Competitive RPGs.

In a post below, Thunder_God pointed me towards his new blog – CSI Games – Home of Competitive Roleplaying.

Within, he defines the his ‘CSI’ classification of competitive RPGs thusly:

C is for Competitive/Cooperative.

Most games under the umbrella of “Role-Playing Games”(RPGs) till now had been Cooperative in nature, the social interaction between players, players and Game Master (GM) and that of between player-characters had been Cooperative. This is the origin of or originated from the “party”. We’re all in this together.

This may also be a leading cause into the “You don’t win in RPGs” when explaining what you’re doing to an elder party member.

The other side of the coin is that which I am putting up as the main identifier of CSI Games, the Competitive side. Competition is something inherent to human interaction, inherent to the act of gaming. You find competition in Board, War and Card games, along in most sports(where you have competition between groups and cooperation inside them). I want the players to compete, whether for spotlight, victory, control, in-game resources, whatever. There need be a competitive element somewhere in the game.
It should be reflected in the mechanics as well, but that comes second.

S is for Story.

We’re here to tell a story, to hear a story or experience one’s wake. We’re not here to merely roll the dice or shuffle the cards. Unlike board-games and card-games, we have a story unfolding here. If we don’t, we’re dealing with something else.

Story often goes with Cooperative. The story-building part is a joint effort by all participants.

I is for Interaction/Isolation.

We’re playing a game with other people, you interact with them. You want to help them stop that other guy from winning, you’re talking to them and trying to stop them, that’s also interaction! You do not play in a void, you’re playing with people, interact with them.

Mechanics should have some way to represent and encourage interaction between the players.
Isolation has little place in this scheme, it’s mostly there as the other side of Interaction, where you’re “Snubbed” for game reasons, as others ally against you. Alternately, if you’re snubbed for out-of-game reasons, you’re unlikely to do well in game, or have fun.

Let’s analyze this a bit. I’ll be throwing out AGE Model stuff, so you may want to take a peek at that. (BTW, I’ll be setting up an AGE Model wiki on PBwiki soon to replace the pretty-much defunct one here.)

C: Guy’s got me all the way up to the end on this one. The competitive edge in most RPGs is relegated to player-GM (in other words, character-world) interaction. Direct competition between players is a highly unexplored area, and one with plenty of potential to mine … shows like Survivor are popular for a reason. Turning to the AGE Model, there are three modes of competition that pop out at me right away – one for each apex of the model:

Where I’d disagree with Guy would be the primacy of having the rules codify the competition. Unmoderated competition is a bad idea – it’s one of the prime ingredients of dysfunctional play. A competitive RPG should lay out the areas of competition up front and have all of the angles covered – the areas of highest conflict are going to generate the most debate, rules-finagling and potential misunderstandings.

S: I disagree that the story-building part necessarily needs to be cooperative. Certainly it’s usually done that way – but there’s nothing about the process of story creation which necessitates that everyone hold hands and sing Kumbaya. Again – if the story is going to be an arena of conflict, the rules need to be set out in advance and abided by.

I: Nothing to disagree with here.

Overall, I think that the idea is a strong one, but there’s little in Guy’s formulation to suggest howto do any of this. Hopefully he’ll continue to flesh these ideas out and come up with some good procedures to base these games on.

And I have to agree that RISC is a better acronym.

2 Comments

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2 Comments to Competitive RPGs.

  1. by Thunder_God

    On July 13, 2006 at 3:52 pm

    What do you mean when you say: “Guy’s got me all the way up to the end on this one”, that you agree almost fully?

    Also, you seem to agree with me but you say you do not, which is odd. You say you need to moderate Competition, I agree, and I think it should be done by rules.
    Another thing about the primacy of rules is that I’m sick of games who are “Competitive”, like old-skool D&D. The mechanics don’t support competition but it was acted as if it were, which created much hang-ups.

    I don’t think Story needs to be creative, but I think it’s a shared goal of anyone to have a good story. For an example of “Competitive” Story look at Capes, but then you have Competitive mechanics which define who can set the Story, yet, you all want a cool story.
    Rather incoherent, but that’s where I got thus far.

    You forgot Game. It’s not “CSI” but “CSI Game”. Also, to be exact, I never mention “RPGs”, so when someone told me there is no Role-play opportunities in Cranium Rats I accepted and told him I don’t care about it!

    Also, I believe primacy of rules everywhere. Interaction and Story also need to be set down in rules. I grow sick and tired of games that rely on Consensus and Sociality for you to do what they should be doing. The game doesn’t do these things, the group does.

    Last, I don’t deal with “How” exactly, I post little ideas and thought-teasers. I make you think about Constraints, I make you think about your social contract, I give you small tidbits, but you can’t really “Define” how-to-do Competitive games, since the possibilities are endless.
    I merely point out some points they share and why(Gm-less/GM-full, Scene Setting with Flags, etc.)

  2. by Thunder_God

    On August 4, 2006 at 3:45 am

    Psst, still waiting for your response :)

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