jcreed blog > Some Thoughts on Story Games

Some Thoughts on Story Games

I started reading a lot of the story games forum archives. I'm not much of a rpg player historically, but there are some really interesting ideas in there, especially 2097 ("Sandra")'s ideas about "blorb". I wanted to try to summarize what I took away from it. Standard disclaimer that to whatever extent I have good ideas, I owe a debt to the forum participants for having articulated those ideas before me, and to whatever extent I have dumb ideas or have misrepresented the ideas of others, that's on me.

Anyway the main goal here is to structure what I currently believe. Three bullet points, followed by more detailed commentary:

  1. Table-top role playing games are interesting because they substantially combine formal systems with human judgment.
  2. Formal systems and human judgment in turn are interesting because they enable capturing two different properties of "realistic" fictional worlds. Or, to put it another way, they help achieve two different criteria of realism.
  3. The "realism" so created still depends on using a certain fuzzily-defined subset of formal systems, and a constrained set of human judgments. Some formal systems appeal to a human sense of regularity of how the world works.

What I mean by Human Judgment

Here is an example of a question that is a matter of human judgment:
What color is this text?
Almost certainly you will answer "red". I would answer "red". Here's another question:
What color is this text?
You might still answer "red", even though it is a slightly more pinkish red. I suspect you'd be more likely to say "red" if I'd have asked this question first, and you didn't perhaps imagine that I am trying to be sneaky.

Human judgment is subjective, squishy, not perfectly consistent across languages, not reliable from person to person, potentially inconsistent within one person from time to time, and prone to having a zillion special cases.

With my blinkered ultraformalist mathematician hat on, it is anathema; but it runs the (legal systems of the) world. It's fine. Even though it smells incredibly unconstrained compared to math and programming, it is not totally unconstrained.

Here's an example of a game that depends on human judgment:

Alice chooses a fruit. Bob guesses a color. If Alice's fruit is the color that Bob guessed, then Bob wins. Otherwise, Alice wins.
Note that:

What I mean by Formal Systems

Phew, let's go back to something less scary and more comfortable. Formal systems are, for present purposes, things that can mechanically settle questions of what happens in a game.

Chess is a formally describable game; you can easily write a program to input a list of chess moves and output whether they are valid, and what the resulting board state is. Sudoku is a formally describable one-person game. Any game mediated and adjudicated entirely by software is a formal system. (I want to say "any video game is a formal system", but there's going to be edge cases like Pokemon Go which also depend on gps sensors. An interesting case, to be sure, but a distraction from what I'm trying to get across)

A formal system has clean, sharp edges. A formal system operates on discrete data types. A formal system is repeatable, reliable, objective. A formal system is the same regardless of who's looking at it, when they're looking at it, whether they like it or not, whether or not they succeed or fail depending on its output.

A caveat: this is an ideal. It may still require a modicum of human judgment to actually play chess in the real world because a player may put down a piece straddling the line between one square and the next and someone has to adjudicate which square it's really on. A player may fail to take a move for three days, and even though you didn't specify a time limit when you started playing, you know as a human being that this wasn't a postal game and therefore this just isn't reasonable.

But there is still an abstraction remaining that is The Game of Chess that we can believe in as a fairly well-specified mathematical object, in a way that does not really hold at all for Guess the Color of the Fruit.

1.

Table-top role playing games are interesting because they substantially combine formal systems with human judgment.
Here's some things that might be said playing some rpg: Pretty much anything that really is, by necessity, a tabletop roleplaying game, and not merely something that could be a videogame that happens to be mechanically executed by a GM following perfectly precise formal rules, has a substantial mixture of (a) game-critical elements that depend on human judgment, and (b) perfectly precise formal rules.

The extreme of having all formal system and (nearly) no human judgment still contains a tremendous, rich variety: any of Chess, or Sudoku, or Go, or Backgammon, or Candyland.

The extreme of foregrounding human subjective intuition, with very little formal structure might be something like:

Hey, friends, let's just, like, make up a story. Anybody, whenever they think it's their turn to talk, says whatever they think would make a good addition to the story.
There's nothing wrong with this! People write novels collaboratively sometimes.

But there's something very interesting about the space between these extremes, and it's something that, in particular, the story-games forum seemed to talk a lot about. It's something to do with the feeling that, while playing, you are interacting with something real.

Realistic Dragons

Realistic dragons? What do you mean? Dragons aren't real.

Over here we have a masterful painting of a dragon. The dragon's scales are lovingly rendered, shining with an almost metallic irridescence. The smoke rises in whorls above its reptilian nostrils, lit by the flames rushing away from its mouth. Its muscles are carved with an anatomist's sensitivity, its eyes glisten wetly, its claws pierce the volcanic rock with palpable tension.

& over here we got Trogdor! The burninator! With consummate V's and a beefy arm.

Even though we know that dragons aren't real, there's an obvious difference between a dragon illustration that looks real and one that doesn't.

A "realistically depicted dragon" conforms to certain expectations (its scales would reflect light much like snake or lizard scales, it would have bones and muscles, it would appear with the same perspective vanishing-point as other objects in the scene) though not others (it might be able to magically fly despite its implied bulk and small wings, it can breathe fire, it can withstand direct contact with magma without harm) about counterfactual animals.

The question of precisely which properties that are satisfied by real animals have to be satisfied by the dragon is not obvious, or objectively characterized. This, too, is a question of squishy subjective human judgment. However, there is some rough regularity and commonality to what people tend to ask for in a definition of "realism" for paintings: things to do with lighting, perspective, three-dimensional forms, anatomy, etc.

Realistic Worlds

Here are two properties of the real world as an interactive system. They seem to be important for a fictional world to seem like a realistic depiction, even though the world is known to be fictional.

  1. The world is consistent. The world follows rules independent of the whims of its occupants. Things continue to exist even when you can't immediately sense them.
  2. The world is complex. One may investigate a phenomenon in the world, and spend a great deal of time learning about its systems and subsystems, and still not plumb the full depth of their complexity.
Note that my belief in the full version of (1) being true of the actual world, and my claim that most people expect this of fictional worlds, is an extremely culturally conditioned thing. It is specifically a very post-Newtonian thing to think. But at least Object permanence is a thing; it's part of the toolbox of strategies we use for coping with the world at human scales.

2.

Formal systems and human judgment in turn are interesting because they enable capturing two different properties of "realistic" fictional worlds. Or, to put it another way, they help achieve two different criteria of realism.
Specifically:

Games that substantially depend on formal systems enable the construction of fictional worlds that appear consistent, which obstinately behave in certain ways indifferent to the whims of the players, and this can be exciting to players because it makes the game world feel real.

Games that substantially depend on human judgment enable the construction of fictional worlds that appear complex, which a player can interrogate, investigate, and explore, almost without limitation, and this can be exciting to players because it makes the game world feel real.

Blorb & Garst & all that

Blorb

It's time to start citing forum threads.

Here is Sandra's "Mirror Story".

A one-sentence summary: Sandra spent a lot of time playing rather improvisational, loosely structured role-playing games, assumed without available counterexample that all rpgs were just like that, then had a notable contrary experience, and greatly enjoyed it.

The experience that sandra had was this:

[the party is in a classic dungeon crawl, and] there's an object behind a curtain. I walk up to it and put my hand under. feels like glass. "it's a cursed mirror?" we all think. we take it down from the wall w/o looking at it or removing the curtain. attach it to our cart.

hours later, fighting against toad monsters on our way home from dungeon. we pull away curtain. one toad monsters sees the mirror and goes pop like a soap bubble just disappear from this world. and the mirror cracks.

It took me a while to understand what was remarkable about this: it's that the mirror really was cursed the whole time, and, more importantly,
the question of whether the mirror was cursed was already settled, by a mechanism independent of any of the people setting at the table
Presumably the DM of this game rolled some dice on a random-dungeon-treasure table, as instructed by the rulebook, and got "cursed mirror" (instead of, say, "regular harmless mirror"). The choices the party made — to avoid directly looking at the mirror, and also to attempt to weaponize it during combat — were therefore an interesting and consequential gamble. (For example, if it was a regular mirror, they would have been wasting their valuable combat time uncovering it)

The mirror wasn't merely an improvised made-up fact. The fact that the mirror worked as a weapon wasn't merely something the DM had thought would be cool. It was a consequence of the impersonal, independent, impartial operation of formal system which the players cleverly used to advance their own goals.

This is, I think, roughly what Sandra means by "blorb".

Garst

Here is Lumpley's "Mirror Story", even though it's about a wand, not a mirror.
Our wizards had come into possession of a small collection of magical items. Meg, Emily and I brainstormed or otherwise generated a list of them, with no more information per item than "an embroidered shirt" or "a polished copper bowl." One of the items was a bone wand. We'd established that they'd come from the storehouse of a wizards' tower abandoned by its wizards, or something like that, and that's all we knew.

My wizard undertook to figure out what the bone wand was.

We had nothing prepped, we all knew that there was nothing prepped. [...]

So here's my wizard, wandering around, waving this wand at things, working through the possibilities implicit in Ars Magica's in-fiction magic system. Meg and Emily are answering my wizard's actions whimsically at first, within those same bounds, then naturally starting to build organically on their collective previous answers.

What happened in the real world was, at the same moment, with no communication between us, Meg's, Emily's and my imaginations converged on the same solution to the pattern they'd been whimsically / intuitively / symbolically / aesthetically creating.

What it felt like was, the wand was real, and we all realized at the same moment what it really was.

It's hard to know for sure what was going on without further details about what the wand did, or what they concluded, which information is not provided.

But it seems clear to me that there is a form of deduction operating here, even though it is not crystal-clear formal system deduction. It's deduction from squishy subjective-to-interpretation postulates about bones and wands and perhaps trees and penguins stated with messy human language, relying on "common sense" and shared cultural assumptions, and shared beliefs about how physics works, and how magic ought to work, if only magic were real.

This sort of deduction, despite its unreliability in general to produce crisp answers, can still under some circumstances produce deductive consequences which are virtually certain. This is the same as how I'm virtually certain you won't say that this text is green even though you might say that it's pink or rose or magenta or red-red-red-violet or something.

The wand's nature wasn't merely an improvised made-up fact, even though a lot of facts came into being in the game via "mere" improvisation. It was something that came out of a sufficiently rich tapestry of human-generated words and ideas and notions as a necessary consequence of them.

This is, I think, roughly what Lumpley means by "garst".

Blorb ♥ Garst

The thread titled My Preliminary Hypothesis suggests that blorb and garst are not entirely inconsistent, and both contribute to a feeling of "realism" of games. I'm presently inclined to agree.

I think, however, that I also see why it's possible for a particular player to enjoy one slant towards one or the other form of world-realism much more than the other — to feel a sense of distrust towards the other mechanism.

Someone who very strongly prefers blorb over garst might think like this:

How can I be sure that someone else's Mere Human Judgment is going to produce the same result as mine? When you talk about deduction from a bunch of facts that have already been committed to, I can't really distinguish that from just making up more facts. This breaks my sense that the fictional world is realistic because it is not consistent enough.

There had better be a definite predominance of the formally regulated parts of the world, and human judgment should be required only as a break-glass fallback last resort, to prevent hitting a dead-end when the players want to do something in the world that the rules didn't specifically anticipate.

Someone who very strongly prefers garst over blorb might think like this:
Why am I reading books and rolling dice and doing arithmetic if someone could just program a computer to do the same? And even then, why am I bothering to play such an impoverished game that is entirely mechanizable? What happens if I want to Get Ye Flask and the formal system I'm engaging with lacks the common sense to know that Ye Flask ought to be Gettable and just says opaquely that "You can't get ye flask!" without me being able to sensibly negotiate about that? This breaks my sense that the fictional world is realistic because it is not rich enough.

The fictional world should be, within the bounds of reasonableness, as malleable as possible. Formal systems should only be required as a last resort when the natural flow of good-faith collaborative storytelling negotiation breaks down.

To be clear, I think even both of these caricatured extreme preferences are totally fine to have, as well as a preference for an arbitrary specific levels of compromise in between.

Blorb Mirrors and Unblorb Mirrors

There's a complicating wrinkle I want add to the above line of thinking. It requires a little bit of lead-up.

In Four Mirror Scenarios and Two Groups, Sandra describes four ways her mirror story might have gone:

In common for all four scenarios: the players find a mirror, they believe it's dangerous, they treat it with the utmost respect, they try to use it as a weapon against bullywugs by tricking them into doing to what the players believe is a dangerous thing; looking in the mirror. "Harmless": the mirror is a scrying mirror that can spy into the lich's bathroom. "Dangerous": the mirror teleports whoever looks at it into a trap -- a trap that can be defeated, but can be lethal -- and then crack.
H→D
The mirror was harmless, but after seeing the players try to use it as a weapon, the DM decides it's dangerous for the bulliwugs.
D→D
The mirror was dangerous all along and the DM describes it consistently.
H→H
The mirror was harmless all along and the DM describes it consistently.
D→H
The mirror was dangerous, but after seeing the players try to use it as a weapon, the DM decides it's harmless for the bulliwugs.
(In our game, D→D happened. I've checked the module.)
The rest of the post explains that to prefer "blorb" (or, in the terminology of that post, to belong to the "Sandbox" group) is to prefer that mirror should be either D→D "dangerous all along" or H→H "harmless all along". It should be something all along; the world should be a realistic (and therefore consistent) world, and not a world governed by the DM's whims, "playing paper after seeing rock".

That is, we want to demand, for consistency, that the game module has a sufficiently comprehensive rule for how the object behaves, not leaving it up to the judgment of the DM. We might imagine the book saying:

... on a 67, the treasure chest contains a cursed mirror. If the cover is removed, it cracks and teleports anyone facing it (if they are not blinded) to the pit trap on the seventh floor of the dungeon as described on p123.
or, for a "harmless all along" mirror, it might say
... on a 67, the treasure chest contains a scrying mirror. If the cover is removed it reveals what's going on in the lich's bathroom. Roll 1d6 on the Table of Euphemisms for Going to the Toilet for what the viewer sees.

Exotic Mirrors: Blorb or Unblorb?

However: Let's consider a third possibility:
... on a 67, the treasure chest contains a adversarially semi-cursed mirror. If the cover is removed and a player looks at it, it cracks and teleports them to the pit trap on the seventh floor of the dungeon as described on p123. If a hostile dungeon creature looks at it, nothing happens to them.
We might call this, in functional programming notation,
λ x. case x of
   | Player → D
   | Bulliwug → H
or just D | H for short.

From the players' point of view, this is nearly the same thing as the D→H mirror. If they look at it directly, it harms them, if they try to use it as a weapon, it doesn't work.

And yet its behavior is determined by rules that have been committed to before play occurs. The GM would in fact be arguably engaging in the same sort of "cheating" if she were to fudge the D | H mirror into a consistent D→D or H→H mirror as she would be if she had fudged a mirror that was consistent (according to her prior decision, or a game module specifying it as such) into an inconsistent mirror.

3.

The "realism" so created still depends on using a certain fuzzily-defined subset of formal systems, and a constrained set of human judgments. Some formal systems appeal to a human sense of regularity of how the world works.
Some formal rules, even if they are totally, absolutely, unquestionably formal rules, with clear outcomes that no human whim can gainsay, nonetheless feel wrong. They feel inconsistent, capricious, irregular, inhumane, unrealistic.

To really be a good "blorb" game that satisfies its players' sense of a realistic world that is consistent enough you have to have not just a formal system, but a formal system that feels sufficiently uniform.

And to have a good "garst" game that satisfies its players' sense of a realistically rich world, you nonetheless have to include some principle of inductive uniformity in how you perform "human judgment". If you wave the bone wand at five animals and it makes them double in size, then it would be strange if you wave it at a duck and it shrinks it — unless there's a good reason why ducks should behave differently.

I'm not sure I have a good theory of which rules feel this way — or ought to feel this way — but this is a recurring theme in lots other domains. I think it's neat that this shows up in rpgs as well: both the idea that some rules are better than others by being more uniform, and that determining what really counts as "uniform" is hard.

...and I'll let that be a segue into what I'd like to close with, my favorite joke about philosophical notions of uniformity:
[Imagine a planet] full of people who believe in anti-induction: if the sun has risen every day in the past, then today, we should expect that it won’t.

As a result, these people are all starving and living in poverty. Someone visits the planet and tells them, “Hey, why are you still using this anti-induction philosophy? You’re living in horrible poverty!”

“Well, it never worked before...”