Shared Experience and Rules That Prove Your Worth

RPGs are complicated webs of a game. They can be immensely satisfying or to many, far too dense to cut through to find satisfaction. For a while, a number of game designers (myself included) thought that maybe, if you could explain the kernel of what makes an RPG fun, you could help more people play.

That may still be a goal worth chasing.

In the process, we found that the fun being had was very deep and difficult to describe. Maybe too deep for some.

I tried my own interpretations multiple times. I focus on the ground level, the technical so a lot of my efforts fell flat but I’ve gotten closer over time.

The experience of playing RPGs can be likened to a number of entertainment experiences. Reading a book, watching a movie, playing a board game among others. The simple reason for that is they all are telling a story. Most are where you the one being entertained is passive. Some, when likening to other kinds of games, you’re more active. But you’re telling a story.

There’s been a lot made of this and some have reacted by saying that if it’s just a story we want, who needs rules? Let’s just freeform it. After all, the only thing those rules are doing is getting in my way.

But we’re not just here to tell a story. That’s why freeform isn’t more popular than traditional games.

We’re here for a shared experience.

What’s the difference? What does that even mean? A story is a series of events that are interesting in some way. A shared experience is what happens when we all agree to the same story.

When we all watch a movie and one person hates it, you don’t go quoting the movie with them. It’s almost like they’ve rejected that experience. Even if you loved it, you don’t share it.

But when a beloved movie is quoted, everyone chimes in. You can trigger the emotions of that story with a phrase. You share an experience.

It is possible to have a shared experience with freeform story telling. It happens all the time in improv theater and comedy. That’s not what’s happening in RPGs though. An RPG is a game, and games have rules.

Why do games have rules?

It’s because rules show that some things are allowed, and other things not allowed. Rules are a contract that tell us when we’ve done it right or wrong.

This is another reason people get rid of rules for. They don’t want to be told they’re doing it wrong. What they’re missing out on, is the rules that are telling them how to do it right. Rules can restrict but they can also exalt.

This is why an RPG is different than telling a story. If I follow the rules and I do well, even great, my fellow players accept my experience. We now share that I’ve done these great things, because I followed the rules. It’s no longer me just telling you about a character in a story you’ve never heard of and how great they are. It’s something built. Something that I had to follow a path for.

I’m not just saying to you that I beat Usain Bolt in a race. You’d look at me like I’m nuts since I’m a lousy runner.

Without rules I could say that I beat him because I drive my car faster than he can run. I didn’t follow any rules. I didn’t really do anything.

But what if I say, I beat Usain Bolt in a race. He and I met (this did not happen) and he said he could outrun my car. I took him up on this challenge and I beat him. Well now, you may not be overly impressed with my accomplishment but because there were agreed on conditions (AKA rules), you’d understand how I could validly make that claim.

Rules validate accomplishment. Rules establish a shared experience.

Epilogue

There is a disconnect between groups of role players. It is often the case that a player will try and translate their character to another player. “Let me tell you about my character!” But listening is painful to the other player, even the game’s designer. Why is this? I can say “I made it to level 8 of Super Mario Bros” and then tell about how I got there, and it can be interesting. Why can’t we tell each other about our characters? Don’t the rules validate our accomplishments?

Yes and no. Theres an admonition to writers, to make an interesting story, show, don’t tell. More verbosely, walk me through the action, don’t tell me about it like it’s a history lesson. We need to learn to tell each other about the games we’ve played, not the possessions or skills of the character. If we could learn to do that, “let me tell you about my character” could become a joyful thing to hear instead of something cringe worthy.

I think this is important. There are walls that separate role players from enjoying each other’s story. We’ve always wanted to tell our stories to other groups but it rarely goes well. We need an inter party language that makes the translation process enjoyable.

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The Artifact Player Handbook Hardcopy

It’s finally here! The Artifact Player’s Handbook is available as a hardcopy.

Player Handbook Cover
Order your own copy today!

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A hardcopy for cheap

Full color books are great, but what if you’re strapped for cash? What if you already have the full color book, but want another for passing around the table? What if you have a son like mine that destroys books?

For you, I introduce The Artifact RPG Economy Edition. The same great game, in black and white. You get the full book for less than half the price!

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Character Sheets are for Wimps!

A character BOOK is for AWESOME people.

Character Book

It’s time to let your character stretch their legs, throw their equipment around and keep all those notes somewhere.

The Artifact Character Book

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The Pitfalls of Publishing

A minor change to the Player’s Handbook.

I check and check and then when I think I’ve got it, I release a file. Almost without fail, the moment I publish, I find an error that just galls me. I know this happens, so I’ll even go over the text several times just before, but I find it after publishing. Maybe there’s a change in psychology that happens after publishing? I go over the file with new eyes, maybe more relaxed than before?

I debate if I should leave it as is, after all it would be easier than reworking a whole new PDF. But no, It’s bad enough, or prominent enough that it really needs to be changed. In this case it was a non-sequiter in the introductory paragraphs.

It probably was a thought that made some sense in the original text, but the surrounding writing had been edited and now no longer had a place.

I fixed it and now I’m happy again. The links to the file have been updated.

 

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After a very long pause . . .

It took me long enough but I’ve made a lot of progress on the Player’s Handbook. The file in the downloads section is updated. It’s not substantively different from the Beta, but there are many corrections. This means that hard copies could be coming soon!

Player Handbook Cover

Player’s Handbook

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Still Alive

I’ve been away from forums and the blogs for a little bit now. I could make excuses, but I just wanted to pause for a while. I wanted to see what some distance from thinking about all this social internet stuff would do. All in all, not a lot has changed. My brain filled with other things that were present, I worked on a couple games.

There is a lot I want to do with The Artifact. There’s another sourcebook to write, there’s the Player’s Handbook to edit (No, I haven’t finished that, I’ve been lazy). But I have a few very difficult nuts I need to crack to keep moving on. There’s the warping technology that I’ve written a dozen times but I can’t seem to get to the place I want. There’s the equipment generating rules in the Player’s Handbook, that are flexible to a fault but very involved, I’d like to ratchet down the intensity of. There’s the new aliens that I want to introduce. I want to get their mentality right.

There’s a lot to do but I feel like I need some inspiration that’s beyond me to get them right. I want them to be perfect, but as Dr. Lang says, “Perfect is the enemy of done.”

And come to think of it, that hasn’t been my development method so far. My method has been to publish something that works and then refine it as it’s played.

So I really should drop my worries about getting it just right. I should just get it out and work my way toward right. The Artifact has always been a case of “bit off more than I can chew”. I should be used to it by now.

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Lifepath Systems

I really love lifepath systems. When writing Steampunkfitters I made sure to include one. It seems a number of other people do also from all the mentions of them I’ve been hearing recently. For the Artifact, this is a problem though. Most characters are military, usually starting military, so they’re young and haven’t had too much happen to them. The other problem is that one of the strengths of starting a character for The Artifact is that they are starting with a clean slate in a new world. If anything, the whole game is something of a reset button for the character’s life.

Now there are a few lifepath items I’ve included in the bonus tables and limitations tables. Things like the character has family at home they’re supporting, and that they found a map to treasure fill out what are supposed to be the highlights or lows of a character’s life so far.

I’m trying to think if there’s anything else that could be done. Sometimes, you have to accept that a game element that you love isn’t going to fit with a game’s style. In this case a lifepath system just doesn’t seem to fit.

Does anyone know of an unusual lifepath system that would fit this kind of situation? Let me know in the comments.

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Conscripts

Some of us remember our parents. At age four we became wards of the state. We are the ones chosen to protect our families and our nation. At an early age, we are all the same, silly children playing games. Carefully chosen games sure, but don’t think that we were raised on misery and conflict. We are the conscripted.

Very soon though, we begin to see the difference between us and them. They grow quickly, soon towering over our heads at age 8. They are more agile than we are, they are even smarter than we are. They will become the Warriors, while we will man the Hunters, Cruisers and the Demolishers. The Kelahn, the priests, teach them not to push us around, that we are brothers but they are angry by nature. I am only glad that before the change, my best friend was Aheshpei, who I watched slowly become one of them. He took care of me, calling me little brother, even though I was a year older.

Over the years, I put a few things together. Aheshpei and the others like him could not remember their fathers if they had them. They remember younger brothers but never sisters. The Kelahn did not like us talking about it. They seemed to know when Aheshpei would start to talk about his life before 4 years. They would come and split us up, give us more work to do.

None of the others the ones who became Warriors could remember their fathers except one. Cheshah who was younger than us by four years remembered his father. He remembered a kind man that loved his mother dearly and that he loved to take Cheshah out to play. He remembered men from everywhere would run up to his father and ask for help on this matter or that. Cheshah’s father would talk with them and hold crying children. He doesn’t remember much about those conversations, only one word, the men would call his father Kelahn, priest.

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Editors, start your engines!

I’m tearing into the Player’s Handbook finally. I thought I’d share a bit of my technique. I don’t know if I’m doing anything unusual here (or wrong) but it works for me.

I obviously try and keep things error free and consistent while I’m writing but that’s never enough to get it right. It is important though to do a healthy amount of error checking as early on as possible. Without worrying about quality, editing later would be a nightmare.

Stat blocks are usually my downfall. Along with importing old text, I hate having to re-write, and I should just get over it. Stat blocks need exacting consistency and vehicles are really huge stat blocks so you can guess where a lot of my errors are. I usually copy one stat block and then modify the contents, but that introduces the problem of having fields that look like they’ve already been filled in, when it’s really old data. Things like prices, or the mass of an object can get overlooked.

For some reason, with me, having a printed book in front of me is better than looking at a book on my iPad a thousand times. I read with more clarity on dead tree and marking up a page is easier than any pdf editor I’ve seen. For short documents in the 20-40 page range, I print out the book, usually with two pages to a sheet of paper and make a booklet by folding the pages in half. For longer works, I’ve used lulu.com in the past to print out the book. I’m moving to Amazon Createspace, but they’re less forgiving and more of a hassle to deal with. There are more hoops to jump through. That’s good for a finished product, but I’m looking for a quick and dirty mock up.

Once I have my dead tree version in hand, I use a red pen or marker to start noting any errors I see. I’ve used blue or black, but it’s easier to lose notes made in more mundane colors. Especially when I’m noting that I missed a space. Red, almost universally stands out more.

Most of my notes are simple. If something is out of place, I’ll use an arrow to point to where it should be. If something is incorrect, like a number, or spelling it gets circled. In most cases, I remember what was wrong just looking at the circled item. In some I forget why I circled it, but after examination I can figure it out. Other times I need to write an actual note to myself about what I want to do with an edit. One of my common notes is “awk” as in awkward. After reading a sentence or a whole paragraph, it doesn’t convey the thought clearly or concisely. It’s awkwardly worded. This note usually requires that I throw the current paragraph out and start over, it’s not retrievable. A fresh take is the only thing that’s going to unstick my brain.

There are of course lots of simple notes, like adding an “s” or an “ing” to the end of a word, usually because the spellchecker didn’t like the suffix and dropped it. I know that I was up late writing when I see that I okayed the change. Write it in red after the word an move on.

So once I’m done with my edits, I go into the digital file and start making the changes I indicated. When I make the change, I write the date next to my edit. This lets me know that I actually fixed the problem and when.

I’ll usually go through the book again afterwards to make sure I didn’t miss any edits and that I still agree with them. If I find that I’ve missed some, I repeat the process over again, until my check runs clean.

Then the book is ready for prime time. (I hope.)

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