I seem to have produced a manifesto, or credo even. It’s 5:55pm on a Friday, and I think I believe this. We’ll see how I feel post-beers. Have a good weekend!
I like to play with impatient transhumanist rules!
Prior to getting immersed into these various internet forums, here’s some of the conventional wisdom that I’d gotten.
- The work of the GM to a game is a highly skilled, and very critical to the game. Without the GM, the game can’t happen.
- The GM is always over-worked and under-appreciated; this is the way of the GM.
- There is an inherent talent to playing/GMing RPGs; some people just start out more or less good than others, and without enough talent you’re not going to the best time.
- Experience, over several years, can sometimes increase your talent.
- It can take a while for a game to catch it’s rhythm and start getting really good.
No, I’m not talking about Broken Wheels – I’m talking about brilliant friends, games that worked damn well, and facts that were true. Given how storygames had worked, the GM had a magnificent task ahead for them, and it really was a matter of experience to get to the point of good gameplay. And all of the above is plainly true, in some fundamental ways:
- For any organized, complex social activity to happen, someone has to say “I’m making this happen”, and social facilitation like that takes a lot of skill. (Hence the GM comments.)
- Anything worth doing requires both skill and inherent talent, and I assert that putting together stories in a collaborative environment is an inherently hard thing. (Hence the skill comments.)
- Hard-won experience can make a skill better.
I’m saying that all the above is true and reasonable, but the Impatient Transhumanist Gaming Credo isn’t down with that. It says:
- Social collaboration can be challenging, and creative narratives can be challenging. Mixing both of those into one task has to be nearly impossible! But, it is a great thing when you collaborate a story together, especially if that emergent story is better than the one you could have done alone. It’s like you’re transcending who you were, in terms of being a story-creating individual. You’re more story than you were before. This is a beautiful thing – when you look at your friends around you, and while 10 seconds ago you look like a bunch of people playing with dice and paper, suddenly you’re staring into this fiction that didn’t exist before. And you did it. Sounds like a good time to me.
- its impatient because we don’t need to wait to make things work, because they can ultimately work right now
- its transhumanist because I believe in all this about a game-systems augmenting what we, ourselves do at the table
- a game = a set of rules / mechanics / social mechanism / social systems / a black box that outputs story
- It’s not good enough that only some people are good enough to GM – we can find games to augment play so that anyone can do it.
- It’s not good enough that only some people are good enough to play – we can find games to augment play so that anyone can do it.
- It’s not good enough that we have to wait on that hard-won experience – we can find games that even newer players can find themselves entering into a positive experience.
- If a game doesn’t fulfill above, it’s probably a fun time, but it’s also not good enough. We’ll try again later.
- It’ll never be good enough, but it’s worth trying.
This looks like wacky game designer talk, but it’s also applicable to any game you’re playing right now. For example, if I’m playing a normal game of “Mage: the Ascension” right now, I should be giving every player what they need (in terms of rules, social support, help) so that they can play as good as anyone else; our differences in skill, if they exist shouldn’t be a barrier to what we contribute.