The Culture of Outcome
Over on RPG.net hyphz (real name unknown to me) wrote about a kind of player who outwardly seems very invested in character and story but expresses frustration over not being able to simultaneously have moments of suspense and doubt and still have the story turn out “right.” Hyphz refers to this kind of player as a “Fake Narrativist.”
Bailywolf (Bruce Baughn?) in a follow up post suggests the following:
“…I think this guy is asking for a system which doesn’t resolve … hits and misses, but which resolves conflicts where all possible outcomes are interesting and engaging. meaning, it’s not about “winning” or “losing”, but about the mechanics producing story twists and spawning more play.
He doesn’t want to roll to hit… he wants to roll to see if unexpected and dramatic shit happens in a scene. If he’s got an agenda- a way he wants it to turn out- then he has something to try for, but if the mechanics output something cool regardless of who’s agenda is realized, then I think he’d be happy with it.”
To which I say, no, the type of player hyphz is talking about absolutely does not want that. The type of player hyphz describes exhibits confusion between Story, Character and Outcome as if all three of those things are one and the same. Failure to achieve a desired Outcome (good or bad) is tantamount to not having been allowed to play his Character “correctly” which results in the Story having been “ruined.” No matter how compelling from an external point of view the undesired outcome may be, the player now believes his character to be in the “wrong” story. It’s no longer the story he built his character to tell.
So much dialogue is spent discussing GM-driven railroading that I think player-driven railroading is under discussed and under identified. Once upon a time on The Forge we spoke of the Impossible Thing Before Breakfast. That is, it is impossible for the GM to control the story while the players control the protagonists. I would now like posit the OTHER Impossible Thing Before Breakfast. That is, it is impossible for the players to control the story while the GM controls the antagonists. You simply can not have legitimate adversity without legitimate risk.
Going a little further in hyphz’s thread there are people who are questioning the existence of such a hypothetical player. I’m currently running a Sorcerer & Sword game. I was a little surprised when one of my players said to me, “I don’t like how much the dice define my character in this game.” Considering that the character’s choices and actions were 100% under her control I was a little confused by this so I asked a few key questions. What I discovered was that there had apparently been a few key conflicts she had failed. Failing those conflicts had, to her, rewritten her character concept because the character she wanted to play “would have” succeeded at those things.
The amusing thing, to me, is that from the point of view of an external audience member those conflicts didn’t look any different than any other conflict she had failed but had been fine with. To me, all I saw was a character in motion and the outcomes from that motion. There were no cues to suggest to me the same a priori character redefining “it” moments that were so obvious to the player herself. Even if I had the power to “fudge” those rolls there was nothing to suggest that I should do so. This “character via outcome” exists entirely within the mind of the player.
Oddly, I don’t really see much of a problem satisfying the “fake narrativist” and indeed I think a lot more design has gone towards satisfying that creative aesthetic than people think. Perhaps, again, owing to the fact that I don’t think the phenomenon is well identified. For example, consider the debates over linear vs. bell-curve outcome probabilities. One of the primary points made on the bell-curve side is that it makes outcomes more predictable. In fact, Fudge dice are sort of the extreme product of that debate since the bell-curve is centered on zero no matter how many you roll.
Post resolution modification systems also tend to support this style of play. Pre-roll modification systems such as Fan Mail in Primetime Adventures or Bonus/Roll-Over dice in Sorcerer tend to be about emotional weight and narrative momentum. However, consequences are consequences once the mechanic is deployed. Post roll resolution such as Fate Points in Spirit of the Century and Drama Dice in 7th Sea cater much more to the notion that random success and failure are cool for generating detailing but when the critical conflicts (as identified in the player’s mind) come up the outcome can be controlled to conform to expectation.
Could there be more design advances in this direction? Perhaps. But I think there needs to be more analytical honesty among this play base first. Frankly, I see a lot of denial about this style of play. The player clearly holds a profound need to have his character’s story turn out “right” but at the same time rejects all tools that would explicitly allow him to do so. So the tools that have been developed are all indirect, leaving holes where things might still not turn out right if the resources aren’t at hand or enough aberrant die rolls happen.
But that’s a design discussion and this is Play Passionately.