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[Cranium Rats] The Scene that Wasn't. Psychological Value.
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Thunder_God



Joined: 26 Nov 2006
Posts: 18
Location: Israel

PostPosted: Thu Dec 07, 2006 2:27 am    Post subject: [Cranium Rats] The Scene that Wasn't. Psychological Value. Reply with quote

This is a scene intended to happen in our playtesting of Cranium Rats. The playtest sessions that happened and act as backdrop are session 1 and session 2.

Here's the backdrop, one of the characters was Sarah, a 15 years old runaway girl. her Traits are: Physical 1, Mental 3, Social 4.
The Aspect spread is Andrew: Water 6, Michael Rat 5 and Filip Dirt 5.
If someone has a Trait at 1 and they lose a contest, the highest Aspect loses a dot. They need 10 dots to win, and unclaimed dots such as these are easier to grab later.

Last thing is, Filip kept pushing the system mechanically, trying to gain as much edge as he could, trying his hardest to win.

I wanted to buy Narration rights for Sarah, set up a situation in which some homeless(or not?) assaults her with the intent to molest/rape her. This will ensue in a Physical contest(probably under Water), which if Sarah loses, Andrew will lose his edge, being taken down to 5 Aspect Dots.

If Filip does nothing, it falls down to the dice and other players.
If Filip helps Sarah, he is hindering his goals, mechanically.
If Filip actively helps the assaulter, he stands to gain mechanically, but the character will very likely get raped.

What would you do? What would it say(on the game, on the players) whichever choice was made?

And this illustrates what CR can do, for me. It's not a psychological game only for the characters, it's about why the players do what they do.

Note, this scene did not happen because our session was aborted before I had a chance to make it happen.
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Thunder_God



Joined: 26 Nov 2006
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Location: Israel

PostPosted: Thu Dec 07, 2006 3:13 pm    Post subject: Reply with quote

Filip replied, albeit in e-mail, and I knew he'd answer as such, which is why I picked him as the "Target". It raises some other interesting questions that I'll ask him.

Quote:
In those playtests I didn't give a damn about characters' wellbeing. I would support the NPC, no matter the effect on the character or the story. I did it with the clown guy, I would did it with the girl.

It would probably look different if I was identifying myself with Sarah herself, but she wasn't really my character, only an arena of conflict with other players. Consider this - in many cinematic combat based games demolishing the environment is granted and expected. In this case, Sarah was environment. Rape or not, in the context of game it would be only background color, just as exploding cars would be be in an action game. Whatever dramatic effect this would have on the story - and from
the narrative's point it could even be interesting - it is totally separate from winning/losing, and the game has clearly stated win conditions.

Notice, in CR you win "mechanically" - it's not like Capes, where the "winning" occurs by affecting SIS in your chosen way. In Capes, you care about the events in the story, in CR you care about gaining Aspect dots. If you act according to your story concerns, you will lose with anyone pushing harder. Separating yourself emotionally from the character and watching the story "from outside", like it was a movie is obviously a winning strategy if such "tough choices" are introduced.

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Levi
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PostPosted: Fri Dec 08, 2006 4:41 pm    Post subject: Reply with quote

Okay, going from that, it sounds like the game is set up to award you for playing to a very specific sort-of moral compass - "these concerns only".

And everything outside of that quasi-morality is fair game; if another player sets up nastiness, the only real question that the awards and penalties of the game prompt you to ask is "How does this affect my concerns?".

That's how it sounds.

Following from that, it sounds as if the game procedures help reinforce a specific brand of highly selfish behaviour.

Now, that means that it's a technically valid tactic to put another player in a position where they as a player would likely make a less-than-optimal choice. This, of itself, annoys me in the same way as encouraging poker players to read the "tells" of other does. You could "shark" the game.

That "sharking" the game could be (and in this case, seems to be) a matter of presenting players with ugly fictional choices is... well, ugly. Not evil, just ugly. I've played ugly games and been entertained before, so no concern there.

Now, how close am I to "getting" this, before I go asking questions?
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Thunder_God



Joined: 26 Nov 2006
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PostPosted: Fri Dec 08, 2006 5:04 pm    Post subject: Reply with quote

There's no morality in the game.

The players play "Aspects" that make up the characters' mind, and each player wants his Aspect to get to 10.

What shows up in fiction is what other players introduce, technically, there's always the choice of aiding yourself mechanically.
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Levi
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PostPosted: Fri Dec 08, 2006 5:12 pm    Post subject: Reply with quote

Thunder_God wrote:
There's no morality in the game.

The players play "Aspects" that make up the characters' mind, and each player wants his Aspect to get to 10.

What shows up in fiction is what other players introduce, technically, there's always the choice of aiding yourself mechanically.


If an "Aspect" can be forwarded by pushing a specific morality, doesn't that make it a form of moral compass?

Can it?
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Thunder_God



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PostPosted: Fri Dec 08, 2006 5:22 pm    Post subject: Reply with quote

No, the action has no bearing on how the Aspects do things.

This was brought up for the impact it'd have on gaming groups in my mind, and to showcase that play of CR does bring psychological issues, even if it's between players and not characters.
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Levi
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PostPosted: Fri Dec 08, 2006 5:24 pm    Post subject: Reply with quote

Thunder_God wrote:
No, the action has no bearing on how the Aspects do things.

This was brought up for the impact it'd have on gaming groups in my mind, and to showcase that play of CR does bring psychological issues, even if it's between players and not characters.


Ah, okay.

The other part, though - does the game permit, even encourage "sharking"? That is, playing on the thinking of the other players?
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Thunder_God



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PostPosted: Fri Dec 08, 2006 5:34 pm    Post subject: Reply with quote

I'd like to say "Most definitely".

I mean, I'm the person who writes the CSI Games blog.

Edited to replace HTML with BBCode.
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Last edited by Thunder_God on Fri Dec 08, 2006 5:55 pm; edited 1 time in total
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Levi
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PostPosted: Fri Dec 08, 2006 5:48 pm    Post subject: Reply with quote

(Note: HTML is off, here)

Okay. Now, we're cooking with gas.

Tell me more about how you "sharked" that game, if there is more to tell.
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Thunder_God



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PostPosted: Fri Dec 08, 2006 5:53 pm    Post subject: Reply with quote

It's a zero-sum game. An Aspect wins by reaching 10, there are 16 Aspect points spread over three Aspects, with an initial spread of 5/5/5 and one that's won by someone as the game starts.

In order for you to go up, someone else has to go down.
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Levi
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PostPosted: Fri Dec 08, 2006 6:50 pm    Post subject: Reply with quote

So, for me to get ahead, someone else at the table has to fall behind. When I hit ten, I win. To get there, I present situational bits that the shared character must react to.

My available tactics include tossing in stuff that I think will blindside other players.

So, some questions:

What effect do these procedures have on play?

Do players tend to care about the "integrity of the fiction", or do things tend to get surreal (or does something else manage that)?

Does the zero-sum mechanism cause players to keep secrets or prepare suprises for one another or otherwise "play it close to the vest"?

When 'shock tactics' are used, what happens?
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Thunder_God



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PostPosted: Fri Dec 08, 2006 7:00 pm    Post subject: Reply with quote

That was my question, when shock tactics are used, what happens? I think a reformation of Social Contract, hopefully people will spend time after the game and chew on what it means, to them, about them, about others.

I am not understanding what you mean when you say "procedures", but if you mean sending emotionally loaded stuff, then no effect mechanically. None tactically, but if you care for the characters, then it does have an effect.

Do players care about the integrity of the fiction? I hope so, there's advice and notions to keep it down and gritty, and the source material is such as well.

The system doesn't let you keep many secrets, beyond "I'll help him against you" and such, it's all on the table.

Also, check out the game text, I'm interested in talking about implication, not describe the game text in full. Text available at Cranium Rats Central.
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Levi
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PostPosted: Fri Dec 08, 2006 9:28 pm    Post subject: Reply with quote

Thunder_God wrote:
That was my question, when shock tactics are used, what happens? I think a reformation of Social Contract, hopefully people will spend time after the game and chew on what it means, to them, about them, about others.




I don't think I've ever played an RPG where shock tactics were a positive mechanical choice before.

My vague suspicion would be that it would screw up that one game, a fair bit, and if the group got their collective stuff back together and kept such tactics as valid, the game might well turn very cutthroat, in some very shocking directions.

This is only suspicion, though.
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Thunder_God



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PostPosted: Sat Dec 09, 2006 3:29 am    Post subject: Reply with quote

Feel free to playtest and tell me how it goes.

Though it's less mechanical and more System(Lumpley).
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- Selenia, Dark Angel.
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Levi
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PostPosted: Sat Dec 09, 2006 3:35 am    Post subject: Reply with quote

Thunder_God wrote:
Feel free to playtest and tell me how it goes.

Though it's less mechanical and more System(Lumpley).


Might do.

I'm not at all bothered by games where most of the rules are non-mechanical. It strikes me as a very good thing.
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