Tabletop Storygames: Microscope

Tonight at the Seattle Storygames meetup I played Ben Robbins’ Microscope, which describes itself as “a fractal role-playing game of epic histories.”

Play begins with the participants agreeing on some very broadly-described beginning and endpoint to a history — the rise and fall of an empire, the glory and decline of a dynasty. Our group chose the history of a multi-deity religion from its inception (a sort of contract between gods and men) to its downfall (the point where the gods refused to interact that way any further).

The selected beginning and end are written on blank cards and set on the table. Players then proceed to add more cards to the timeline: named periods (which can be inserted anywhere between the beginning and the end), events (attached to a particular period), and scenes (involving a particular event, and intended to answer some narrative question about that event). The scenes are where the roleplaying actually occurs, starting from some premise and continuing until the narrative question is answered.

There are a few additional mechanics to provide some focus, and it’s possible to challenge a story choice that another player has made, though in practice we never did this.

In general, the mechanics were less concerned about creating and resolving conflicts (a theme found in both the story games I played at a previous meeting) and more about discovering and developing interesting concept threads in the world-building. Players are encouraged to move back and forth through the timeline, creating longterm repercussions for one another’s choices, or conversely setting up other parts of the story by designing prequels for them.

In practice, I felt like this design made for some very loose, uncertain play at the beginning. When the game is just starting out and the players are throwing in almost random events, there’s a sense that continuity is never going to be established. How are we ever going to link up The Great Pilgrimage with The Revision of the Dietary Laws? What matters and why? Do we all just have completely different ideas about who these characters are, or what? And because collaboration is restricted only to the contribution of periods/events/etc., you’re not allowed to propose an idea in full, by, say, laying out a whole imagined sect you have in mind. As in improv, you can only make offers and then let your collaborators pick up on them.

Later on, though, things started to come together in a fairly satisfying way, events plugging into one another and making a more complete fabric. (Sam Kabo Ashwell’s play report for the full session is here.)

Even so — and I don’t say this as a complaint, exactly — it felt to me in a lot of ways more like a collaborative world-building game than an interactive story-telling game. What we ended up with was a semi-coherent history with several major recurring themes or issues and some brightly-colored incidents. People had partitioned souls, and could use specific soul-aspects to do things. It was possible to bottle up some aspect of your soul in order to keep it under control. The Coracle Philosophers discovered the way to elevate the God of Swamps to Living status by accident during a council session, though fortunately their ritual coracle-skirts allowed them individually to paddle away and survive the deluge. The moosetaur guardians — but no, I’m verging on sacred secrets here.

In any case, it all makes a kind of performance art out of the act of invention itself. Which is cool. I think I need a few more playthroughs to really be at ease with this one, but the concept is definitely neat.

Tabletop Storygames: Shock, Fiasco

Last night, per Dan Fabulich’s recommendation, I checked out the Seattle story games meetup and played through a game each of Shock and Fiasco. Shock is about exploring social issues (whichever ones the participants choose) in the context of a science fictional future; Fiasco is about emulating the wacky, everything-goes-wrong misadventure plots typical of Coen Brothers movies. I’d heard about Fiasco before from Stephen Granade (here’s a play report of his as well as an academia-themed playset he wrote). Both were a lot of fun and went in rather goofy, unexpected directions.

Our particular play group went back and forth between actually role-playing scenes out and doing quick narration, and was really cooperative in terms of trying to get interesting, narratively satisfying outcomes for the story. Quite a few times, one player had the opportunity to help or oppose another player’s character and made the decision based on what would generate the most aesthetically effective scene. That was a lot of fun — the spirit of collaborating towards a common (if not always clearly perceived) outcome is a standout feature of this kind of play. Our group seemed to tend towards the tragic or bittersweet, preferring outcomes that were mixed success and failure for our characters.

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Bhaloidam on Kickstarter

Bhaloidam is a tabletop storytelling platform by Corvus Elrod. It’s designed to help people trade off control of a shared story, tracking the ebb and flow of Will (the ability to affect the world) and Ego (the ability to withstand incoming changes) as well as styles of interaction with the game universe.

That’s a broad enough description that it may be challenging to guess what it means in practice. Fortunately, the Bhaloidam website goes into a lot of detail, complete with some sample play sessions and imagined story worlds. I particularly recommend the discussion of how Bhaloidam might be used for a Cthulhu game and the sample play session for a story about three siblings gathered at the death of a parent.

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Escape from Colditz as Procedurally Paced Narrative

Escape from Colditz is a board game about the German castle that during World War II became a prisoner of war camp for prisoners who had already escaped at least once from some other camp. The idea of putting all the most clever and resourceful prisoners together in an old building riddled with hiding places and odd physical quirks was, arguably, not the brightest; those imprisoned found an astounding number of escape possibilities, and the whole story became the basis of a surprisingly strong British TV show. The board game doesn’t touch on the more complex issues here, but what it does accomplish is in its own way remarkable: a skillful pacing of events that creates a sense of growing narrative urgency.

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Latest Homer in Silicon

My latest column is not about any specific game, but about the method that many games use lately, of creating friction between the apparent rules and the real ones, and requiring the player to question the system of play. It’s productive in a lot of cases, but it’s often put to the service of fairly dark messages.

Train

Here’s an interesting post about a tabletop game, Train, that explores some of the complicity issues we talk about in regard to Rameses and (especially) Rendition. I share some of the reservations of the post’s author: is a game whose chief gimmick is to make you not want to play really a game? How much depth can be wrung out of such a construction?

But I find it really interesting to see this same idea being played out in the realm of the physical board game, even if it is (as in this case) a single-edition Art board game that will never be widely distributed.

(Edited to add: the linked page has a chat app in the sidebar that seems to crash Firefox for some people. Sorry about that. Safari appears to view it safely.)