical and profound. We may have a concept we like, but no implementation we do, or we take an implementation we like and take it one step further, or polish it up. In fact, refinement is a very important bit of innovation; when you get a new idea it&#8217;s all sorts of rough, shiny and exciting. Innovation makes it safe to use.</p>
<p>Parallel evolution is another key-issue, for me at least. Innovation isn&#8217;t an act, it&#8217;s a mindset. When you are into the innovative mindset, you innovate. The fact you &#8220;reinvent the alternator&#8221; doesn&#8217;t matter. As far as you&#8217;re concerned, as far as your mental processes go, you just invented the alternator. Be proud. Be proud also because it shows you that the idea is a valid one, if only because you see its existence elsewhere.<br />
Also, &#8220;reinventing the alternator&#8221; is crucial in terms of actual RPG Design and refinement! Now, that sure came out of the blue. But consider it, you came up with solution Ai in your game, and someone else came up with solution Aii in his game. When you compare the solutions you can see and learn from the differences, each is a refinement, each has a slightly different way it works, even if it strives toward the same goal. When you look at the differences between things that strive to accomplish the same, you learn, a lot more than you learn when you look at the differences or similarities between things that don&#8217;t try to accomplish the same goal, because you have more points of reference.</p>
<p>I believe innovation happens on its own, we tend not to be satisfied with things, so we innovate. Innovation for the sake of innovation is still valid and actually important. It may not be as useful because it doesn&#8217;t spring from an actual need(&#8220;See a need, feel a need&#8221;), but once people find a hole into which to find the solution, or use it as comparison, it works great. Sometimes, you also invent instead of refine because you feel like it. It may work out, and it&#8217;ll be great. There is no reason to say that the idea of innovation for its own sake is not valid. It is, and it encourages the right mindset. Innovate, invent, and it&#8217;ll end up refined and useful.</p>
<p>You don&#8217;t <em>need</em> to innovate, but it sure doesn&#8217;t hurt.</p>
<p>Expect a follow-up entry in the next two weeks about Innovation and CSI Games. Also expect an entry about &#8220;Competition&#8221;, but I keep pushing that one back, because the longer I keep it loosely(poorly?) defined, the more interesting discussions about it I have.</p>
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		<title>CSI Game Wiki; Public Service Announcement.</title>
		<link>https://competitiverpgs.wordpress.com/2006/07/11/csi-game-wiki-public-service-announcement/</link>
					<comments>https://competitiverpgs.wordpress.com/2006/07/11/csi-game-wiki-public-service-announcement/#respond</comments>
		
		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Tue, 11 Jul 2006 18:21:44 +0000</pubDate>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[My Stuff]]></category>
		<category><![CDATA[Wiki]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/07/11/csi-game-wiki-public-service-announcement/</guid>

					<description><![CDATA[This blog isn&#8217;t really &#8220;My blog&#8221;, I don&#8217;t post about my random RPG Development ideas, these go on my LiveJournal or on Cranium Rats Central, or at least would if I weren&#8217;t so lazy. I only post entries here if I feel they have something to do with &#8220;CSI Games&#8221; or Competitive Games. In fact, [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>This blog isn&#8217;t really &#8220;My blog&#8221;, I don&#8217;t post about my random RPG Development ideas, these go on my <a title="Guy's LiveJournal" href="http://feeds.feedburner.com/CsiGames" target="_blank">LiveJournal </a>or on <a href="http://craniumrats.pbwiki.com" target="_blank">Cranium Rats Central</a>, or at least would if I weren&#8217;t so lazy. I only post entries here if I feel they have something to do with &#8220;CSI Games&#8221; or Competitive Games. In fact, you people can send me by way of email(tundranocaps &gt;&gt;at&lt;&lt; gmail &gt;&gt;dot&lt;&lt; com) articles and I&#8217;ll publish them here, fully crediting you(given that they fit the subject material).</p>
<p>Given that I believe CSI Games is a community wide project, which I just happen to spearhead, I created the Wiki, on the Wiki there are some rules(/guidelines) and I act as global Editor, because we can&#8217;t have disorganized anarchy. But all in all, everyone can post, everyone can add content, everyone can start new pages. You also will and should hopefully be able to use the site as a first-stop on all things CSI Games.</p>
<p>Oh, and it&#8217;s gonna rock, hard. Link? Silly me, head over <a title="CSI Games Wiki" href="http://competitiverpgs.pbwiki.com" target="_blank">there</a>.</p>
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		<title>&#8220;CSI Games for All!&#8221;?; On Promotion</title>
		<link>https://competitiverpgs.wordpress.com/2006/07/07/csi-games-for-all-on-promotion/</link>
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		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Fri, 07 Jul 2006 17:22:00 +0000</pubDate>
				<category><![CDATA[Building]]></category>
		<category><![CDATA[Level 1]]></category>
		<category><![CDATA[Purpose]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/07/07/csi-games-for-all-on-promotion/</guid>

					<description><![CDATA[So, Emily Care Boss, author of Breaking the Ice, talks about CSI Games, even though it was prompted by me, asking her if she thinks her newer game(Shooting the Moon) fits, because I think it does. This raises an issue close to my heart, the issue of promotion. I raised the issue of how Capes [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>So, Emily Care Boss, author of <a href="http://www.blackgreengames.com/bti.shtml" target="_blank">Breaking the Ice</a>, <a href="http://fairgame-rpgs.com/comment?entry=63" target="_blank">talks about CSI Games</a>, even though it was prompted by me, asking her if she thinks her newer game(Shooting the Moon) fits, because I think it does. This raises an issue close to my heart, the issue of promotion.</p>
<p>I raised the issue of <a href="https://competitiverpgs.wordpress.com/2006/06/09/winning-and-losing-tonycapes-vs-guycranium-rats/">how Capes is promoted</a> earlier. When I asked Tony about why he promotes the game as a super-hero game instead of putting Conflict in front, his answer(which I can&#8217;t find&#8230;) was(IIRC) that it didn&#8217;t attract as many asses, and when he talked about the playtest he said that focusing on it as super-hero game got him something to compare it with.</p>
<p>I serve in the army, people often ask me about what my game is about, and what RPGs are in general(It&#8217;s still the easiest to go from the RPG angle, CCGs and non-family board-games are all but unknown to the public in Israel, unlike Dungeons and Dragons, and if even D&amp;D fails, LotR). When I tell them about the game, I eventually tell them about the Colour, the fluff, the setting, and that is what most people go &#8220;Cool!&#8221; about. Ron Edwards often says that he cares most about Reward and Colour. Me? I could care less about Colour, I don&#8217;t care for Capes&#8217;s Superhero aspect, I believe Werewolf: the Apocalypse high politics and Vampire: the Masquerade hack-and-slash are viable choices.</p>
<p>What this shows us is simple, and even obvious. Not all types of promotion benefit all folks. When I came up with Cranium Rats, the Conflict and Competition quickly took center stage, and the Colour, while I love it, isn&#8217;t half as important. But if you&#8217;d look at ECB&#8217;s Shooting the Moon love triangle situation, I think the conflict came from the colour and not vice versa, and selling the game as &#8220;A game about Competition&#8221; rather than &#8220;A Game about a love triangle and romance&#8221;(though very much the same) would hurt the game, would hurt the promotion, more crowd would be lost than crowd would be gained. <br />
I on the other hand talk about Conflict and barely mention Colour, which may not work as well, but I rather do that than &#8220;Bait-and-switch&#8221;(I think most people who like Capes like it because of the Competitive element, and those who dislike it, dislike it for the same reason, selling it as a superhero game doesn&#8217;t inform your audience if they&#8217;ll like it or not. I, like Alexander Cherry, am surprised when the game is brought up in Super-hero game threads, I don&#8217;t find Super-hero game content in it, though I love it for other stuff it has).</p>
<p>Those of you who do identify your games as &#8220;CSI Games&#8221;, please mention it in the text, if Competition is what you pride yourself on, do so on the first page, put the <a href="https://competitiverpgs.wordpress.com/2006/05/07/csi-games-a-definition/" target="_blank">&#8220;CSI Games; a Definition&#8221;</a> post in the front of the text. If your game happens to be a CSI Game, but that is not the focus, but yet you identify your game as such, please put a mention somewhere, even if on the book&#8217;s last page or two. This project is all about creating a support-net for other people who work on CSI Games, but once our games get out there, it&#8217;ll also help to point people who like the competitive angle to other games who contain that aspect.</p>
<p>JJ Prince, John Kirk, I&#8217;m looking at you, this also applies to playtest versions!</p>
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		<title>Slime Octopi and Coral; I, Boardgamer.</title>
		<link>https://competitiverpgs.wordpress.com/2006/06/30/slime-octopi-and-coral-i-boardgamer/</link>
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		<dc:creator><![CDATA[Guy Shalev]]></dc:creator>
		<pubDate>Fri, 30 Jun 2006 20:10:49 +0000</pubDate>
				<category><![CDATA[Board games]]></category>
		<category><![CDATA[Slime Octopi and Coral]]></category>
		<guid isPermaLink="false">http://competitiverpgs.wordpress.com/2006/06/30/slime-octopi-and-coral-i-boardgamer/</guid>

					<description><![CDATA[So, much earlier we had on the blog Slime Octopi and Coral&#8217;s Power 19, now I&#8217;ve finally finished writing the game. It is very under-polished, it is very rough, but it has some very nifty ideas. I&#8217;ve decided against making it a CSI Game and at present time it&#8217;s a board-game, with one simple modification [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>So, much earlier we had on the blog Slime Octopi and Coral&#8217;s <a target="_blank" href="https://competitiverpgs.wordpress.com/2006/04/29/slime-octopi-and-coral-power-19/">Power 19</a>, now I&#8217;ve finally finished writing the game.</p>
<p>It is very under-polished, it is very rough, but it has some very nifty ideas. I&#8217;ve decided against making it a CSI Game and at present time it&#8217;s a board-game, with one simple modification needed to turn it into a CSI Game(namely, of adding narration once the Cards are flipped over, ala <a target="_blank" href="http://kallistipress.com/agora/index.html" title="Agora">Agora</a> or <a target="_blank" href="http://www.lumpley.com/games/dogsources.html" title="Dogs in the Vineyard">Dogs in the Vineyard</a>).</p>
<p>This game is Call of Cthulhu meets Age of Empires. Character Generation has you answering questions and your traits being assigned based on that, like in Ogre Tactics: Knight of Lodis for the GBA. Each Slime Octopus is a Cthulhuoid entity that tries to win over the world, and on another side stands Humanity, played by another player. The game-play is rather simple, based on resource allocation, simultanous, handled by putting a seen amount of resources in unseen categories and flipping them over at once.</p>
<p>The game needs much more polish, a complete re-write, but it needs you people to give it a look first. It also has two pictures.</p>
<p>As always, you can head over to <a target="_blank" href="http://craniumrats.pbwiki.com" title="Cranium Rats Central">Cranium Rats Central </a>to give it a look!</p>
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