John and I were talking recently about Exalted, a game that Austin has a deep and complex relationship with, that I have never cared for or about. I was trying to hash out what my problems with it were, and we stumbled on something I think is interesting. What follows may be rambling.
Other people have talked about implied setting before, notably Ryan Macklin. The short version is that there are two ways to communicate the setting of your game to the potential players: one, stated setting, is by outright telling it to them (“The Order of the Basilisk was formed in 1132 by the archmage Rowan Farlight, to counter the forces of the warlord Grum…”) and the other, implied setting, is by hinting at it through bits of the game’s content (“Spell: the Basilisk’s Eye. When you cast this spell, anyone loyal to the warlord Grum glows with a faint aura visible only to you…”).
What I want to talk about, though, is a distinction that is related, but different: the distinction between living setting and calcified setting. ETA: by living setting, I mean setting that is amenable to addition, typically through play. By calcified setting, I mean setting that has a definite canonical form that does not admit of change.
Recently, I joined an Exalted game a friend of mine was running. After nearly a year of indie-only play, I came to the game with fresh eyes. I was surprised once I got into it, though, at my comparative lack of frustration at the long list of obtuse rules. Don’t get me wrong, many rules in Exalted make me want to set the world on fire. But I didn’t just slam the book down and back out of the game. Instead I got roped into this wonderlandian rabbit hole of Exalted character generation. I wondered why it hooked me so much when I knew that ultimately, Exalted just isn’t my schtick. It got me thinking about pre-play in general, and what keeps people attached to crunch and rules-heavy games like Exalted or D&D.
And then it hit me. At no other point in these more traditional games do you make nearly as many decisions as you do when making a character. The joy, the real good stuff, is in that early sweep of decision-making. You get to define a person, optimize them, stylize them, dress them, power them, engineer them for the moments of badassery you want them to have. There’s a relevant quote from the movie You’ve Got Mail here:
“The whole purpose of places like Starbucks is for people with no decision-making ability whatsoever to make six decisions just to buy one cup of coffee. Short, tall, light, dark, caf, decaf, low-fat, non-fat, etc. So people who don’t know what the hell they’re doing or who on earth they are can, for only $2.95, get not just a cup of coffee but an absolutely defining sense of self: Tall. Decaf. Cappuccino.”
So in the Dragon Age computer/console games, you fight these endless hordes of faceless monsters called Darkspawn. The hero of the story must kill their leader in order to neutralize the giant horde of them that is threatening the ambiguously middle-ages european landscape. These monsters are the giant threat that the hero must deal with, but ultimately the hero’s victory over the Darkspawn is unsatisfying because the hero faces a foe that represents no moral quandary. Even the final boss, the Big Bad, is a mook! It is as faceless as its minions—despite being a fallen Elder God it offers no commentary, no insight whatsoever on the human or trans-human condition. It merely roars and directs its mindless masses. Luckily, I am finding that the sequel is much better about this, though certainly not perfect.
Earlier, I talked about how boundaries figured into Being Awesome, and into Exalted. After some thought, I realized that there was a lot going on with this idea of boundaries in RPGs.
Boundaries do two things simultaneously. They limit the game from the creative infinite, and create an identity for the game that is unique to it. Setting makes up some of the game’s boundaries, but in play it is often the case that rules do most of the grunt work. But this makes sense because all games are defined by rules. Without rules you do not have a game, you have Calvin Ball. Rules define a simply incredible volume of a game by their very presence, though a full discussion of how and why “System Matters” is beyond the scope of this post. Suffice to say, rules define a great deal about the tone of a game, and how it’s played.
Hey there! My name’s Austin, and I form the third part of Transneptune’s game design trifecta. I got into gaming in high school, starting with Dungeons & Dragons. From there, I spent many winters playing World of Darkness and thinking about a game called Exalted. The latter influenced my game design ideas in pretty big ways, so I’m going to begin with saying that despite its many problems, I do love that game in all kinds of ways. But nevertheless, here are some things I’ve observed about Exalted.
The first thing I noticed about Exalted is the idea of Being Awesome. The Stunt mechanic exemplifies this idea. The concept that player characters should Be Awesome is not an integral part of every game nor should it be. Its sense of whimsical empowerment is particularly unsuited for Noir, Mystery and Survival Horror. But when I was playing Mage: the Ascension and D&D, I was always haunted by the suspicion that the game was promising more than it delivered. D&D may have elves, but when I played it, it was no LotR. It was just a bunch of morally questionable guys killing orcs and taking their stuff. When I met Exalted, I thought I had found what I was looking for, the Awesome.
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