MIRRORED CHALLENGES
This month’s Blog Carnival looks at gaming in established
settings and is hosted by the excellent Dice Monkey blog. That covers a lot of ground- from licensed properties (Star Trek, Firefly, DC Comics) to game company created lines which have
developed a life of their own (Deadlands,
Pathfinder’s Golarion, World of Darkness). There’s an
interesting mirror created in these two approaches. On the one hand, veteran game
settings which branch into other mediums have to figure out how to stay true to
their mechanical roots while crafting a compelling fiction. Or they have to
give up entirely and throw the rules and premises of the original game out in
favor of story or pseudo-story (see the Legend
of the Five Rings novels for varied responses to this challenge). On the
other hand, licensed products have to figure out a way to mechanize the
elements of a setting. They have to manage to make that playable and
interesting, while at the same time capturing something of the feeling of the
original. Does that work? Or does applying a game framework bleed out what
makes a story work?
EMULATING A SETTING
In 1984 I went to the opening night of Ghostbusters. I couldn’t get anyone else to go with me, so I went
alone. I still loved it. At the time it was the greatest movie I’d ever seen, and I
went another half dozen times before it left town. As a diehard role-player,
my immediate response was to try to figure out how to run a game like that. Of
course I went to the two horror games I knew- Call of Cthulhu and Stalking
the Night Fantastic. From those I crafted an unholy hodge-podge with a
dozen characteristics, a hundred skills, and a bizarre weapon chart. I ran it
once- barely making it through the complexity that I’d carefully crafted.
Two years later WEG came out with the Ghostbusters rpg. I picked it up and was a little lost. Where were
the stats and details, where were the rules for detailed ghost entrapment, how
could you have the players define their own skills? Just a few d6- that could
never possibly work. But, of course, it did. It not only ran smoothly, but the
game lent itself to the setting it was trying to emulate. Some of that came
from the goofiness of free choices for the players. Some of that came from
changing the stakes of conflicts- less life & death- and more simple success
and triumph. Most of it came from the game getting out of the way of the
players and offering them permission to play out the funny. Ghostbusters was both the first real
rule-light/storytelling game I played and the game which showed me that game
systems mattered- and they could be tuned to emulate a setting.
I’ve been listening to Ken Hite and Robin Laws’ podcast, Ken & Robin Talk About Stuff. A
while back, Robin made an argument that Call
of Cthulhu was the first rpg to really attempt to emulate a literary style-
Lovecraft’s particular take on the horror genre. That stuck with me and made me
put together my history of horror rpgs. In a more recent podcast, Ken Hite
declared once again his love for Call of
Cthulhu as the greatest rpg of all time. He made a point that hadn’t really
occurred to me. CoC, as opposed to most rpgs, isn’t about personal empowerment
and success. Lovecraft’s protagonists don’t win and progress. They’re
destroyed- win, lose, or draw. Hite cited several details of the system which
help emulate that. The apparent capriciousness of the percentile roll helps
simulate the fickle nature of the universe. You don’t get to add anything, you
just desperately hope that the dice will roll under your skill (along with any
modifier the Keeper applies). Also requiring players buy separate combat skills
for just about everything- punch, kick, pistol, rifle, fireplace poker- constrains
the players. Making a ‘combat monster’ is both against the spirit of the genre
and incredibly difficult in the game. Consider as well the incremental and tiny
nature of advancement in CoC.
But I’d be willing to bet that a significant number of Call of Cthulhu players don’t play the
rules as straight as they could. These Keepers offer small mercies, pull back
on the sanity rules, and allow the PCs to be more effective than they ought to
be. Hence the split in Trail of Cthulhu
between “Purist” and “Pulp” approaches. The former sticks to the letter of the
rules and aims to emulate the deadly and inevitable feeling of a Lovecraft
story. The latter puts Tommy Guns, dynamite, and grimoires into the players’
hands. They have two righteous fists against the darkness. That’s not a bad
direction, but it means the setting isn’t exactly Lovecraftian anymore. Instead
it emulates the Mythos as presented by many of Lovecraft’s pulp successors-
Lumley and Tierney for example. A solid table will have some kind of agreement
about which genre they’re emulating.
THE ANCIENT STRUGGLE
Consider the difficulties inherent in two of the most
important licensed setting: Lord of the
Rings and Star Wars. Both of
these face the traditional problems of playing in an established setting:
relative knowledge and story inevitability. But both offer accessible and easy
entry points- and GMs can narrow things down to a clear set of sources. In
contrast consider Forgotten Realms or
A Game of Thrones, with dense
required backstories and multiple sources that make it difficult to boil down
to a couple of key texts. As well they’re generally known by most groups. But
both present the same challenge: magic. In particular Wizards & Jedi.
I really enjoyed Middle
Earth Role-Playing. It was the crazy younger brother to Rolemaster which I was heavily into at
the time. With streamlined tables that still offered complexity, it seemed like
a great compromise. Most of the modules were excellent and well-crafted (after
you got past some of the insane early ones like Ardor). However, for many, MERP
has a basic flaw- the ability to play many types of magic users- Animists,
Bards, Magicians, and Rangers. Mages in MERP could look like classic D&D
wizards- with access to fireballs and lightning bolts. Given the small number
of classes, many of the NPCs then possessed magic. If the GM ran the world
strictly as given in the MERP supplements, then Middle-Earth was a fairly high
magic setting. Decipher’s The Lord of the
Rings Roleplaying Game also had magic using classes, but much more reduced.
The problem is that as presented in the LotR trilogy, magic
is rare and potent. So these games don’t simulate that. They could- and I’m not
sure how The One Ring rpg handles
this. The problem is that some players like to run magic users. Game designers
recognize this and have to strike a balance- as does each GM. They have to
figure out how much they aim for emulating the setting, invoking the
atmosphere, and how much they want to give the players access to the cool.
Could/should you run a Middle-Earth game where none of the players can cast
magic? I’m sure you could and it would reflect the series, but I think you lose
some opportunities for fun.
The opposite problem comes in the Star Wars setting. Everyone accepts that we have to have Jedi as an
accessible player-class. But how do you balance that with the other PC types?
How do you make other classes as interesting, as cool, and as powerful as the
other PCs? I’m not saying that there must be game balance- but drastic game
imbalance is worse. No one wants to be the sidekick- unless you’re playing Ars Magica or Dr. Who. The problem is that several games have deliberately
hobbled the Jedi in favor of that balance. That approach might make the table
general feel equitable, but the Jedi player who has something quite cool in
their mind will find themselves frustrated. Or you could take the option OF THE
original Star Wars MMORPG- no one
starts as a Jedi until they’ve gone through many different learning experiences
(until they nerfed the game with the “Jedi for Everyone” build). Both of these
approaches favor the mechanics over emulation.
When I ran a homebrew Star
Wars game, I tried to figure out a happy medium between these approaches. I
let a couple of people be Jedi- and have access to a couple of power tracks.
They could only overlap a little, making each unique. Other players had roles
which gave them access to their own powers. They could pick from those or the
general advantages. The point and pick based nature of the game created the
illusion of balance. More importantly the game was a short mini-campaign, aimed
at emulating a story about the length of a movie. Because of that player
imbalance never reared its head, because we didn’t play long enough. Setting
emulation through starvation, as it were.
Next time on this topic: hypocrisy, generic systems, multiple
protagonists, and video games as rpgs.
The One Ring doesn't have overt spellcasting, but certain characters can get special unnatural abilities as they gain experience. Beornings can't turn into bears, for example, but they can go abroad while asleep in a bear-like spirit form. Dwarves can place a rune on an object to render it unseen -- but not invisible -- to others.
ReplyDeleteThat's interesting and certainly an approach I expect most purists approve of. I'm not sure how I'd handle that if I ran a ME game. I guess I'd asked the players which direction they wanted to go in.
DeleteGhostbusters is such a great game--1st edition, anyway, before they tried to appease the D&D crowd.
ReplyDeleteWEG Star Wars 1st edition was great, too. Never had any problems with Jedi. The problem is GMs allowing PCs to learn Jedi tricks willy-nilly in direct contradiction to the source material in which Jedi are special and rare. Setting your game in the right era erases the problem if the GM is any good.