So, my thinking behind why I asked this question.
One of the most notable and maybe cliched aspects of the past decade-plus of small press games is their focus on the actual table experience. If you haven’t been around from the beginning of RPGs, you might think, duh, this is obviously a game design thing. But it wasn’t! We had literally decades of “we all know what roleplaying is,” which resulted in designs that didn’t do much more than present novel ways of deciding if you hit and killed an opponent.
And oh the pushback. It’s one of the most contentious points of friction between trad and indie gaming. The word “meta” lies somewhere between dismissive and pejorative in the trad world. Those people are just wrong. I don’t often draw a line in the sand that way but I am here: the games trad people love have all the same “meta” considerations, even if they’re not explicit.
In my experience (!), a lot of the most popular modern indie game design treats behavioral incentives as literal incentives: the designers want X behavior, so here’s a reward cycle that pulls you through X on a regular basis. Fate wants the players to cooperate in building exciting, colorful scenes, so here’s how you earn Fate points and then invoke Aspects with them. Mouse Guard wants the players to help create complications for their characters, so here’s how you invoke your Traits when you get in trouble to earn Checks. And so on. Prescriptive design: we will pay you to play this way.
Compare to the more descriptive methods that are the hobby’s roots: when you kill a lot of shit and steal a lot of treasure, you get better at those things. Of course some/many players have treated experience point schemes as prescriptive since the beginning, hence stuff like “we go kill evil races because that’s where the XPs are” type play. How meta!
There’s probably a whole pretentious essay buried in here about the influence of capitalism on this school of design. The thing is, while indie games work marvelously well when the players are incentivized by what the game is paying them to do, they can get reeeeally squirrelly when the players and the incentives don’t match up (that’s tomorrow’s question btw, about perverse incentives).
Thing is, right? Not everyone actually wants to “win.” Games that pay you in a currency that helps you “win” won’t do a damned thing for the players who just want to, you know, be acknowledged. Or to have the right to push the story in some direct that interests them. Or to keep score.
Some of the early answers to Day 3 have been terrific and thought provoking and have nothing to do with direct payment for behavior: ask questions, assert your enthusiasm as a fellow player for the behaviors you like, provide an interesting choice between winning and advancing. Behavior is so broad! I think it’s the core of luke crane’s “game design is mind control” mantra.
On that note, my favorite behavioral incentives are both luke crane creations.
One is the requirement that you buy shoes in Burning Wheel. Such a tiny little gesture, but it generates so many interesting choices that influence the game’s shape. It’s so tiny that, I think, the trad folks who are bridging over to fiction-driven gaming via BW often ignore it, and what a shame. When you make your player work out just how it is that they’re armed with an expensive sword but they can’t fucking afford shoes? That’s your whole game right there. Thank your player for handing you so much useful context.
The other is choosing the color of your cloak in Mouse Guard. He’s not the first one to add that bit of visual authorship, but it’s so efficient. And damned if it doesn’t work: my players own their characters so much more when they’ve made positive assertions about how their characters look. And when they don’t, it gets really easy to revert to treating your toon like a package of scene-winning capabilities.
They’re my favorite because they’ve produced the biggest bang for the buck. And they’ve done it invisibly.
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It’s going to start September 1, but to get your creative juices flowing, here’s the official Indie Game Reading Club’s list of questions to ponder.
Obviously this is needed because the #RPGaDAY list is so freighted with assumptions about RPGs that mostly it’s incomprehensible if you’re not in that scene any more.
1. When were you last deprotagonized? What happened and how did you reassert your agency?
2. What game created your most elaborate relationship map? How much of it did you actually use?
3. What’s your favorite behavioral incentive?
4. What’s your favorite perverse behavioral incentive?
5. Would you say rolling dice to have sex is hot, dirty, deprotagonizing, or all the above?
6. How many PbtA games do you own, and which one best captures its most clichéd genre tropes?
7. When did you last spend more time setting up a situation and talking about the situation after than actually playing in that situation?
8. What was your most awesome fight online about what does and does not constitute a story-game?
9. When was the last time an indie game made you feel guilty about your race, gender, or sexual identity? Were you more or less woke after you played it?
10. When did you most recently refuse to play a trad game because the central facilitation role was granted too much creative authority?
11. Best unwanted fictional input generated by procedural uncertainty?
12. Best story about waiting for players in a GMless game to finally get to the point in a scene they’ve called for but obviously had no idea why they wanted it in the first place?
13. What’s the most you’ve spent on a Kickstarter game relative to the amount of play it received?
14. What’s the most play-disruptive discovery you’ve made when you insist on playing by the actual printed rules?
15. When was the last time you unironically used the word “diegetic?”
16. GMs: abusers, control freaks or both? Best story explaining why this is so.
17. Do you buy your legal-sized paper by the ream or by the case? Do you ever try to reuse your playbooks or just start fresh every time?
18. What’s your best story about a precious snowflake character some trad player brought to the table because it was “clever?” How did you call them out?
19. What kind of shit-fit did you throw the last time someone tried to schedule your convention game in a ballroom like you’re playing fucking Pathfinder or something?
20. What’s your best story about falling all over yourself trying to rescue a bunch of awesome fiction that just got invalidated after making a fortune-at-the-end roll like some commoner?
21. What was the last OSR game you tried to play, but quit because you realized there’s literally no mechanical support for a storyline at all?
22. How many friendships have you terminated because they confessed they kind of like to play Fate games sometimes? It’s okay. Fate players have to hear the truth.
23. Tell your most scandalous story about getting X-carded.
24. What was the very saddest thing you wrote on an index card?
25. Do you like your scene framing hard, harder, or hardest? What’s the very hardest you’ve had your scene framed?
26. When you interrogate the nature of heroism in your game, do you prefer to directly or indirectly invoke Lacanianism?
27. What’s the very best playtest-stage game your friends probably haven’t heard of yet? How long ago did you play it and how much better was it than the current version?
28. What’s the most interesting period of obscure and unrelatable history you’d like to see a game set in? How would you do it?
29. What indie game tech do you most keenly miss when you play something more mainstream? And then do you denounce the game in person or do you save it for a social media rant?
30. What is your fondest memory of a game you thought was fun before you knew better?
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Epic post. Seriously.
Mark Delsing aw thanks, man.
I wish I’d paid attention to the actual calendar when I put the questions list together. I had a lot to say about this one but it’s a Saturday post so it’s gonna disappear.
I’m going to be running MG at BBC with pregens. Didn’t think about the cloaks!
This is the most interesting question so far. I’m seeing some cool ass answers.
But I guess I’m not really understanding how the cloak color thing (which I agree is awesome) is an incentive? If it were optional, I’d agree, but it’s sort of demanded, isn’t it?
IMO it’s an incentive to come up with a cool one.
But there are most definitely players who will say “uhh black” and that’s the end of it. They won’t really care about their choice and it won’t really set the hooks very deeply. Which is the thesis of my whole essay: not everything incentivizes everyone.
That one’s a favorite of mine because when it works it’s very efficient. I love efficiency in design.
Keys 🙂
Stras Acimovic why are you not writing your own answer threads? I’ll bet they’d be fascinating.
Aaron Griffin shorter and pithier:
The behavior is acting like you give a shit about your character, and the incentive is a teeny little bit of visual authorship that does not have to be cleared by the GM, and reincorporating it as a player at every opportunity.
IME the trick is way more effective than it should be. The “uhh black” folks are in the minority whenever I’ve run it.
Paul – largely because I’m dealing with homeowner bs and a busy life 😉 but I’ll take the encouragement to heart.
Oh jeez, sympathy. Homeowner BS is the stinkiest of the BS. Good luck!
The word “meta” lies somewhere between dismissive and pejorative in the trad world. Those people are just wrong. I don’t often draw a line in the sand that way but I am here: the games trad people love have all the same “meta” considerations, even if they’re not explicit.
I love this.