Saturday, November 21, 2009

MagiQuest: Live Action Goes Mainstream


This is the first time that live-action roleplaying has gone mass-market in the United States thatI'm aware of. There are plenty of systems like Daggerhere or Nero that are widely played, and even a live-action RPG summer camp that runs in the Bay Area where I live, but as far as I know, MagiQuest is the first mainstream attempt.

It seems to be aimed at Harry Potter fans, utilizing infra-red projecting wands that players can use to cast spells or even to duel each other. Apparently, the wands also remember how much progress their wielder has made, making record-keeping presumably a lot easier. It looks like MagiQuest is setting up locations all of the the U.S. as well as in Japan.

I for one call this a good thing, not knowing a lot about it yet. I like opportunities like this to both roleplay and actually interact with other human beings live. I also think it is a good idea to piggy-back on what every Harry Potter fan wants to do - run around slinging their wand at their friends.

Tuesday, November 10, 2009

Complaints Delivered With Love

I moved to a new place, left behind the best gaming crew of my life, and settled into a new routine that didn't include any tabletop gaming. Boy did that suck.

So I resolved recently to change it. I found another guy in town who plays some D&D and we're gonna rustle up a couple other players for a monthly (maybe more frequent) game of D&D. I'm running it and I decided to go with 3.5 because... well I really don't like 4e. I had a lot of opinions about it when it came out, and God knows I've complained a bunch about 3.5 and D&D in general, but overall I've had more fun with 3.5 than I have with 4e. This got me thinking about my complaining as a habit.

You see, like all people I complain. I have lambasted D&D for being too clunky, too antiquitous. I rail against WoTC for stripping out the roleplaying and turning it into a fantasy board game. I am all about story-based games. I extol the virtues of Indie Press Revolution, or GURPS, or White Wolf... and some of my best games ever were basically homebrew systems. And when I complain about Attacks of Opportunity or Grappling or 2hours to make an NPC in D&D those complaints are genuine.

BUT...

They are also the complaints of a guy who really loves tabletop roleplaying, and D&D in particular. D&D was my first love, and there remains a deeply nostalgic corner of my heart that secretly enjoys searching through dozens of tables to get the information I seek, while my vocal public side decries bad game-design. I like crunchy tomes full of monsters, and rules to describe every stupid little situation you can imagine. I actually enjoy having so many character options that it takes a week to completely hammer out the details of my next PC.

Sometimes.

I'm sure the novelty will wear off again, once the "I haven't roleplayed in a year" energy subsides. Then I'll be trying to persuade my gaming group to move on to a better, more streamlined, more narrative-friendly system - like Mouseguard.

For now though... I have to go crack open my Psionics Handbook to figure out how the different modes of psionic combat work when I throw that Illithid at my players.

Monday, November 2, 2009

Fun Theory and RPG Theory

I was turned on to a Scandanavian group called The Fun Theory. The theory that the espouse is that it is possible to encourage people to change their behavior for the better by making the behavior more fun. The three behaviors they try to change are: encouraging more transit customers to take the stairs rather than the escalator, encouraging more people to recycle their glass bottles, and getting more people to throw away their trash rather than throw it on the ground.

In all three experiments, they seem to have been successful. There is a video for each one showing what they did and explaining some of the short-term impact that what they did had.

I realized that each example applies to roleplaying games as well. RPGs are ultimately about different kinds of fun. Many use the GNS theory or Big Model to talk about what those kinds of fun are. I am going to propose a very simple model describing three kinds of play that I personally enjoy: exploratory play, competitive play and conceptual play. I will also try to give examples of when these kinds of play come up - not in games that exemplify them, but when in a game that the various kinds of play emerge and what I find fun about them.

Exploratory Play: The Piano Stairs
Exploratory play can take three different forms in my experience. The first is exploring your character. This process happens through the decisions that your character makes when a lot is at stake, and is supported by whatever advancement system is in place in a game system. Your character's capabilities, relationship to self and relationship to the world change over the course of a game, and this is a lot of fun for me.

The second way that exploratory play functions is exploration of the setting. This is the classic sand-box method of running a game, where all of the NPCs and set-pieces are in place, and the PCs get to run wild and interact with everything, learning as they go. This also comes up a lot in movies, when the main character is suddenly initiated into a new organization or is transformed, and there are big reveals for the character and the audience as to what is really going on (examples: Men in Black, Transformers, Interview with a Vampire, etc.)

The third way I see exploratory play happening is exploration of the game system itself. This happens a lot with games among my friends because we tend to love house rules. It can also be fun to explore a new game system, to see how the various rules and methods work (or don't work) and why. If I had unlimited free time, or was independently wealthy or something, I would try playing through the same story with the same character concepts but using two different systems in order to see how the story elements changed.

Competitive Play: The Bottle Bank Arcade
Competitive play is simple - you are trying to "win". This is what the majority of people probably think of when you say the word "game", and applies to football, Monopoly and chess as examples. There is a winner, or winners, and a loser, or losers. On the surface it seems like a zero-sum game, where one side's loss is another side's game.

Even a zero-sum game can have some emergent fun, however, whether one wins or loses. When my wife and I play a game, and she wins, I get some enjoyment out of her winning. I can also enjoy being just barely beaten in a closely-fought game that comes down to the wire. I'd probably enjoy winning more, but the tension over what will happen is in itself fun.

I really love games where the players collectively play against the game itself, like Shadows Over Camelot or Pandemic. In this case, you get all of the competition, but fewer of the hard feelings that might come up when people compete against each other (except for the filthy traitor of course!).

Conceptual play in my experience is when I am using a game to work something out that isn't necessarily related to the game. I might be using the game to work through what happens when a character is made a messiah against his will by an oppressed people, or to think through what it is like in the day-to-day life of a vampire. I might be using a game like Mage: the Ascension to play through metaphysical theories or to express what I really think about the world and our place in it.

Exploratory play is playing a game for it's own sake. Competitive play is playing a game for the sake of the thrill of victory and, in some ways, the agony of defeat as well. Conceptual play is using the game as a vehicle for something else. Unsurprisingly, collaborative games are an excellent way to do this conceptual work. Role-playing is used in therapy, for example, to work through relationship issues, and some games have been designed with the expressed purpose of working through a game-designer's issues (I am thinking of Clyde Rhoer, Paul Czege or Vince Baker as examples of designers with this goal).

Things don't have to be that deep either. A conceptual game might be something like "Hey, how about zombies in a Western?" and hence, Deadlands is born. Genre mash-ups can work out really well, like Eberron, the fantasy-pulp-noir setting by Rich Baker for D&D.

Anyway, those are the thoughts I wanted to get out there based on what I saw in The Fun Theory. So far, this is a more helpful way of thinking about games than GNS has been for me, in part because these are three kinds of fun that I have had in a game that I can identify. I still don't think I've experienced 'pure' Narrativism, and I've never heard Simulationism defined by someone who actually does it and enjoys it (only with, at best, well-hidden contempt).