Serenity Roleplaying Game

Molonel,

I'm glad that you can be polite and cordial, but I'm not seeing it in this thread. I'm afraid I'm going to have to ask you to stop posting in this thread. You've been throwing a lot of insults about and I think it is worth you taking a break.

 

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eyebeams said:
Because it assumes that there isn't a basic, two-(well, multi-) way relationship between players and the GM where the players talk about what they want in the abstract and the GM's agenda is based on giving it to them. The tricky part is that the GM exists to satisfy this in ways that the players don't necessarily expect; that's one of the traditional pleasures of gaming and why that privilege exists.

There's something about this that I'm just not getting. I'll think about it.

The "it" that you mention in the first sentence is a mechanic that does not allow the GM to ignore plot points and rule as he did in buzz's example, right? Or am I missing it?
 

eyebeams said:
2-3? Maybe. Spirit of the Century/FATE is designed for this kind of thing. But Serenity is, I suspect, designed for the more traditional group of buddies.
Malcolm, you keep asserting that I want mechanics to protect me from the Evil GM, or that I'm painting the GM as the "bad guy" and players as the "good." Maybe I'm just not being clear, because I don't think that's what I'm describing. I think your friendship issue is really some other argument that you're kind of bolting on to this thread.

The "Joss Points" example I gave was just pseudocode, not an implementation. If we map it to FATE3/SotC, as I understand it, Aspects aren't always negatively invoked by the GM and positively by the players. It can go either way from either side of the screen. What I like is that it's proceduralized and shared, and that it's a story-making mechanic, not a probability-fudging one.

The group I'm currently playing Serenity with are a "traditional group of buddies." It hasn't prevented the system from frustrating some of us. It could be that our group is just not grokking how the system should be run, but is that our issue or the game's? I dunno. Heck, it could just be taste.

P.S., I did not bring up Mearls in the context of my Mother-may-I comment. However, if you read his blog entry that coined his usage, you'll see that he is absolutely talking about what I am here.

For reference:
Mearls on his blog said:
So, in the end the question isn't "Do you trust the DM?" The question is, "Why doesn't the the DM trust the players?" If we're taking power away from the players and giving it to the DM, why are we doing this? What purpose does it serve?
...
**Oddly enough, a lot of indie RPGs' defining trait is their move to level the power difference between players and DMs. In many ways, indie games have more in common with D&D than any other game on the market. Just don't tell that to the people writing indie games... =)

And, from the comments:
Jared Sorensen said:
"Mother May I?" is a great way to put it -- I call these "story mechanics" and I hates 'em for the most part because they're so potentially damaging to the player effectiveness. Vampire and the WW games are chock full of this. The "ignore rules you don't like" and emphasis on storytelling puts all the potato chips right in front of the GM. Players veering off on a tangent? PC's threatening your important GM-controlle character? Just make up an on the spot rule to get what you want. Granted, not everyone does this but the games make it very easy.

Having all your cards out on the table (rules-wise) not only promotes trust, it also encourages (as you put it) mastery of the game (the whole "rules lawyering is part of the game" idea).

And I know you're not the biggest Chris Chinn fan, but...
Chris Chinn said:
I agree that all games work better when:
1) the rules give ways for everyone playing to have input
2) Those rules are not based on dictatorship("You get input if I say so"/GM fiat/"Mother-may-I?")
3) People actually follow those rules
This is the perspective I'm coming from, especially the way Sorensen puts it. I don't want the kind of game I'm trying to describe because I'm afraid of relying on trust, as you imply. I want that kind of game specifically to encourage trust. For me, that seems a better path to creating an experience that will live up to the Firefly series. Obviously, that may not work for everybody. :)

Apologies to everyone for getting so far off topic.
 

vrykyl said:
You are right that one of our goals was to develop a game system that we could use for our company's licenses. It's just a good business decision, and one that has paid off. We're not going to dump our game system, but we are working to evolve and improve it with each major release. I think BSG will be a big improvement, and the [DELETED] RPG coming up soon might be another step better, with lessons learned along the way.
I appreciate the straight answer, Jamie. Thanks!

Out of curiosity, do you see potential for a second edition of Serenity that maybe learns from both the first and from future response to BSG? The game is obviously selling well enough.
 

buzz said:
I appreciate the straight answer, Jamie. Thanks!

Out of curiosity, do you see potential for a second edition of Serenity that maybe learns from both the first and from future response to BSG? The game is obviously selling well enough.

Quite possibly, though the tricky thing is licensing issues. We have a great working relationship with Universal Studios (who we are also working with on the BSG license), but the answers are slow in learning what more we can do with Serenity. We are hoping to connect with them soon and get a final answer about our ability to create more product.
 

buzz said:
Malcolm, you keep asserting that I want mechanics to protect me from the Evil GM, or that I'm painting the GM as the "bad guy" and players as the "good." Maybe I'm just not being clear, because I don't think that's what I'm describing. I think your friendship issue is really some other argument that you're kind of bolting on to this thread.

I don't think so. I'm responding to the dynamic you describe, which is "players at the whim of the GM" thing. You haven't explored ways in which GMs can make positive contributions, and the example you gave made the GM the penalty guy. I really do think it's relevant; I'm not tossing it in for the hell of it.

The "Joss Points" example I gave was just pseudocode, not an implementation. If we map it to FATE3/SotC, as I understand it, Aspects aren't always negatively invoked by the GM and positively by the players. It can go either way from either side of the screen. What I like is that it's proceduralized and shared, and that it's a story-making mechanic, not a probability-fudging one.

Nah, it's a probability fudging mechanic that uses subjective story hooks instead of traditional templating. I've already talked about an instance I'm aware of where it failed to save the game, and discussed a further critique that it leads to players relying on cliched channels of action.

Here's the thing: a traditional "sim" design supports more flexible approaches than any other, because we can add additional elements onto that base and apply them, in whole or in part, as the situation demands. In other words, such games have more possible "sockets." Simulation has this property because the outcomes of simulation are necessary to story. No matter what values you attach to it, there is, on the narrative level, a guy shooting another guy. It's a materialistic phenomenon that can symbolize lots of things, but those symbols can't exist without the guy shooting the guy (or other activity).

The group I'm currently playing Serenity with are a "traditional group of buddies." It hasn't prevented the system from frustrating some of us. It could be that our group is just not grokking how the system should be run, but is that our issue or the game's? I dunno. Heck, it could just be taste.

It depends. People have different expectations about different things. It's entirely probable that the most popular form of roleplaying (as an activity, not a product) in the 'Verse is something utterly repellent to many, many tabletop roleplayers: fanfic-based online freeform. In other words, totally subjective, GM-dictated outcomes wedded to a rigid sense of canon (because thats how those communities work). That's about as far from your tastes as you can get, but

P.S., I did not bring up Mearls in the context of my Mother-may-I comment. However, if you read his blog entry that coined his usage, you'll see that he is absolutely talking about what I am here.

It's not really the same thing, though. He talked about things like Track, where the GM sets up situations where it might come in handy. Your "Joss Points" are just like that, if the GM gets to hand them out. I think it's more accurate to say that you don't want an explicit "buck stops here" with the GM.

This is the perspective I'm coming from, especially the way Sorensen puts it. I don't want the kind of game I'm trying to describe because I'm afraid of relying on trust, as you imply. I want that kind of game specifically to encourage trust. For me, that seems a better path to creating an experience that will live up to the Firefly series. Obviously, that may not work for everybody. :)

Well Chris Chinn lost me the moment he decided that anybody who liked games he didn't approve of was fooling himself -- and even provided a chart. People who think gamers are self-deluding fools are categorically excluded from serious consideration by me.

But leaving that aside, how are we creating trust? Trust is not a rigidly defined social relationship with set rules. I suppose you could say it creates trust in the way parole or probation creates trust, but who the hell wants to give games the character of probation or parole? Conversely, how many films and plays have benefited from the application of a rigid social contract that limits the director's input?

Now, people will be saying, "The GM isn't a director!" That was my reflex until doing theatre and seeing the relationships at work. Directors don't necessarily have a lot of direct control over everything from the writing to even the performance itself, and like a director, the GM exists to push people to possibilities outside of what seems obvious in the text.

And a director or GM listens. It's probably the most difficult thing to listen, make sure you know what's on everyone's mind -- and to *not* always provide easy access to cliches or instant gratification. And it requires mature players who are willing to devote themselves to the process. And it means that when things don't go down 100%, it gets talked out and resolved in a continuous process.

And this goes back to a primary problem with how games are written: Most of them don't provide structured guidance about this process, because they're working with the core assumption that roleplaying is such an unusual activity it needs to emphasize GM authority to create a functioning game, and that exploring the necessary interaction would weaken it.
 


molonel said:
Fair enough.

The one thing I will say, though, is that the comments I'm hearing about the skills set are not the first time I've heard those complaints, though, and after a while, it really makes me start to wonder where the real problem lies.

It's not the first time I've heard them, either, and it surely makes me wonder as well. But, the fact that my GM didn't use the rules as intended during my initiation to the game kind of muddies the waters, and encourages me to give the system at least one more chance, before writing it off completely...

Hint, hint... Hey Buzz, isn't it almost time to start planning for the next Chicago Gameday?
 

eyebeams said:
Here's the thing: a traditional "sim" design supports more flexible approaches than any other, because we...
"We"?

Obviously, the only way to settle this (and stop threadjacking) is for us to respectively don our Sim and Nar club t-shirts and enter the Thunderdome.

Two dorks enter! One dork leave!

;)
 


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