This is a repost from another blog I contribute to, which I'm pulling all the RPG related stuff from to collect all the material into one place. It was originally published at Cheapie Theatre on 12/10/13.
Not sure how to write about this subject, but basically it's about
how players and game moderators interact in Tabletop RPGs. Keeping the
players engaged with the game is the primary job of the game moderator
and we don't always succeed at it. We'll struggle to analyze what went
wrong and how to prevent it from happening again. Tabletop RPGs are a
social medium, so a lot of the problems are ultimately going to stem
from social interaction and communication between the players. Very
rarely, there are fundamental problems with the game system, but that
kind of problem can be handled if the players communicate and agree on a
solution to the problem (this doesn't mean the game isn't broken, it
just means the game is broken as written). But the post title
here is The Burning Wheel: Declaration of Intent. That's because there
is a tabletop RPG called The Burning Wheel and today's blogpost is all
about declaring your intent.
The Burning Wheel is
generally considered an 'indie' game by tabletop RPG standards. Its
'Gold' edition is a $25 one-volume 600 page hardback about the size of a
diary (A4 size, I think?). It's medieval fantasy in the same way that
J.R.R. Tolkien's Lord of the Rings stories or Ursula Le Guin's Earthsea
stories are medieval fantasy. Heck, you could easily run stories
set in George R. R. Martin's A Song of Ice and Fire (also known as A
Game of Thrones) using the Burning Wheel. But I'm going off track
here. What The Burning Wheel goes on about in its mechanics is
declaration of intent, in two key ways.
First of all,
the task resolution mechanics discuss something people tend to do in
RPGs already. There is the intent of a task (what you are trying to
accomplish), and then there is the how. In my games, at least, there
tends to be a lot of "I want to do X." followed by "Okay, how do you
plan to accomplish X?". Then there are additional bits like
establishing difficulty and the consequences of failure, which is
essentially the GM establishing the stakes and getting the player to
evaluate whether or not this is such a good idea and if it's really that
important to the character after all. Declaration of intent initiates a
conversation between the player and the GM to accomplish something
in-game.
Now here's the really subtle thing, the thing
that The Burning Wheel goes into that is crucial for all tabletop RPG
campaigns: the things you put on your character sheet are a declaration
of intent.
How? How is that a declaration of intent? (Again with the question of "How?", right?)
Because
the things you put on your character sheet are things you feel are
important enough to invest with the game's mechanics. As The Burning
Wheel puts it- "Anyone can say his character is hairy, but unless he
pays the [point], it's hairy with a lowercase 'h'. Pay the point and
he's the hairiest guy around." In essence, the things you put on the
character sheet are a declaration of the kind of shenanigans that you
want your character to get up to. It is a statement to the GM: This is
what I want to do in the game. This is true in almost every RPG have
encountered; everybody needs to be on about the same page with regard to
what they're trying to accomplish in-game.
If we
remembered that more often as GMs, there'd probably be a lot less
incidents of games blowing to little pieces because due to
miscommunication of what we want out of the game (our intentions with
the game?). Even though I have never ever played a single session of
The Burning Wheel, understanding that a player's character choices are a
declaration of intent is something I try to keep in mind in every game I
run.
No comments:
Post a Comment