{"id":397,"date":"2014-09-02T18:42:23","date_gmt":"2014-09-02T18:42:23","guid":{"rendered":"https:\/\/deathcookie.com\/home\/timothy-leary-on-games-part-2\/"},"modified":"2024-01-16T15:41:26","modified_gmt":"2024-01-16T21:41:26","slug":"timothy-leary-on-games-part-2","status":"publish","type":"post","link":"https:\/\/deathcookie.com\/home\/timothy-leary-on-games-part-2\/","title":{"rendered":"Timothy Leary On Games (Part 2)"},"content":{"rendered":"<p><a href=\"index.php\/blogs\/cussin-in-tongues\/233-timothy-leary-on-games-part-1\" target=\"_blank\" rel=\"noopener\">Last week<\/a>, I applied <a href=\"http:\/\/www.amazon.com\/gp\/product\/1620552353\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1620552353&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=IZN472BKTSIY3XKZ\" target=\"_blank\" rel=\"noopener\">Timothy Leary<\/a>\u2019s definition of a \u201cgame\u201d to role-playing and ended with a promise to discuss other passages in his presentation \u201cHow To Change Behavior\u201d that, despite having nothing to do with role-playing, are strangely applicable to our hobby. Here\u2019s the first passage I was talking about:<\/p>\n<blockquote><p>\u201cAll behavior involves games. But only that rare Westerner we call \u2018mystic\u2019 or who has had a visionary experience of some sort sees clearly the game structure of behavior. Most of the rest of us spend our time struggling with roles and rules and goals and concepts of games which are implicit and confusedly not seen as games, trying to apply the roles and rules and rituals of one game to the other games.&#8221; <!--more--><\/p><\/blockquote>\n<p><span style=\"line-height: 1.3em;\">While this could certainly apply to clashes of gaming style or theme (you don\u2019t play <\/span><a style=\"line-height: 1.3em;\" href=\"http:\/\/www.amazon.com\/gp\/product\/1556341970\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1556341970&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=SKV6SDGI4QBXIW26\" target=\"_blank\" rel=\"noopener\">TOON<\/a><span style=\"line-height: 1.3em;\"> the same way you\u2019d play <a href=\"http:\/\/www.amazon.com\/gp\/product\/1568821816\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1568821816&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=BUYKHFWGP6SVKZBS\" target=\"_blank\" rel=\"noopener\">Call of Cthulhu<\/a>), the thing I see more often is gamers trying to apply the \u201croles and rules and rituals\u201d or role-playing to the social interaction \u201cgame.\u201d When a GM or player posts on Reddit or asks a question at one of our convention panels about problem players, it\u2019s not unusual for (non-Hex) people to suggest using the game rules or setting conventions to \u201cteach them a lesson.\u201d Unfortunately, object lessons rarely work. Which brings us to the next Leary quote:\u00a0<\/span><\/p>\n<blockquote><p>\u201cBut this old game should be made explicit if it is to be fun. Unfortunately, the West has no concepts for thinking and talking about this basic dialogue. There is no ritual for mystical experience for the mindless vision. What should provoke intense and cheerful competition too often evokes suspicion, anger, and impatience.\u201d<\/p><\/blockquote>\n<p><span style=\"line-height: 1.3em;\">If you replace the sentence about mystical experience with \u201cThere is no ritual for discussing disagreements,\u201d you end up defining one of the core problems that afflicts many gaming groups. RPGs don\u2019t have a ritual for talking openly about problems, possibly because of confrontation-averse <a href=\"http:\/\/www.google.com\/url?q=http%3A%2F%2Fwww.plausiblydeniable.com%2Fopinion%2Fgsf.html&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNHbzgYEguCl6qmpNybuewI23Ufcqg\" target=\"_blank\" rel=\"noopener\">geek social fallacies<\/a> that come into play during this particular variant of the social interaction game. Saying \u201cI don\u2019t like this\u201d or \u201cthere\u2019s a problem here\u201d simply doesn\u2019t occur to a lot of gamers because it\u2019s seen as exclusionary or bullying.\u00a0<\/span><\/p>\n<p><span style=\"line-height: 1.3em;\">Fortunately, Leary provides a perfect solution for preventing many of these problems, and with them the possibility of scary\/ostracizing confrontations, right from the outset:\u00a0<\/span><\/p>\n<blockquote><p>\u201cIn our research endeavors, we have developed eleven egalitarian principles based on the game nature of the human contract equality in determining role, rule, ritual, goal, language, commitment; equality in the explicit contractual definition of the real, the good, the true, the logical; equality of the right to speak and to have access to relevant information. Any contract between men should be explicit about any temporary suspension of these equalities.\u201d<\/p><\/blockquote>\n<p><span style=\"line-height: 1.3em;\">This is pretty much a description of your basic social contract for a gaming group, which some groups can assume and others really need to talk about before the game begins. In the case of RPGs, the most important portion of the creating the contract is probably being \u201cexplicit about any temporary suspension of these equalities,\u201d since in many cases these equalities will be suspended in favor of GM control during the game. A common problem in games is that these equalities are suspended before the game ever starts, with the GM assuming a level of control from the beginning that makes players feel like they don\u2019t have a say (or have less of a say than the GM) about how the game will be played. While most games require that GMs have an unequal level of control over the game, it\u2019s important that the control is given to the GM by the players, not simply taken by virtue of the fact that she\u2019s agreed to run the game. With that in mind, let\u2019s unpack Leary\u2019s 11 principles as they relate to gaming.\u00a0<\/span><\/p>\n<p><strong><span style=\"line-height: 1.3em;\">1. Role<\/span><\/strong><\/p>\n<p>While most games come down to a GM and players, there\u2019s a lot of variation as to how much players are permitted to contribute to the world and the story. Is it ok for the players to fill in details about the world relating to their characters\u2019 backgrounds? Pursue player-generated character subplots? Make up legends or rumors that their characters have heard and the GM can use as a basis for adventures? Create setting elements that have nothing to do with their characters?<\/p>\n<p><strong><span style=\"line-height: 1.3em;\">2. Rule<\/span><\/strong><\/p>\n<p>What system you\u2019re using is obviously the major concern here, but it\u2019s also important that everyone gets to weigh in about which optional rules to use, what rules are going to be ignored or changed, and whether any additional house rules are necessary.<\/p>\n<p><strong><span style=\"line-height: 1.3em;\">3. Ritual<\/span><\/strong><\/p>\n<p>This is all the stuff surrounding the actual playing of the game: start and end times, rules relating to the use of mobile devices at the table, whether the group will order pizza, etc. Some game aspects, like whether the group will use miniatures or other non-essential but helpful accessories, may also be included here.<\/p>\n<p><strong><span style=\"line-height: 1.3em;\">4. Goal<\/span><\/strong><\/p>\n<p>The goal of the game is mainly about the balance between rules and storytelling. In some cases, it might include in-game goals, like whether the PCs will be working for a particular faction or trying to overthrow it.<\/p>\n<p><strong><span style=\"line-height: 1.3em;\">5. Language<\/span><\/strong><\/p>\n<p>Since (outside of online games, at least) it\u2019s usually a safe bet that all players speak the same language, I\u2019d put discussion of things like genre and tone here and define language as the set of character archetypes, tropes, and other story elements that will be common to the game. The last time I played <a href=\"http:\/\/www.amazon.com\/gp\/product\/0786965606\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0786965606&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=UNDRDVW2BOYRLTKA\" target=\"_blank\" rel=\"noopener\">D&amp;D<\/a> regularly, for instance, the language was essentially <a href=\"http:\/\/www.amazon.com\/gp\/product\/0345538374\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0345538374&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=KWGQKJS4ZOVSHWMX\" target=\"_blank\" rel=\"noopener\">Tolkienesque<\/a>, but later versions seemed to have more of a \u201c<a href=\"http:\/\/www.amazon.com\/gp\/product\/B00E9PMMX0\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B00E9PMMX0&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=M6MW25MGIMEFKR4Y\" target=\"_blank\" rel=\"noopener\">Star Wars<\/a> Cantina\u201d language that includes lots of weird character races and classes that make even less sense together than the classic D&amp;D party.<\/p>\n<p><strong><span style=\"line-height: 1.3em;\">6. Commitment<\/span><\/strong><\/p>\n<p>The biggest commitments involved in most RPGs is time, so this is where everybody decides things like how long the group will wait for players who are running late, how early the host is ok with people showing up, and how to deal with players who are consistently late or absent. Material commitments, like rulebooks or game components players are expected to bring or systems of determining who\u2019s responsible for bringing snacks and beer, should also be discussed here. You\u2019ll also want to decide how much players are expected to contribute to the story. Will the characters be reactive or pro-active? Can players who pursue player-generated character plots and help flesh out the world expect to play a larger role in the story?<\/p>\n<p><strong><span style=\"line-height: 1.3em;\">7. The Real<\/span><\/strong><\/p>\n<p>For games, this will usually involve setting information, especially when you\u2019re using a published setting with variations. If players are allowed to introduce setting elements, you\u2019ll also want to set any rules for how setting elements are introduced. For example, if it\u2019s a \u201cmonsters don\u2019t exist but they really do\u201d setting where the characters start as people who don\u2019t know the truth, players who want to introduce monsters or magic may be required to frame these things as second-hand knowledge, not personal experience.<\/p>\n<p><strong><span style=\"line-height: 1.3em;\">8. The Good<\/span><\/strong><\/p>\n<p>Since in part one, \u201cgood\u201d was defined as one of the determiners of value, I think this is a good place for setting expectations for player behavior and the desired overall \u201cfeel\u201d of the game. How well is everyone expected to know the mechanics? How is is meta-gaming defined and when (if at all) is it permitted? Do we have to go through that elaborate charade of pretending to accidentally discover that we should use fire to kill the green slime, or can we make a knowledge roll or assume our characters have heard about it from the thousands of other adventurers hanging out in the local tavern? How much agency do players have in determining story goals and character destinies? What works of fiction are we using as models?<\/p>\n<p><strong><span style=\"line-height: 1.3em;\">9. The True<\/span><\/strong><\/p>\n<p>Since the GM is the players\u2019 primary link to the fictional world, it\u2019s important to establish when the GM can and cannot be trusted. Can information that the GM gives the players through an in-game source such as a dusty old book or NPC be presumed accurate, or should the players assume that such information is often based on limited information, incorrect assumptions, and personal or cultural biases? What about information gained from knowledge checks or similar game mechanics? Is such information The Truth or just what the character has been taught is true?<\/p>\n<p>Truth is another case where the balance between game rules and storytelling comes into play. Do the players expect the GM to always follow published game rules as written, or is he allowed to tweak things like monster abilities to make for a better story? There should also be discussion of when the game rules should be ignored in favor of story (many groups have a &#8220;nobody dies because of a random die roll&#8221; rule, for example). It should be noted that,\u00a0<span style=\"line-height: 1.3em;\">with the exception of those who take pleasure in TPKs, most GMs fudge rolls in the players\u2019 favor a lot more than the players realize, so\u00a0<\/span><span style=\"line-height: 1.3em;\">this is more a matter of how blatantly the GM is allowed to cheat than whether he\u2019s allowed to fudge the occasional roll. If the group is part of the \u201clet the dice fall where they may\u201d crowd, the GM will need to pretend that everything was done by the book rather than admitting that he cut the bad guy\u2019s hit points in half because the fight was getting boring or the whole party was about to die.\u00a0<\/span><\/p>\n<p><strong><span style=\"line-height: 1.3em;\">10. The Logical<\/span><\/strong><\/p>\n<p>For RPGs, I think logic would equate to genre rules and the interplay between realism and drama. The logical solution to a problem for an action movie cop is rarely the logical solution to the same problem for a cop in the real world. This is where you decide whether genre conventions or realism is more important for the game you want to play.<\/p>\n<p><strong><span style=\"line-height: 1.3em;\">11. Right to Speak and Have Access to Relevant Information<\/span><\/strong><\/p>\n<p>For gaming, this almost needs to be broken down into two separate items. For the first half, everyone should always have a right to speak up about that game, but most groups don\u2019t want complaints or rules arguments to bog down the game. \u00a0\u201cThe GM makes a ruling and we can discuss it later\u201d is a fairly common agreement here.<\/p>\n<p><span style=\"line-height: 1.3em;\">As for \u201cAccess to Relevant Information,\u201d there are probably two RPG situations where this comes into play. The first is when the character would know something that the player doesn\u2019t. If that\u2019s the case, the GM should provide the player with the information. I\u2019ve seen a lot of GMs let a game bog down or allow the players to make a bad decision because the players didn\u2019t know something that their characters could be expected to know. Don\u2019t do that.\u00a0<\/span><\/p>\n<p><span style=\"line-height: 1.3em;\">The other situation where relevant information comes into play is trickier because it involves the players\u2019 basic assumptions about the game world. Some players are perfectly fine when their characters run into weird stuff in <a href=\"http:\/\/www.amazon.com\/gp\/product\/0982817592\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0982817592&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=NDIU2P2I3MSAXAXL\" target=\"_blank\" rel=\"noopener\">Deadlands<\/a> (since they know it\u2019s going to happen), but would feel betrayed if their <a href=\"http:\/\/www.amazon.com\/gp\/product\/1891933035\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1891933035&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=OFUFFIMWCSFQ7ZYH\" target=\"_blank\" rel=\"noopener\">Cyberpunk<\/a> characters were attacked by a werewolf. Other players are just the opposite and enjoy when the game takes a turn they never expected. Unfortunately, it\u2019s hard to discuss these sorts of twists without letting the cat out of the bag. GMs who plan to make major changes to the status quo of the game world need to either know their players\u2019 preferences going in or introduce those changes in a subtle enough way that they can be explained away or reversed if the players don\u2019t seem to like where the game is going.\u00a0<\/span><\/p>\n<p><span style=\"line-height: 1.3em;\">A lot of gaming groups, especially those where the players all have similar goals and play styles, can fall into this kind of gaming contract without ever explicitly discussing in, and some groups are able to work out the details as problems arise without anyone feeling that their equality is being ignored. If your group often runs into problems, though, it\u2019s probably a good idea to set aside the first session of any new game to discuss Leary\u2019s egalitarian principles as they apply to the game you\u2019re starting. They won\u2019t prevent all problems, but they should reduce the frequency of major disagreements. When those disagreements happen, remember that interpersonal relationships are not a role-playing game, so you need to use the \u201ctalk about it like grown-ups\u201d game to resolve them.\u00a0<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Last week, I applied Timothy Leary\u2019s definition of a \u201cgame\u201d to role-playing and ended with a promise to discuss other passages in his presentation \u201cHow To Change Behavior\u201d that, despite having nothing to do with role-playing, are strangely applicable to our hobby. Here\u2019s the first passage I was talking about: \u201cAll behavior involves games. But&#8230;<\/p>\n","protected":false},"author":1,"featured_media":3893,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2062,2036],"tags":[238,1118,1181,1555,1606,1610,1615,1722,1723,2042,2149],"class_list":["post-397","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-general-gaming-articles","category-discordian","tag-cyberpunk","tag-dd","tag-toon","tag-game-theory","tag-timothy-leary","tag-psychology","tag-social-contract","tag-call-of-cthulhu","tag-star-wars","tag-deadlands","tag-tolkien"],"_links":{"self":[{"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/posts\/397","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/comments?post=397"}],"version-history":[{"count":2,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/posts\/397\/revisions"}],"predecessor-version":[{"id":3071,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/posts\/397\/revisions\/3071"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/media\/3893"}],"wp:attachment":[{"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/media?parent=397"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/categories?post=397"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/tags?post=397"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}