07.27.09

Interaction Games

Posted in Game Design, Gameplay at 6:41 pm by Christian

Here’s something I’ve been meaning to write about for a while. Playing Ribbon Drive just reinforced this.  Breaking the Ice might fall into this as well, but Lisa and I have only made characters so far, not yet played it.

As many of you know, I have a strong background in online “freeform” roleplaying. It works based on total character ownership, that is, you get to decide everything about your own character, including how other characters and their actions (including attacks) affect your character. While there’s a lot of difficulty associated with this–namely that conflicts between characters can be quite frustrating–it’s got a focus that I haven’t seen much in tabletop roleplaying, and that’s character interaction.

See, in those games, my fellow players and I would spend hours upon hours with nothing but two or three characters in a scene, bouncing off each other. Over time, the characters develop relationships with each other, and the interactions become more complex. Again, this can lead to frustration when you try to resolve a conflict between those characters and there’s no mechanism in place.  But that problem mostly occurs when you play with people you don’t know well and don’t have a shared vision with (which is not uncommon in public freeform fora, where in my most active days you’d find several hundred players in the same place, all somehow interacting with each other’s characters).

Compare and contrast those interaction games with resolution games, where the focus is on resolving actions of or conflicts between characters. Most tabletop roleplaying games are resolution games with a strong focus on the mechanics that resolve tasks or conflicts.

For a long time after my ten-year-plus freeform experience, I longed for resolution games.  I wanted things to move forward, actions to be resolved, conflicts to actually play out and end one way or another. I’ve played many awesome games recently where I got just that: a lot of events resolved in a short period of time. Whether it’s In A Wicked Age, D&D 4e, Sorcerer, or Beast Hunters, the game mechanics focus on and promote that sort of resolution play.

Recently, however, I’ve been missing the interaction focus. My mostly-regular group and myself have been playing our second series with Primetime Adventures.  PTA is definitely one of my all-time favorite games.  The advice in the game, however, is in line with other resolution games: try to have lots of conflicts to resolve.  In fact, there’s supposed to be a conflict in every scene.

Our PTA game this time revolves around a family with all of its issues. The father, the main NPC, owns a mining company on a planetoid.  The oldest son, Matthew’s character Saul, sides with the miners and promotes labor rights. The youngest son, David’s character Kyle, has a crush on the son of the corporate overlord who wants to control all of the mining activities, and Kyle rebels against his dad as well by signing up with the military. Natalie, my character, is devastated with grief over the death of the oldest Sanduski child, Sarah, who used to hold the family together.

Some of the very best scenes we’ve had have not been about resolving anything. They’ve been about the way these characters interact. We can have a conversation that’s not conflictual at all, but emotionally touching. We can have fights that don’t really get resolved, because it doesn’t matter who wins–it matters what they say to each other and how they feel about it.

That’s not to say that the PTA rules haven’t helped the game. They’ve helped immensely. See, the Screen Presence of a character tells you how many cards they get to draw in a conflict. But more importantly, for us, they indicate which character is in the spotlight for a given session, and which characters should play supporting roles to address the spotlighted character’s Issue. The setup of a TV drama, the connections and edges, all of those mechanics help our game, even when they’re not used for resolution. So PTA supports interaction games very well, as long as you don’t push for conflict all the time.

Ribbon Drive, a game by Joe McDonald that I played at Go Play NW and wrote about here a few posts back, is completely an interaction game. It has no conflict resolution rules. Two characters have a conflict, or a character attempts a task? There is no mechanic in the game to tell you how that turns out. While there are Obstacles that may come up and that characters can overcome with traits, they’re far from a real resolution mechanic.  Ribbon Drive is just different.  As I said, it’s all about the interaction of the characters. Their traits and their futures, along with the musical inspiration and the crucible of the characters being stuck on a road trip together, are perfect for promoting character interactions. We had a fist fight between two characters in our game, and we had no mechanic to tell us who won. But that didn’t matter; it mattered that they both showed that they had their dad’s anger in them, that they were interacting the same way even though they tried so hard to be different. We just cut the scene in the middle of the fight, then showed them both the next morning with marks on them. Was any conflict resolved? Not really.

Joe calls what Ribbon Drive does “character resolution.” And in the end, that’s true–your characters either embrace the futures that they thought they had when they started on the trip, or they abandon them. Something is resolved. But that resolution does not come from a mechanic (and I think this might be a key difference to Breaking the Ice, but again, I’ll have to play it first). You don’t roll to overcome your grief. You interact. And Ribbon Drive is a prime example of a game that facilitates something I’ve been missing for a while.

You’ll notice how this ties in with my most recent design, Within Our Eyes, if you go back and read those posts about it. Same thing: it’s all about the interaction, not the resolution.

I, for one, hope we’re going to see more interaction games in the future.

5 Comments »

  1. Matthijs said,

    July 27, 2009 at 11:23 pm

    Hi, Christian. Have you checked out any of the Norwegian Style games? It sounds like Lost Memories, The Father, Fuck Youth and others might be right up your alley.

  2. Matt Wilson said,

    July 28, 2009 at 4:11 am

    It always cracks me up when people drift Primetime Adventures to play freeform. I don’t like freeform at all, and intended the game to be as un-freeform as possible.

  3. Christian said,

    July 28, 2009 at 6:04 am

    Thanks, Matthijs, I’ll look into those.

    Matt, the only thing necessary to drift PTA this way is not to have conflicts all the time. Not that much of a change, really :) It’s not actually freeform play; there’s a lot more structure there, and all of the rules are being used. I just think the resolution rules are overrated when compared to the other rules in PTA, which have a huge impact on play. Like I said, the structuring effect of Screen Presence is actually more impactful than its role for conflict resolution.

  4. Colin said,

    July 28, 2009 at 9:40 am

    Mostly just nodding my head in agreement here, Christian. As producer of the show, I’m constantly guided by a number of indicators -

    - Who is in the spotlight, who is supporting cast, and who is a walk-on
    - How much time we have left in the show this week
    - How much budget I have left
    - What options do I have for bringing out character issues, and for developing whatever “plot” (and I use the term loosely) is out there

    Agreed – definitely not freeform. Indeed, I doubt I’d be able to take on a Producer/GM role in a totally freeform game – I need some hand-holding.

    I feel like we’re struggling a bit to find a use for conflicts in our game. So far, they seem to be good for times when, as a viewer, we are thinking “I have no idea what’s going to happen next, but I can’t wait to find out.”

    Thing is, we have just as many times where something just seems inevitable to all of us, and we nod our heads and say “yep, that’s what should happen”.

    It’s like we’re exploring and revealing events that have been predetermined in part by the initial conditions. *We* can’t always forsee them, so we’re surprised when they come up, but we recognize them when they’re revealed.

    Thanks for a great post!

  5. Joe McDonald said,

    August 8, 2009 at 5:51 pm

    Hey Matt,

    I’ve been playing PTA recently too. My situation is the same as Christian’s: everything in that game supports character interaction really well, except for the “have a conflict in every scene, then end the scene” rule.

    I played PTA today, forgoing that rule. Some scenes had 2 conflicts. Some had 1. Some had zero, but built dramatic tension. Some scenes were purely dialogue and character exposition, with no conflicts introduced or escalated.

    The game, IMO, works better this way.

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