New Rules of Fantasy #2: Action, Not Violence
Violence is overrated.
Let me tell you something about myself. Since kindergarten I’ve been obsessed with combat sports of all types. I’ve consumed probably hundreds of ultra-violent pieces of media, and am a mega-fan of UFC and MMA in general. I don’t think that violence is something that can be 100% avoided in this life, and I am by no means a pacifist.
But I’d like less fighting in my games. More specifically, I want violence to be just one of many expressions for conflict. When I was talking about evil races I think it was a bit easier to grok because it parallels to life. It’s easy to see where art imitates life and how that might be problematic of stifling.
But this…am I saying RPGs should not have combat? That I should take the action out of an action-adventure game? On its face that is what it seems, but where I really want to go is in-depth on what action is. What I want is a broader palette of what constitutes “action” in the first place and to be willing and capable of serving different modes of action to players instead of different types of fights.
I want to put the action in action-adventure games, and action is not violence. Doing this in my own games produced for me a more vibrant region of play. As I created more scenes that where action-oriented but not combats, it signaled to players that they had more expressions of character capability more than just how they could swing a sword or cast a combat spell. As the players learned that there were more types of action than fighting, they proceeded to try more things. One of the reasons I like to GM is to have players surprise me with their solutions to problems, so you’d imagine my delight as they came up with crazy things they want to try.
Another reason that violence in my fantasy doesn’t always fit well with me is because it is too easy to get into this mode where all of your problems will be solved if you stab the right person. I understand that this resolves moral ambiguity and makes for cleaner storytelling, but the formula over these almost thirty years doesn’t do much for me; maybe I’ve just been doing it too long? Whatever the reason, I don’t want games that are just strings of “other stuff” to pad the time between combat. I want fights, but I want them to be exciting and well-suited to the situation. I can’t stand the thought of random encounters in a tabletop games. When I play tabletop games, what I’m really sitting down for are interesting narratives and interactions; I’m really not looking to spend significant time killing things in my imagination. I can scratch that itch more immediately and more profoundly by playing Diablo III or Street Fighter IV or just about any good action video game on the market. I want tabletop to provide different things, things that it is better at. I don’t think RPGs are great for combat as a major mode of play. People are tempted to bring in their favorite system, but I am not interested in looking at this from a systems point of view. I look at this starting from the viewpoint of our sensibilities; what do we think we should be doing, and how do we get there? When we change our assumptions, we can use almost any system we prefer to do what we want.
So…what is action? Let’s start by being boring:
- the fact or process of doing something, typically to achieve an aim.
- a thing done; an act.
It’s a start? Really it’s too sweeping and generally applicable for us to use at the table. This definition of action is pretty much everything we are doing, from talking to rolling dice.
So let me try a working definition of action in a storytelling game:
Action is any fictional sequence that changes the state of the fictional world through by creating tension and then resolving it through navigation of one or more dynamics.
So, asking the GM, “what do I see?” is not action. There is no tension in the fictional world, just perception. There is no dynamic at play. You just want to understand what it is that your character perceives. Your GM tells you to some degree and then you move on.
You’ll note that combat in almost every RPG fits this definition. There is a tension — Do I live? Do I win the combat? — and varying dynamics that propel us towards answering that question. So when we engage in combat, we feel like we are taking action in the world, whose state will certainly change depending on whether we win or not.
Don’t lose the thread and start hunting for different combat systems! We can find combat systems with more or less detail, or systems with very minimal/non-existent combat rules, but these exceptions are notable because of the general trend they go against.
There is a tendency for skill systems to be the opposite of this. You make a roll and succeed or fail. There is a bit of tension, and a state change, but dynamics are usually missing or flat. Again, there are great games that are different than this, but I’m speaking high level/general trends. I’m even going to move away from systems at this point, because what’s important is how we break this down ourselves. I find that when start thinking differently about action, we can build systems that satisfy our thoughts and rebuilt assumptions.
Where we create dynamics is where we point players to interacting with. Part of the fun of games is the pachinko effect, where you drop your chip down the top, and you get to see where it comes out. We want to generate surprise and by obfuscating the realm between the player and the fiction, we can build systems that turn out just differently enough that meaningful engagement can possibly emerge and delight us.
I believe combat is the heart and soul of what we tend to understand about the hobby because it can speak so directly to this. But when you break it down, it becomes a liability to have it as our sole expression of action. Is combat always life or death? If it is, I am encouraged to be as safe as possible, because over the course of many fights I am risking a character I love with one or two bad rolls. Similarly, don’t my opponents have to engage at this level as well? Combat feels like an action where failure is so bad that, while it is often a common expression of action, it also risks ruining a campaign or session. We want the tension of death, but the reality of death is that it’s final or we have to engage in unsatisfying workarounds. One step is to build a whole new set of outcomes for fights….but that’s another post.
Let’s look at building up that lexicon of action. Something I’ve found is that you can make interesting actions with a four step process:
- Define Your Context
- Create a Question
- Define Your Verb(s)
- Define Opposing Forces
Define Your Context. What’s the situation? Where are the characters and who surrounds them? What are the stakes?
Create a Question. the question is what everything is about. Can the characters arrive to the church on time? Can the characters successfully climb the mountain?
Define Your Verb(s) this is the start of the dynamic. What are the characters doing? Are they climbing? Running? Singing? Are there multiple ways to get there?
Define Opposing Forces. You know what the characters are doing, but what is to stop them from doing it? What opposes them along the way? How does the opposition oppose them? Once you know what the characters are doing and how and by what they are opposed by, you’ve got the creation of an interesting dynamic.
Once you’ve define the action this way, you have built something for your players (and by extension, their characters) something to hook into. Again, feel free to use your favorite system for mechanics, but I think this simple rules-agnostic method gets you in the correct mind-frame.
Here’s an example:
** Down the Mountain **
–Situation. Characters are coming back from a fruitful exploration of dwarven ruins. They carry back some artifacts with them, but the spirits do not like being disturbed.
–Questions. Can the characters descend safely? Can they find some way to appease the disturbed spirits?
–Verbs. Climbing, rappelling, navigation. Negotiating.
–Opposition. The snow-covered mountain, with its avalanches and harsh climate. The spirits, who try to scare and sabotage the character’s trip.
We could make a few rolls and be done, we can hand-wave getting down the mountain and do something else. This isn’t a tool that you have to use for every scene, but isn’t it nice to have options? Isn’t it nice to run a game where action can mean a whole host of things?
That’s the type of fantasy I’m building and playing these days.
Originally published at www.thoughtcrimegames.net on August 11, 2014.