The Forge and Indie RPGs
I've been spending far too long reading essays and threads on The Forge recently.
The site is a great resource for ideas on game design. There's an attitude that game designers should take an engineering approach to designing RPG rules, rather than simply relying on trial-and-error or copying things that appeared to work in earlier games. They do have a really bad problem with jargon, such that the site needs a glossary to explain what they're on about.
In challenging assumptions, though, some Forgeites seems to be far too willing to throw the baby out with the bathwater. They have developed a lot of games where they've thrown out virtually all conventional rules defining character abilities, and replaced them with very abstract meta-game mechanics allowing the players to affect the narrative. They also believe in redefining or reducing the role of the GM, which for me sucks a lot of the fun out of GMing. Some games even eliminate the GM entirely.
A case in point. There's a current thread on The Forge about doing a Forge-style version of Call of Cthulhu. If I've understood it correctly, the proposed games has an 'Investigation stage' where you collect rather abstract 'Plot Coupons', and at some point trigger the 'Endgame' where you spend those Plot Coupons to defeat the monster.
I'm afraid all I can say is "Ugh!". I find the original Chaosium Call of Cthulhu (I've managed to avoid the d20 version) works perfectly well for me, and I just don't see how this pseudo-boardgame approach is an improvement. I'm told it's very like the second edition of the boardgame "Arkham Horror". Why not just play Arkham Horror?.
A post in this thread succinctly sums up their approach.
In most games, there is Rules Stuff (where the rules arbitrate what happens) and Soft Stuff (where players co-create what happens, using a variety of social dynamics, but with multiple options all equally valid under the rules).In Task Resolution, "What you do" is mostly Rules Stuff, while "What it means" is mostly Soft Stuff. The dice tell you that you slay the giant. Then the group decides whether you free the kingdom from tyranny.
In Conflict Resolution "What it means" is mostly Rules Stuff, while "What you do" is mostly Soft Stuff. The dice tell you that you free the kingdom from tyranny. Then you decide that you slay the giant to do it.
OK, So I can see what they're trying to do. But I don't think that style of gaming is really for me.
Someone once asked if so-called 'Indie games' had any parallels with Indie music. I know I'm biased as a diehard classic rock fan, but Indie music seems to be based around reduction in instrumental complexity, an awful lot of angst-ridden navel gazing, and music which is more interesting to write about than to listen to.
I'll leave it to cynics to decide whether there's any valid parallel. But one of forum founder and moderator Ron Edwards' posts in the thread I quoted from earlier had implied that once you've played these games, you'll never want to play conventional style games again. Which is too close to comfort to the "Once you've heard The Clash, you'll never want to listen to Pink Floyd again" line I used to hear from punk fans in 1980. I still love Pink Floyd today, and have never 'got' The Clash despite wasting money on a couple of their albums.
There's one big difference between The Forge and the punk and indie music scenes. Punk and Indie were both thorough reactionary, rejecting sophistication and devolving into cruder, more primitive forms. The Forgeite scene is at least trying something new. Like anything experimental, some ideas and games will work, and others will fail. I would expect some of their games still to have cult followings many years after the majority have been forgotten. Perhaps one or two games using Forgeite ideas will become major hits. And maybe the next generation of more mainstream games will incorporate some of their ideas in combination with tried and tested features of more traditional names.
I'm certainly finding The Forge useful for clarifying my ideas, even if all I'm trying to write is a Fudge port.
Update: Carl Cravens has some related game thoughts here, here and here.
Posted by TimHall at October 25, 2005 10:06 PM | TrackBackFirst, I'll begin by saying that I initially read that line as "But one of forum fondler and moderator..." and so I really should go change my contacts instead of replying.
Aside from that little "Whuh?" moment, I mostly agree. The problem I have is that "fixing" the dysfunctional dice issue (mentioned off in Carl's blog, and in our proto-podcast that he hasn't edited yet so no one has heard it) is difficult without stepping on the GM's role. And yeah, I don't like that, as a GM *or* player.
Basically, I want my games to work the way the plot coupons and whatnot do only without being so crass as to actually use, you know, plot coupons and whatnot. Heck, we can't even manage to use Fudge Points.
I haven't read The Forge, but I agree early RPG systems have a huge problem with dysfunctional dice. The only system that really works is the common consensus among all people around the table as to the fundamental structure of the story being generated. The GM has a duty to ignore all rolls which would breach that convention, a player who does not understand the convention cannot enjoy the game.
When I used to play D&D back in the early 1980s my spell casters gave up casting any spells which had a saving throw because they never worked. I did not understand then that the DM was fixing the rolls because the big fight at the end had to last a certain amount of time. When I did realise what was going on I changed my playing style: since the bad guy could not be defeated in the first few rounds of combat I ignored them.
Now if the GM had said "Your spell struck home, but a talisman hanging round the villan's neck absorbed it and has crmubled to dust" I would have been much happier!
Posted by: Michael on October 26, 2005 01:14 PMI've always thought the DnD magic system sucked :)
I think your 80s DnD games were a good example of what Ron Edwards of The Forge calls 'Dysfunctional Gaming'. The system didn't support the narrative structure the group wanted, so the GM ended up patching the system with unofficial house rules, which it appears he didn't even tell the players about. That approach tends to lead to player dissatisfaction, as you found.
I think explicit mechanics like Fudge Points or Torg's Possiblities are always preferable to consistantly fudging dice rolls.
Personally I always think it's a good idea to structure games so that one freak die roll doesn't ruin things.
Posted by: Tim Hall on October 26, 2005 07:08 PMI agree that TORG has the best mechanics for the "Action" genre, but it doesn't support investigation or high fantasy scenarios all that well.
The dice can provide moments of inspriation that change the game world - for example using TORG die rolls to determine the skill of an NPC in the Ancient Greek an unexpected result of 87 (where a score of 15 or so would have indicated fluency) revealed there was a good reason why she used the name "Medusa" when out on the net.
The dice should never be used to govern character development. I gave up on the RQ system when I failed to make a POW gain roll in a campaign playing alternate Sundays for 2 years.
The quest for the one perfect RPG system is doomed becasue no generic system can beat a system explictly designed to support a genre.
Posted by: Michael on October 27, 2005 04:00 PMLoads of gamers have spent years searching for the One True System, only to find it doesn't exist.
I've long recognised that there's no one perfect system, and there are plenty of good systems with different different strengths and weaknesses. Even those systems marketed as universal generic systems tend to have a lot of genre assumptions built into the rules at a fundamental level, something that fans of the systems tend of overlook.
I strongly suspect most of those people who always convert everything they play to Hero, or GURPS, or Fudge, or (shudder) d20 end up playing the same effective genre all the time, only with different scenery and props.
Posted by: Tim Hall on October 27, 2005 10:11 PMAhh, TORG!
Sorry, I adore that game more than any other.
Posted by: Scott on November 16, 2005 04:23 PMI've only played TORG for high-fantasy scenarios (GMed, as it happens, by Michael). I've never played it using the TORG setting, although I have to admit that 'Hollywood Action Movie' isn't really my favourite genre.
Posted by: Tim Hall on November 16, 2005 06:55 PM