Monday, May 24, 2010

Behind the Shift

This morning I was having some internal debate with myself about mechanics vs. setting in THE GAME.  Thankfully, it didn't come to blows.  It remained a civilized discussion.  The internal discussion revolved around which sections I am working on writing and in which order (setting my writing plan).  At the core of it is one of those chicken or egg questions that can be answered different ways by different people, but I think defines the core of any game (notice that in any incarnation of Dungeons & Dragons, the mechanics are the first thing in the book, while in the White Wolf games, the setting comes first).  What comes first, the setting or the mechanics?

Obviously to me, the setting comes first.  When I began to hatch this diabolical plot to actually sit down and write the game I wanted to play, I had to define the setting first.  I didn't decide on a set of mechanics, then build a setting to fit.  For that matter, are setting and mechanics independent of one another, or can they be?

When I think of setting, I am thinking of more than just the world in which the action of the game takes place.  I am thinking more along the lines of the "story-world."  In my mind, the "story-world" is the combination of the meta plot of the setting and the environmental factors that directly influence, or are directly influenced by the circumstances of the world that are unique to this particular game setting.

For this game in particular, my first thought was that I needed a world that was dark and threatening.  Also, I wanted it to take place in the modern world.  From there, I started listing some preferences.  I didn't want the game to rely on the typical tropes of modern horror tabletop role-playing games.  Hence, I wasn't too keen on zombies, ghosts, vampires, werewolves or mages being the major players in the game world.  Those are all excellent horror tropes, and work well, but I wanted a departure from that.  The average horror gamer knows a lot about all of those things.  Hell, the average gamer or would-be gamer knows many different varieties of them, their ecology, their habits, how they live (unlive?), how they are destroyed, etc.  There are tabletop rpg's out there that handle all of those tropes quite well.  That is not territory I wished to tread.

I also decided early on that it was a must that the characters play ordinary schmoes.  I didn't want supers or monsters as characters.  I didn't even want characters who knew what  the hell they were getting into.  I wanted "Joe the Plumber."  I think that some Cthulhu games (not Delta Green) manage that pretty well, but I don't want the characters in my game to have the gradual spiral into insanity be their only option.  As I've written before, pre-existing games come with a built-in mindset.  Players who know the game almost unfailingly play it a certain way.  So, if I announced that I was playing a certain game, even if I set it in a completely different world and changed most of the rules, but called it... I don't know... Picking Daisies With Cthulhu or Vampire: The Office, people would approach the "hybrid" game the same way they approach a typical game of CoC or Vampire.

So, I knew I wanted ordinary people as characters in today's modern world.  I also knew that I had to do something that would enforce that this was a horror game.  I had to isolate the characters and, vicariously, the players as well.  One additional concern I had was something that has always struck me about horror games in general:  It is damned hard to instill and maintain that feeling of horror (or dread or terror) for long.  In a movie, you have a two hour (or so) timeframe.  In a novel, the reader can put the book down when the tension needs to be released.  I wanted a game mechanic that reinforces breaks in tension at the appropriate points.  Who is to determine these points?  That is where "the shift" was born.

"The Shift" is the defining feature of the setting.  It in fact makes the setting what it is.  Yet, at its heart, it is also a mechanic (perhaps also the defining one) .  To me, it is a marriage of setting and mechanic.  When the players (and the characters) first realize "the Shift" is happening, or even worse has already happened, that reinforces the horror.  It is an unknown thing.  It is dangerous.  It is surreal and extra-normal.  It gives the players the sense, like good music in any drama, thriller or horror movie, that "something is about to happen."  The gamemaster can make the Shift happen when appropriate to the story.  Or maybe the players can, through their characters, eventually find ways (albeit unreliable ones) to spark the event.  Then, when the tension needs to be ramped down, or cut off completely, when the players need to piss or eat or smoke or just tell jokes and talk about video games (or better yet, tell jokes about video games), the Shift can happen again.  The characters are back in the real world.  The immediate danger is past.  The characters have time to rest, research, resupply, and recuperate.  The 4 R's.  The scene, the episode, is over.  Then, before plunging them back into the unknown, the gamemaster and players can do a brief recap of events and  prepare for the next episode.

Props to Alan Wake for showing me what that structure could do for (and to) a game.  I started working on this a few months before that game was released and had no idea that I would see glimpses of the potential for what I was working on actively demonstrated in that game.  Silent Hill has always used it, but Alan Wake makes it even more of a narrative technique.

Now, it's your turn.  What games have you played that have a setting/mechanic feature that reinforces the game to you?  What is that setting element/mechanic?  They can be video games, board games or tabletop role-playing games.  Share with me!

Photo Credit: Stephen Calsbeek

8 comments:

TK on May 24, 2010 at 10:22 AM said...
This comment has been removed by the author.
TK on May 25, 2010 at 6:21 PM said...

It reminds me of Parasite Eve again, maybe there is something useful.
The player is Aya Brea, NYPD officer. The game uses the usual bureaucracy elements of a government job to draw Aya away from the action so she can fill out paperwork, conduct press conferences, report to superiors, get briefed or debriefed, etc. (little do they know, I don't *wear* briefs). It can create a realistic break from the game if it is not abused.

Another thought occurs to me; "Behind the Shift" sounds cool.

Darla on May 26, 2010 at 6:41 AM said...

First. You HAVE TO play Dread. I am serious. It is genius. Difficult to GM well, but complete genius. I recommend playing late at night, after players have had a bit too much caffeine. At least, that went well for us (at a Con, with an awesome GM--incidentally, we played his second session, so every copy of the game in the vendor room had already been sold by the time we got there).

I think the Jenga mechanic for Dread is pretty blatantly obvious for supporting the horror feel of the game. I mean, pulling in the beginning? easy. Slowly building up tension? Yes. Inevitability of someone dying eventually? Also there. The only Dread mechanic, as far as players are concerned, is that in order to do something, you have to pull from a Jenga tower. The GM tells you how many pulls. If you make the tower fall, you die. A few minutes into the game, when someone pulls, everyone is literally holding their breath. Also, after a few hours of play, everyone is emotionally and physically exhausted. It is awesome fun.

Second, I am sure you can't, but if on some off chance you can, you should go to Origins. I mean, it will be a ton of fun, but the game design seminars are worth it all on their own. They're run by some awesomely talented people in the indie gaming community. Also, last year, Origins coincided with the Zombie Walk (which happens in a park a few blocks from the convention center). And, I know people there, some of whom might have free accommodations.

Third, you should read Vincent Baker's blog if you don't already. He talks a lot about exactly this topic. I think that his view (and definitely my view!) is that, ideally, ALL mechanics should reinforce setting / mood / what the game is "about" in some way. Otherwise, why are they there to begin with? He also talks in some sophisticated way (and also, confusing to me, because he uses unfortunate left-pointing and right-pointing terminology) about the interactions between mechanics and in-game-fiction (which, I think, is what you are kind of getting at with "setting"). He includes a game (or two?) he designed specifically to illustrate related concepts.

Fourth (yeah... 4th. Really.), another non-Dread example, the GM town creation rules in Dogs in the Vineyard (shock! one of Vincent's games!) really support the kind of fuzzy moral questions the game sets out to ask (not "setting", per se, but what the game is about), and the relative freedom players have in narrating their actions and during character creation* allows the characters to actually answer these questions (rather than the answer being pre-decided or assumed by the GM).

*Characters have "traits", which can be (almost) anything the player wants to write on his sheet (like "has a really long beard", "good with guns", "hates horses", "good singing voice", etc.). Also, players have control (at character creation time) over what kind of moral questions will have the most weight in the game--for example, if you give lots of low dice to a gun or fighting trait, you can be sure questions about violence will play some serious role in the story, and you can be sure there will be complications arising from violence.

There are tons of other examples, I am sure, since indie designers tend to think about this question a lot, and I tend to play their games, but I am stopping now.

Darren G. Miller on May 26, 2010 at 7:13 PM said...

@TK - See, that is kind of what I'm talking about. Natural breaks built into the game.

@Darla - Wow. Excellent comment. You've got a TON of useful stuff in here. Thank you! I've already started going through the references here and checking them out. I had never read Vincent Baker's blog before and never heard of Dread. Your comment may inspire another post completely. More response after I check out all this cool stuff! Thanks again!

Darla on May 27, 2010 at 3:21 AM said...

Another game you might want to check out is With Great Power... [the ... is part of the game's title]. It is a superhero comic genre game written by Michael Miller. It has some problems (in my opinion), but the plot structure mechanics fairly explicitly enforce the plot structure you would expect from a superhero comic story (the bad guy has to get ahead/win something before the good guys can win, and the plot is structured in acts). Also, the character development mechanics are quite interesting. (Ordinarily, one might call them advancement mechanics, but I think that's inappropriate in this case.)

Also, you don't need to confuse people with calling me something that's not actually anywhere in my post. I really just wanted to know if someone had some idea where the hell that stupid setting is. I mean, it must be somewhere.

TK on May 27, 2010 at 9:18 AM said...

@Darla - click on "LOGIN" at the top of the page, then click on "Edit Profile" next to the profile picture area. Once there you can edit your Display Name under the heading "Identity".

Darren G. Miller on May 27, 2010 at 12:19 PM said...

@Darla - Thanks again. And I called you by your real name again because with TK's help, you should be able to fix that problem.

@TK - Thanks for your help!

Darla on May 27, 2010 at 5:36 PM said...

@TK. That ... was way easier than it should have been. Silly me, assuming that "Google Account" had something to do with, you know, one of my google accounts.

Post a Comment

Geekcentricity on Facebook
 
Creative Commons License
Geekcentricity by Darren G Miller is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License.

© 2010 Darren G. Miller,
Chrysalis Creative Services, LLC

Geekcentricity Copyright © 2009 Community is Designed by Bie Blogger Template