Thursday, August 30, 2018

How "Playing To Win" Can Work

This essay is in direct response to Ericka Skirpan's article about how the concept of 'Playing to Win' in LARP is not larping. Ericka defines using Matthew Webb's concept of Nerdball, to put succinctly "an antagonistic and competitive angry killer bee mutation of long-form campaign larps" This article has brought about a small amount of controversy and discussion, and Ericka has asked for people to respond and come up with ideas about how 'Playing to Win' can work. This is my response.

I'm going to site my biases. First of all, I am on record since day one that I am a narrativist gamer by default and will adhere to telling a story more than winning any kind of prize at the end. Was the story fun? Yes? Good! Here are the thoughts

So one of the things I've noticed in the conversations post-article was that people are confusing the notion of competitive play versus 'playing to win'. Goal-driven role play is a valid thing, and I have some tips on how to enhance that later on in the article. What is being talked about, in the end, is Antagonistic Gaming.  Competitive/Goal-Driven role play is where the characters are achieving some sort of endgame, Antagonistic Gaming is when the players have an agenda and are playing against the other players and the ST/GM.

Larps work because they are collective experiences. There can be different styles of telling a story, but you are still all telling it together. You can have conflicting goals, and still tell a great story. In fact, some of my best and most intense moments in gaming were when my characters were at odds with other characters. My worst experiences is when I as a player have had to butt heads with other players or GMs, and that's usually because the individual was working for their own benefit and not for any of the other players.

 And note that I am consistently referring to the player and the character as separate entities in that last paragraph. One of the keys to making competitive play work is realizing that you are not your character and the other players aren't theirs either. You can all be shitty vampire lords backstabbing each other for the praxis of the blood drenched streets, but you as players shouldn't.

There is a saying that I have when teaching stage combat: The person on stage with you isn't your opponent, they are your partner. You might be playing bitter rivals, and you may be giving off the impression that you're trying to murder each other in an epic battle for control/dominance/revenge/etc, but you as players are in on this whole thing together.

And I see Competitive Role Play in terms of stage combat. You're engaged with people that want to be in that scene with you. Explicitly. Games are beginning to introduce badges or subtle-but-clear signs indicating if people are for Character vs Character conflict. Do not assume everyone there is down to play the same way you are. It's easier in a room full of a dozen people, that gets harder in a room full of seven dozen, and forget any assumptions when a game ends up in the triple digits. Know who is down for this kind of play.

Now that you know who your like minded players are, start talking to them. Talk about what your goals and styles are, exchange some notes. Stage Combat is all about developing a relationship with your partner, to get a feel for their rhythm or vice versa, otherwise everything looks clunky and people can end up getting hurt in real life. Keep an open channel going with each other from beginning to end of the competition. Calibrate yourselves to get the best effect for both/all of you involved. Know what works for each other and what doesn't, what actions are good and what are pushing it and keep adjusting so that it keeps the action going without causing out of character strife. The goal of a good fight is to make both performers look good win, lose, or draw.

And keep this channel of dialogue completely out of character. Your characters can hate one another, you folks are talking about tea or sports or whatever.

Some people may ask 'What about my Immersion'. I've been in scenes where I've discussed what is cool and what isn't with players I've been in antagonistic relationships with beforehand. Immersion is being in a scene with someone you trust and know where you stand with. It's trusting yourself to react as your character, to do That Thing, and knowing that you have ways and means of discussing it. You need to trust your partner. Accidents happen, as the several split lips in my life have taught me, but these were with people I trusted and kept working with because I spoke to them.

Basically, I'm talking about Bleed management. Not negating it, but addressing it. There can be moments of intensity where you need to ask for some backing down for a time. Again, calibrate your strikes so that it looks impressive against the character, but not your partner(s). There can be banter, there can be interplay. There have been nights of playing cards or Tak or whatever where I will utter the occasional "You bitch!" when my opponent does something clever (which is often) but it allows it to be playful.

Keeping that channel open, having that working relationship, will help when the inevitable denouement happens. It's the difference between "Good Game" and "Go Fuck Yourself", it also allows for the best response to losing "I'll get you next time!"

Another reason I like to look to Stage Combat for this is because Role Play is the one time where you are both performer and audience member. You are performing for yourself and for those around you. This should be fun and entertaining and not just two people being shitty to one another.

And in stage combat, we have gotten some Antagonistic Players as well. These are people who don't listen to their partners, don't calibrate, and strike as they see fit. These performers are seen as unsafe, and after a while no one wants to work with them. The same should be true in role play. They can come back when they prove they can work with other players. That's not gatekeeping, that's just safe practice.

I hope this has helped people, and I look forward to comments.

I have a Patreon, focused on my serialized fiction and essays. One of my series, Bleed, focuses on the lives of role players both in and out of game. It is released to the public monthly, and patrons receive early and immediate access. If you like what you read here, please consider supporting. That'd be cool of you.