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Re: (TFT) Rules?
I'd actually argue that the "social contract" and problem solving are  
far more important, to the exclusion of control and competition as  
part of what defines a game.
Control and Competition really only come up if they are part of the  
nature of the social contract and problem solving.
But thats really just a bunch of philosophical mumbo jumbo. What does  
it actually mean?
To explain, I will use some games (some simplistic in nature, others  
not) as examples.
Chess is a good place to start.
The control is obvious- everything in chess is just what you choose to  
do (although you share this power equally with an opponent).
Competition varies, because in the world championship you have that  
highly competitive aspect but also a grudging respect for your  
opponent, while a random pick up game with a friend cause you have  
nothing better to do while you talk is much less competitive and there  
is general understanding that no one's reputation is at stake. Its  
still defined as "me versus you," however. But all of this leads to  
the social contract-
Social Contract- Arguably, the very idea of rules is somewhat  
arbitrary and is social contract between players- if you want, you can  
play some weird variation of chess, if both players agree. In general,  
however, the level of seriousness and competition is what this  
determines.
Problem solving- this is really where competition and control stem  
from in Chess. The game is essentially an ever changing puzzle that is  
NOT predetermined because every time you play the opponent may do  
something different. This, in my opinion, is where the whole part  
where there is competition stems from. Why competition? so that you  
have two halfs of the puzzle being made at once, and so that the  
halves contradict each other- solving the puzzle in favor of the side  
you create is the whole point. So really, the competition is an  
extension of the puzzle. Obviously, to have this sort of puzzle, there  
is no need for randomness (and having it would only take away from the  
whole point of the puzzle).
So basically, Chess is puzzle solving game, with the variable being  
the players, leaving control in their hands, and using the competition  
as a tool for the puzzle. The social contract barely exists in chess  
from a gameplay standpoint, although socially, how we play and enjoy  
it are still very dependent on this social aspect.
The next game will be Chain Reaction 3, a miniatures wargame (Two Hour  
Wargames). Its quite fun, and free... its not very well known, though,  
so this example might not help clarify. Still, bare with me.
Control- you basically control your character, the "star." the star  
can sort of command his squad or platoon or whatever, but the "Grunts"  
will do stuff based upon many random reaction tests. The game has a  
high level of strategy and tactics, but part of this is coping with  
the chaos that is presented by having a large number of random factors  
(unlike in, say, 40k, where because there are actually much FEWER  
variables, one bad or good roll decides the game. In this sort of  
game, the winning team is almost always decided by tactics, but this  
is in fact facilitated by having many more variables that mean you  
have to adjust strategy as time goes on). So there is control, but a  
lot of it is more indirect than direct control over who shoots and who  
is pinned down, for example.
Competition: This game is probably most often played solo by its fans,  
with cooperative games coming in at a close second. Head to head  
fighting is actually fairly rare, and when it does happen, due to the  
social contract, it rarely is considered 'competitive' as much as just  
a way of having fun. It certainly is competitive in nature though,  
with the competition often being against the mechanics (or against a  
player). However, I'd say its far less competitive than chess, which  
is inherently built on the idea of competition.
Problem solving: similar to chess, the opponent is essentially  
creating the problem, but in this game you don't have full control  
over even your own side, so sometimes your own sides is part of the  
problem. Its essentially a way of creating an ever changing, complex  
puzzle that is never the same twice. This is similar to chess, but  
instead of doing it by giving you total control of half and putting  
you against someone with total control of the other half, you are  
instead forced to deal with the problem with your hands tied behind  
your back, with the pieces not entirely under your control, but  
instead following their own logic. This means you have to deal with it  
in a simulation-esque way, viewing yourself as a commander in charge  
of actual troops who think and react (hence the name of the system)  
like people as well. In short, a rather complex puzzle to solve that  
sometimes has no good answer, but is the core idea behind the game.
Social Contract: arguably the most important part of the game. Even in  
head to head games, the overall feel is either more of a simulation or  
of a movie. This largely depends on whether the players want a more  
cinematic feel or a more realistic feel (as the system, with minor  
variations, does both fairly well). With a simulation, winning is  
often not possible for one side, and there is no shame in losing  
(indeed, survival is more of a goal than beating your opponent, and  
often scenarios will make one or both sides incapable of entirely  
defeating their opponent, the object being to survive, often by  
retreating). Even if your opponent was really playing to BEAT you,  
there are still no strings attached- no tournaments, no feeling of  
losing a fair game (in simulation style games its usually not fair,  
just like in real life), and afterwards, all of your dead characters  
can come back to life and play in the next game (if you choose- thats  
part of the social contract). In a more cinematic game, its often more  
FUN to lose in a dramatic last stand... people will often do this  
intentionally (can be funny if both people do it, as one usually ends  
up winning in a landslide if both are trying to lose...). The feeling  
becomes even more like an RPG, in that both players are cooperatively  
trying to make a cool story more than trying to win. Indeed, with the  
right social contract, the game can basically ignore most of the rules  
when you feel like it, letting players get away with things that  
usually wouldn't work, but sound cool, and are therefore fun. Hence,  
the social contract really defines this game as much as the problem  
solving.
Last, but not least, RPGs.
I say RPGs in general, because once you come down to it, RPGs are all  
the same core idea:
EVERYTHING is the social contract.
The rules are entirely determined by what the GM, players, etc, feel  
like. They will mix and match rules, make their own, ignore the ones  
they are using, etc. Its all at the whim of what the players want the  
game to be like (including the GM in the use of the word players).
Problem solving, therefor, is simultaneously inherently rejected by  
RPGs (in that, in a system/world that can be bent to you, no problems  
actually exist) and are at the same time at the core of most games, as  
most players want there to be problem solving.
Control? Arguably, you could say this puts all control in the hands of  
everybody, but thats basically just the social contract being restated  
under the heading "control."
Competition? Only present at ALL if everyone agrees on it, pretty much.
So, I view it as a sort of scale:
Problem Solving-Both-Social Contract.
With Chess being one end (not quite, as all games include social  
contract, and a crossword puzzle being the true end of the scale),  
most games being somewhere in the middle, and RPGs being what we call  
the farthest extreme of social contract to the point of making set  
rules, problems, and competition nonexistant. Thats not to say there  
are no rules, there are no puzzles, and there is no competition in  
RPGs, but by their very nature those things are alterable (to the  
point of being the focus or being nonexistant) by the social contract  
involved in RPGs.
This is why many of Jay's very detailed connections to the real world,  
with many intricate, complex rules, in some ways are contradictory to  
the whole style of play of my group of friends. My group prefers to  
play fast and loose with the rules to keep the action flowing, with  
simple rules (like Chess, Chain Reaction, and TFT) dominating our  
games for their simplicity. That is our social contract. We play for  
fun, and we don't want to have to memorize too much. Chess is simple.  
It is fun because of its fairly complex problem solving. Chain  
Reaction is pretty simple. It is fun because of a mixture of the  
social side and the puzzle side. TFT is simple. It is fun because our  
imagination is given free reign over the rules, but if we want to  
introduce problems- killing a guy with a sword, picking a lock,  
creating an empire- we are given a simple system to use if we don't  
want to come up with something ourselves.
However, Jay's group, probably, prefers a more complex form of play.  
Their social contract is that they will all take their imagination and  
kind of document it using many, many complex rules.
Basically, the social contract of my sort of group would be that we  
all imagine things and talk about it, and when we feel like applying  
rules to it, we take something simple and use it as the rules. Jay's  
sort of group's contract is more that they will have a complex set of  
rules, and then take their imagination and use the rules to explain it.
Thats basically the two opposite extremes of role playing, IMO, and  
basically is the reason that RPGs  are fun. With the free reign of the  
imagination, groups are capable of defining their own terms of play.  
This is why discussing these two sides of RPGs on this email group is  
really the main thing- Jay presenting his rules ideas and asking about  
applying it to real world physics to get the right answer, with others  
asking about ideas for what a group of dragons should be called (the  
best example, as recently this group has been dominated by Jay.... not  
too many others seem to be reading anymore =(
On Jan 4, 2011, at 11:52 AM, catchy24528@mypacks.net wrote:
Hi Jay,
I think you might be overlooking the social contract aspect of games  
that occurs even in as lowly a game as Tic-Tac-Toe, and becomes more  
and more important in games like RPGs where the competition aspect  
is (or should) be somewhat reduced. In TTT, there is the agreement  
about who goes first that needs to be agreed upon, a very simple  
social contract. Obviously in RPGs, the less that the rules define  
explicitly, the more the social contract comes into play.
Also, another key aspect of games is problem solving. I get mad at  
myself when I "lose" if I had figured something out and then made a  
mistake. Sometimes it's also easy to get frustrated if I never seem  
to "get" a game. Worlds of Darkness games were like that for me. The  
ability for the GM to select both the number of successes required  
AND the target number made for incredibly unpredictable odds, not to  
mention the "when you roll a 1 it cancels a success" rule which  
really wreaks havoc on gameplay. To date, it's the only RPG system I  
won't play.
So I think you have:
1) Problem Solving
2) Social Contract
3) Control
4) Competition
The ratios of which depend on:
1) the game itself
2) the people that are playing
3) How I'm feeling at the time
Enjoy!
- Marc
-----Original Message-----
From: Jay Carlisle <Jay_Carlisle@charter.net>
Sent: Jan 2, 2011 9:17 PM
To: tft@brainiac.com
Subject: (TFT) Rules?
I believe that human beings engage in the playing of games largely  
because
good games can satisfy two very strong urges that motivate a human  
life,
namely the drives for control and competition.
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