[Hot War] Discussion vs. Elucidation

Malcolm Craig's picture

My ongoing tinkering with the text for Hot War has sent my off down a couple of roads recently. One regards the section on Authority in the game. This is something Graham has been struggling with, although I'm not sure what direction Grahams thoughts go in at the moment. However, I was recently struck with the realisation that having that section on authority early on in the game text could be a little intimidating. It's not theory-heavy, but does get a little dry at point.

How to resolve this? Well, I was reading DitV again (another game of it coming up soon) and was struck by the effective simplicity of Chapter 6, which takes three pages and tells you exactly what everyone does at different stages in the game, what their responsibilities are and so on. In essence, it tells you exactly what you will be doing in the game.

The effective nature of this approach struck a chord with me and got me thinking: "This covers a lot of the same ground as the authority section, ye is so much more accessible". I canvassed some opinion and views were varied. Some thought the existing authority section was clear enough. Others preferred the new approach.

The question I'm asking here is: which is more useful to you? As someone coming new to the game, which would provide the better guidance for you? The text is below, because it is very lengthy. The section on authority comes below the section on guidance.

Cheers
Malcolm

The first session of playing Hot War is going to be taken up deciding what the tone of the game will be like, what the situation is going to be for the characters, who they might meet and some scenes that will come into future sessions. Then players will set about creating their characters. Finally, every player gets to set up a scene for their character that tells everyone in the group a little bit about their experiences. All of this might take a bit of time, so after it all, it's best to relax, maybe talk a little about all the stuff the group has created nad think about what the game has in store.

Everyone that is taking part in the game has different responsibilities and different things that they can do to make the game great for all the people involved. Here's a breadown of some of the things that everyone who is taking part in the game should be doing or thinking about:

In...Collaborative Game Creation

Players
Take part in the creation of the game situation
Help and support others
No one should dismiss peoples suggestions out of hand
Discuss peoples suggestions
Look through this book if there's something that needs clarification
Read the Players Primer, it's useful!
Each player should be ready to contribute scene ideas by describing photographs

GM
Give some background to the world but also let the players have the Players Primer, this book and other materials
Help and support others, don't dismiss suggestions out of hand
Note down all the stuff that is suggested and accepted
Make sure everyone has a chance to contribute and remember to contribute ideas yourself

In...Character Creation

Players
Create suitable, engaging characters that they want to play
Help other people create characters that they want to play
Contribute to the tapestry of the game with snippets about the character, the environment, their traits, agendas and relationships.
Come up with a scene about the characters experiences during the War
Establish facts about the War through experience scenes
Take the role of NPCs in experience scenes
Start to learn about how the conflcit resolution system functions in play

Characters
Will be involved in a scene which says something about their experiences during the War

GM
Present information about the environment and situation that will help players to create their characters
Give guidance on what is and isn't allowed in terms of traits, agendas and relationships
Contribute to the creation of characters by helping players with queries and giving suggestions
Show how the GM takes the role of adversity during the experience scenes

Non-player Characters
Support or oppose the actions of the players characters in experience scenes

In...The Long Term

Players
Use hidden agendas and work towards resolving them
Suppot the goals of other players
Assist the GM by giving ideas for scenes, people and events

Characters
Work towards resolving their hidden agendas
Build relationships with other PCs and NPCs
Evolve as a person, change and grow

GM
Create and present scenes and situations to the players
Develop and expand upon the game's setting, taking into the accont the contributions of the players
Identify what the players want from the game, through their actions and through their characters. Take this information on board and use it in the game
Create NPC information for use in conflicts

Non-player Characters
Support, oppose and engage with the the characters

In...Individual Sessions

Players
Play the the characters!
Respond to and encourage the play of others
Help drive the play towards meaningful conflicts
Use narration when successful in conflicts, but be aware of the limitations of narration
The GM gets to reveal the secrets of NPCs, but you can ask for them
Don't make the situation intentionally ridiculous by bringing in inappropriate stuff
Use the various facets of the characters to best effect
Accept changes to the character through consequences

Characters
Try to meet the challenges that have been set them
Try to survive in this horrible world

GM
Provide adversity in the form of challenging NPCs
Reveal information when it is asked for through narration
Don't block the reveal if the conflict went against the NPC
Follow the lead of players about what's important in the game
Use narration when successful in conflicts, but be aware of the limitations of narration
Don't tell the players how their characters feel
Don't take important character decisions out of the hands of the players

Non-player Characters
Will all want something from the PCs
Give information about the world
Allow the establishment of relationships, both positive and negative

In...Crisis Points and Hidden Agenda Resolutions

Players
Frame a scene that says what you wnat about the situation the character finds themselves in
Let the scene focus on the character who has hit a crisis point or who is resolving a hidden agenda
Contribute to the scene, but allow the player who framed it to have authority over what is happening

Characters

GM

Non-player Characters
Will be there to support the story of the main character

Authority: Who Says What? And When?

Authority is a general term for who gets to add what to the overall story being told, what they get to say and about whom they are allowed to say it. In many games, it’s immediately obvious who gets to say what: the GM has authority of plot, background and so forth, while the players have authority over the actions of their own characters. However, it can be very useful (especially when dealing with Open and Closed games) to look at how authority can be broken down and how it can be used to create a better and more satisfying game where everyone round the table knows the limits of what they can and can not bring in to the game. In broad terms, you can break authority round the game table down into the following areas and meanings:

Content authority
This is more commonly known as back story and includes all those little bits of information about characters in the game as well as the world itself. In Hot War this is mainly the domain of the GM. For example, the GM may decide that a particular NPC the characters have encountered is, in fact, a traitor working for a Soviet Spetznaz cell. This is content authority.

Plot authority
This relates to revealing content (note, this is not the same as content authority!) around the table and during the game. It deals with making revelations or revealing snippets of information. For example, the characters finding an Navy dossier that reveals to them the location of a previously unknown Soviet submarine, sunk in the Thames Estuary, would be plot authority..

Narrational authority
In Hot War, narration rights come from victory in a conflict, so we can see that narrational authority relates to the outcome of conflicts and shouldn’t be mistaken for any of the other kinds of authority. An example would be Debbie, playing the character of Myles, winning a conflict and narrating how her character successfully tails a suspected traitor through the streets of Clerkenwell.

Situational authority
This is who is doing what, and where. The GM creating a scene and then asking the players the position of their characters within it and what exactly they are doing as the scene opens, is an example of distributed situational authority.

In a game of Hot War, it is important to know who has what authority and what it means. In a game of Hot War, it is the case that the GM has exclusive control of content and plot authority. Whereas everyone participating in the game (including the GM) has narrational (as determined by the outcome of conflicts) and situational authority. Let’s look at some examples:

Examples:

Successful distribution of authority and agreement on who has what authority can lead to a much more fruitful and successful game. When the participants around the table are not aware of what authority they have, there can be confusion in the game. For example, if the group are unaware of where content authority lies, a player may, in the course of narrating the outcome of a conflict say something like “…and I also discover that he is a Union Movement stooge!”. The GM may not have intended that the NPC be an informer and stooge for the Union Movement, indeed, this might derail plans the GM had for that NPC. However, if during a pre-game discussion, it is made explicit that the GM has Content authority over such revelations, but the players can use Plot authority in conflict stakes, then it can avoid just such a situation.

All right...

Graham W's picture

...I like where you're going with this.

My problem, on reflection, was over adversity rather than authority. I wondered: who provides adversity? Does the GM do it? Or do the players do it, via competing agendas? As a player, I wanted to know whether to provide adversity (by hitting against the other players) or sit back and let the GM do it.

So, yes, that list of tasks is useful. It tells me that the GM provides adversity, not the players: so I sit back and let the GM do it. (Is that right?)

I like your text, above. Could you separate it out? At the moment, you've got a mix of play advice ("Help drive the play towards meaningful conflicts"), authority rules ("Don't tell the players how their characters feel") and more social advice ("Respond to and encourage the play of others").

As a player, I'd quite like the play advice separated out and winnowed down to the minimum. For example, give me three pieces of play advice for any given moment. Say, in a scene...

* Help drive the play towards meaningful conflicts
* Use hidden agendas and work towards resolving them
* Build relationships with other PCs and NPCs

Then I've got a short reminder list of things to focus on.

On a practical note, could you phrase the "Don't"s as positives? For example, "Put important character decisions in the hands of the players".

Rather rambly, I'm afraid, but I hope that's of some use.

Graham

Indeed

Malcolm Craig's picture

Thanks Graham, there's some valuable advice there.

As regards the adversity stuff: Yes, the GM does provide the adversity by framing scenes that will challenge the players and the characters. However, it is always possible that players can create adversity for each other. I would suggest, though, that this flows through the GM:

Player 1: Right, my guy is going to noise up Mrs Perkins for info on the whereabouts of her son.

Player 2: Crap, I really don't want that information out there. I want to get Mrs Perkins to keep her trap shut, I'll threaten her and her son if necessary.

GM: OK, I think we can have a short scene with each of you with Mrs Perkins, then the conflict will certainly be between the two of you to see what the outcome is. Fair? OK, the damp front room of the flat where she lives is...

I think you guys had a pretty similar situation in your own game, yes?

One thing that worries me is that by streaming down to 3 items per section, it might lose some of the stuff I really wanted to get in there. Although, with careful writing, this might not be a problem.

Good thought with changing the negatives to positive statements, that's a really valuable idea.

Cheers
Malc

Contested Ground Studios

I really like the first

David Donachie's picture

I really like the first couple of paragraphs, they are very nice, but the lists make my eyes glaze, there is just too much of it. It might be the right time for some sort of chart or graphic to structure it more and make clear what the division of responsibilities is?

The authority section is fine for what it is, but I'd feel a disjoint seeing that in the game rules, because it just seems like too much theory. I think you can say the same thing but couch it in a more game specific way by talking about who can do what.

So you can say "Generally you have control over your own character's back-story, and not over others, except in the following situations ..." and the like

http://www.solipsist-rpg.com/

Quite

Malcolm Craig's picture

Hi David,

I know what you mean about big lists in game books, they can have exactly the same effect on me. I'm hoping that the structuring and presentation will make it less eye-bleedy and more accessable. As Graham points out, there is a bit too much text there at the moment, so I'm hoping that some judicious pruning will help things a bit.

Yeah, the disconnection between the authority section and the rest of the text is the main reason why I'm trying this different approach. As you say, it's a bit theoretical. I'm hoping that what comes out in this new version will be a blend of the list and the text that will be readable and useful.

Cheers
Malcolm

Contested Ground Studios

I think you guys had a

Graham W's picture

I think you guys had a pretty similar situation in your own game, yes?

We did! That was atypical, though. More usually, I'd challenge Simon directly and we'd roll off against each other. Steve would facilitate and add new things.

We didn't do much scene framing.

One thing that worries me is that by streaming down to 3 items per section, it might lose some of the stuff I really wanted to get in there.

True. Perhaps it's a question of organising it rather than paring it down.

Graham