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    • CommentAuthorgreatwolf
    • CommentTimeFeb 26th 2009 edited
     
    Seems like this could be a good topic to kick around. Why structured freeform? What are you looking to accomplish in this design style? What about it is appealing to you?

    I ask for a couple of reasons. First, I wasn't at Dreamation, so I'm not privy to the discussions that happened there. :-(

    Second, I know why I am working in this field, which will color my thinking and reactions to certain designs. If we can each discuss what we are trying to accomplish, it might help us understand each other so that we can better help each other accomplish our goals.

    Seth
    • CommentAuthorJason M
    • CommentTimeFeb 26th 2009
     
    I've had some of my very best gaming experiences ever using the Nordic forms. It's strongly influenced my designs and I keep moving further in that direction anyway. I want to make the best, most compelling games I can.

    I am super excited about building our own vernacular. Those guys have a ten year jump on us in some ways, but we've got a load of experience to bring to the task that is completely out of left field from their perspective. I want to establish and promote forms that will inspire and excite others!
    • CommentAuthorgreatwolf
    • CommentTimeFeb 26th 2009
     
    Personally, I backed into structured freeform when I was working on A Flower for Mara. I tell the full story elsewhere, but A Flower for Mara was originally going to be a dramatic presentation (a screenplay and then a play). Over time, it took on more LARPlike properties in my mind, and when I finally understood Jeepform, I realized that this was the best medium for what I was wanting to accomplish.

    All of this colors my opinion on structured freeform/Jeep invasion/Our Thing games. I'm really sympathetic to the Jeep emphasis on "playing close to home", both with subject material and approach. So, yeah, if I'm going to make further games of this kind, they will be in the same vein as A Flower for Mara: "real world" characters, "real world" issues, immediate emotional connection, relationship-focused. To be clear, I'm not dissing on other people wanting to work in different areas, but for me, if I'm going to make (say) a fantasy game or a supers game, I'd rather make a Forge-style tabletop RPG, like some of my other games.

    For instance, I'm starting to poke at another Jeep-style game, currently titled The Waiting Room. This game is about the people waiting in a hospital waiting room, trying to interact while "medical stuff" goes on off-stage. This is inspired by the various times I've spent sitting in hospital waiting rooms, especially recently with the death of my mother-in-law. There are certain social and relational dynamics that work out in that sort of environment that seem ripe for the Jeep treatment. This is the kind of thing that I want to accomplish with this sort of design.

    Aside: I just decided the other day that The Waiting Room would be my next project after Showdown, so this forum came along at just the right time. I'll post more about it when I have some time.

    Seth
    • CommentAuthoremilycare
    • CommentTimeFeb 26th 2009
     
    Like Jason, I've been blown out of the water by some of my experiences with jeep and other free forms. I love the real world, character focus of the games and their strong, innovative techniques. Also some of my longest term play has relied on using descriptions and informal structures rather than mechanics, so I am drawn to these systems that use narrative, story structures and framing devices to drive play, rather than abstracted mechanical procedures.

    I am fascinated by the ways that mechanics and story structures do function, and want to tease out how different ways of doing things, such as playing at a table vs getting up and acting things out, changes what happens and what is needed to play. I can't wait to find out what we discover, coming from radically different play traditions from the scandis who have done so much with this already! The overlap between jeep, scenario play, indie games and improv is a great place to be.
    • CommentAuthorRemi
    • CommentTimeFeb 26th 2009 edited
     
    Jason has been bugging me about for years. I played the Upgrade at Nerdly and while it was good, it seemed like a novelty, not something sustainable.

    However, something must have piqued my interest, because I ended up in 3 structured freeform games this year at Dreamation. I'm not going to lie, these were life-changing games. Deep, beautiful, and difficult, I really felt like these were games worth playing, experiences worth having.

    I also recognize that the psychodrama aspect of Jeep and other European structured freeform compounded with the lack of traditional mechanics create a barrier of entry that is difficult for gamers who are non-actors to get over. I'm really interested in finding that liminal space between Jeep and indie games where a gamer might feel comfortable, but also explore new techniques and ideas. For me, structured freeform seemed totally alien, instead I ended up doing the things I always do in games, but moreso. I think finding that place for others will be a revelatory moment for a lot of people.

    Finally, the ideas I've encountered in these games have helped me move forward with my own design (My Game Chef 2007 game, Young Adult RPG). I had always wanted the reincoporate-to-create-magic aspect to be central and special, but kept ending up with a game that was about moving people from influence to influence. Dropping the mechanics and adopting the Jeep rules of character ownership solves all these problems and leaves me with the ability to concentrate on fine-tuning the situation, character roles, and GM instructions. Awesome!
    • CommentAuthorchadu
    • CommentTimeFeb 26th 2009
     
    Me, I enjoyed playing THE UPGRADE at Dreamation, was excited by the form, and realized that a tabletop setting/situation/premise I had in TRUTH & JUSTICE might just work out better as a jeepform game than a table-top one EXACTLY because of the "real" character interactions, even in "unreal" situations.

    Heck, maybe ESPECIALLY "real" reactions in "unreal" situations. That seems sweet.

    Ponder doing THE MIST or THE FOG as a Jeepform. Or drifting ANNALISE jeepways. Or DOGS IN THE VINEYARD.
    •  
      CommentAuthorRyan Macklin
    • CommentTimeFeb 27th 2009 edited
     
    Note: I didn't play in any Jeepform at this year's Dreamation. I have at last year's, at last year's OrcCon, and at Nerdly Beach Party.

    I have this thing I'm fond of saying: "Mechanics make tangible what happens in the fiction." I see that as true to an extreme with Jeep. (X-TREME ROLE-PLAYING!) The focus on social mechanics makes me feel like what's produced is compelling and, in one sense, immersive. I'm not a huge immersion nerd, but I like pieces of it to a degree, and I feel like Jeep allows some of that natively in a safer way.

    There are also some tenants of Jeep that I realize I'm starting to hook more and more into. I've recently been frustrated with the number of people who feel the need to push for conflicts and immediately resolve them, enough to where I want to shout from the rooftops "Why do you hate building story-arcs!?!" (To be totally fair, this should be read tongue-in-cheek.) And I realize that Tobias et al. have already felt that frustration and have been building a play culture that is about exploring a moment rather than resolving it.

    So, there are places where my previous gaming is feeling flat that Jeep better supports, and I can say right now it doesn't feel like I've just bought into some fad and looking for the next one, but have found something that I can take with me to my other games. Now, as a person, I explore things I'm interested in through creating media rather that through consuming it, so looking to work with Jeep ideas is the natural next step.
  1.  
    As far as I know, I coined the term "structured freeform" at some point in 2005-2006, to talk about game design / play styles that were:

    1. All Drama resolution, in Tweet's sense (though I've recently become convinced that some Karma also happens)
    2. Low impact, in the sense of resolution's intrusion onto characterization and description
    3. Structured by formal guidelines that are consistently implemented, rather that the informal, internalized guidelines of traditional freeform play

    I don't really know much about Jeep and, honestly, am not all that excited about the play content it typically explores (I posted about this over here), partially because I have zero improv background and don't feel that I'm very good at performing characters. Typically I invest in roleplaying at a more meta level, such as enjoying the overall narrative or enjoying the aesthetic or social experience of play. Consequently, my approach to structured freeform is rather different from the Nordic tradition, being much more based on American tabletop traditions and Eurogames. While none of my structured freeform "scenarios" (to use the Nordic term) have been published in print, they look a lot more like It's Complicated (which was influenced by conversations Shreyas and I had with Elizabeth) and Zombie Cinema (both of which, I would argue, are structured freeform) than The Upgrade or A Flower for Mara.

    I'll probably start a thread about my approach to structured freeform later, so I won't go into that here, but my initial impulse was to design tabletop games for an audience that I felt was poorly served by traditional roleplaying and the existing crop of indie games: freeformers. Basically, all the freeform tabletop groups I knew of tended to lean towards certain games -- Amber, Changeling, Nobilis, In Nomine, Ars Magica, Mage, Exalted -- that strongly pushed setting and color, but then abandon most of the formal mechanics for the informal processes of the social level. This pattern was replicated in the online freeform communities that emerged with the rise of the internet. Before I joined the Forge, I was responsible for running a freeform PBeM "world," a series of connected PBeM games in the In Nomine setting, for an organization that began as a Star Trek / Anne McCaffrey fanfic roleplaying group. I never played D&D until 4E came out, so when I joined the Forge in the first place, I was coming from a different place and was interested in a different type of design, one that never really gained any attention on the Forge, unfortunately. So, basically, structured freeform, to me, was initially conceived as a way to better serve folks who were already playing games freeform. Instead of having to throw out the existing rules, they could be given formal structures that actually supported what they were already doing (there's where the Forge "system matters" stuff made a strong influence).

    However, in the course of trying to develop these systems, I started with a bunch of smaller, experimental, test games to try out various structures and design principles to see if they would actually work in play. And that basically includes all of the design work that I've done so far. I have yet to put together a full set of formal guidelines suitable for my original goal of supporting long-term freeform play. But what I do have, interestingly enough, is a lot of short-form experiments that are similar in scope to the "scenarios" the Nordic folks have been running. And these basically look like full games now (though they weren't originally intended that way) now that indie folks are more excited about single-session play (another area that has been my design focus since about 2006).

    So, basically, yeah, I've been doing structured freeform for a while now (at least 4 years), but it doesn't look anything like Jeep. Honestly, I'm excited that other folks are (finally) interested in this stuff and am looking forward to some fruitful cross-pollination.
    • CommentAuthorchadu
    • CommentTimeMar 3rd 2009 edited
     
    Posted By: Jonathan WaltonAs far as I know, I coined the term "structured freeform" at some point in 2005-2006, to talk about game design / play styles that were:

    1. All Drama resolution, in Tweet's sense (though I've recently become convinced that some Karma also happens)


    Are you referencing Everway here, with it's Drama/Karma/Fortune split? (IIRC)


    Posted By: Jonathan Walton2. Low impact, in the sense of resolution's intrusion onto characterization and description
    3. Structured by formal guidelines that are consistently implemented, rather that the informal, internalized guidelines of traditional freeform play


    Out of curiosity, do we have a basic set of short descriptions over in the glossary of: freeform play, traditional freeform play, and structured freeform play?
    • CommentAuthoremilycare
    • CommentTimeMar 3rd 2009
     

    Out of curiosity, do we have a basic set of short descriptions over in the glossary of: freeform play, traditional freeform play, and structured freeform play?

    Nope, but we need one! I'm working on the wiki out of sight for now. When I've got a good framework I'll out it. In the meantime, any and all threads discussing and clarifying terms, like the secret history one, is 100% welcome in my book.
    • CommentAuthorchadu
    • CommentTimeMar 4th 2009
     
    I do think we need to make an initial stab at these definitions, in order to clarify all of our thoughts. This may be a perfect test case for Jason's idea of wiki entry+discussion page.

    Thots?
    • CommentAuthoremilycare
    • CommentTimeMar 4th 2009
     
    Yes, these are the kinds of terms I think we should start with over on the wiki. I've got a list of Jeep terms I want to post and paraphrase. If you're up for defining them on the wiki, Chad, have at it!

    For new terms, I'd like us to work on them here first, in New Thoughts threads.

    But crikey, free form vs traditional free form play? How do we distinguish? Free form is a chimera, too. Or rather, no--it's a hydra. I see it as a catch all term for playing roles without strict mechanical procedures, and that it happens in many different platforms (online, acting/live, tabletop etc.) and uses many different types of structures to temper the freeness of it. From scene framing like the future/past scenes in the Upgrade to non-quantified mechanics like the Sea of Doubt board in our improvised game at GenCon.
    • CommentAuthorWillem
    • CommentTimeMar 4th 2009 edited
     
    For me, most of my roleplaying has consisted of me waiting for the dice and page-flipping to stop for a moment so I can re-enter the dream space of the fiction. I rediscovered role-playing games, more specifically indie games, in November 2007, attended my first gaming con at GoPlayNW 2008, where I played Montsegur 1244 and received permanent marking from the experience.

    Really, I think structured freeform best describes what I want to do (thanks Jonathan for the coining) but I also have some experience with Spolin Theater games and improv, which I really enjoy. Spolin Theater games essentially are structured freeform and nordic rpg poems, but each one is tuned to developing a specific skill or piece of interaction. There is so much opportunity for applying these time tested games to creating play procedures that encourage risk, vulnerability, and openness, even for the shy role-player, and moreso for the skilled one, that I really want to explore their application. Also, pedagogy of play (what you might call tutorial, but more respecting how people actually learn to play story games) stands out as a major seldom-addressed issue by designers that I've already tried to take a crack at.

    I love the zine and aesthetic design approach of less commercial (not necessarily non-, but just less) indie sensibilities, and want to somehow dovetail these things somehow. I still have a lot to learn from Polaris, I think.

    EDIT: I should really fess up that pretty things like Montsegur 1244 and Jonathan's many structured freeform playing maps totally dazzle me. I don't know what to do with this dazzlement. I don't know how to make those things. But I really like them.
    • CommentAuthormisuba
    • CommentTimeMar 5th 2009
     
    Hi, I'm Mike and I am a really bad roleplayer. I find that I am less bad in Jeepish games.

    ...and that's only a small part of my interest. I'm not feeling articulate about it all though. Basically I grew up inarticulately frustrated with what RPGs offered and didn't offer, and got re-engaged by the story-games-or-whatever thing. Structured freeform almost brings it back, for me, to the fascination I had when I left college with the possibilities of stories and dramatic spaces that people can enter together - I did some work on experimental hypertext fiction and academic MOOs. Making stories and making spaces, making spaces that make people make stories... it's all pointing to something really exciting in the distance that I can't quite see.

    Damn, I need to get a look at Montsegur 1244.
  2.  
    Hi I'm Dave, I was introduced to structured freeform fairly early on in my exposure to indie gaming. Thomas told me about Kazekami Kyoko Kills Kublai Khan and I was hooked. It was always sitting in the back of my brain, then I got the opportunity to participate in the playtesting of It's Complicated. I didn't really get a kick into figuring things out for my own designs until I started designing my "roleplaying shorts". My recent redesign of Prehistoric Ties really kicked the cobwebs loose in my brain.

    Wow that doesn't even come close to doing the influences on my current thoughts justice, but it's a start.
    •  
      CommentAuthorBrand Robins
    • CommentTimeMar 7th 2009 edited
     
    I'm Brand, I play games and stuff. My relationship to structured freeform is complex enough I could probably write a jeep scenario about it in which the players take on the parts of various parts of my mind, unable to come to resolution, factious, divided, and now forced to write a post about what structured freeform means to the non-existent totality of "me."

    So, some general statements that are more true than not in the moment.

    1) Like Jonathan, I'm not hugely interested in Jeep. I did theatre and improv in university and left them because they weren't what I was looking for. Many of the impulses that others seem to find appealing in Jeep remind me of those things, and while I see the inherent beauty and possibility of them, its simply not the beauty and possibility that engages me.

    2) Like Jonathan, I'm much more interested in table top. Perhaps unlike Jonathan, I'm interested especially in places where structured freeform and "aerobic narrativism*" overlap. Long term play that uses principled guidelines rather than mechanical inducements or subconscious zen to bring about joint creation from the players present at the table is a growing focus of my thought and play, and so I'm heavily interested in techniques and games that make it work systemically.

    3) I'm interested in the creation of the players at the table, the folks I'm creating with. Games in the freeform tradition that privilege the author/designer are not where... how to say this and not be a prick? ... not where my joy is. My interest in play is in the emotional creative building of the foundational material of the story we're telling, not the more actor based explication of authorial vision. (Can you tell I used to be more the playwright than actor?) Obviously this is a fine and tricky line -- where does that division between acting someone else's story and creating your own fall in the vast spectrum of what StFr is capable of doing? I dunno right now, its more a "I know it when I see it" thing than something I can always predictably define, much less prescribe. Maybe this forum will help me with that.

    4) Because of 2 and 3, and the very special place of joint creativity, I have a huge emphasis on emotional honest and foregrounded humanity in my play. This is something that I think Jeep has a lot to teach me about, despite my other reservations about the form, as it is a very central balliwick of the movement. However, while I'm heavily interested in emotional realism and humanity, I don't give any special privilege to "real world" situations over romantic, fantastic, of whatever else. Probably too much magical realism in my diet. ;)

    5) I have two games I'm working on (Shhh! Don't tell anyone, I'm not supposed to be a designer. I hate designers!) that have structured freeform components in the rules. One of them will probably never be a fully StFr game, but the other, the more that I look at it, probably should be. So learning how to get over dice when dice are not needed to focus the game on the human interactions and applications of principled structures in a way that will make sense for those games is going to be something I'll be keeping a careful eye on.

    (I'll post about the first of these games shortly, as I had my first AP with it last week.)

    6) I've got a long background in creative studies, rhetoric, comparative literature and the like that often make me short hand things that may not be common knowledge. I honest to God do not want to do this as any kind of status play or similar nonsense. So if I start talking in jargon or name dropping, please feel free to tell me to knock it off and try to speak more plainly. I can't promise I'll always be able to put things simply, but I can not be a fuckwit status-player about it. (Hopefully.)

    So that's me.

    *Aerobic Narrativism: thematic play in which the issues and themes are allowed to grow, evolve, mutate, and resolve through the process of play over an extended period of time.
  3.  
    Hi, I'm Eric, and I don't have any real experience with freeform (structured or otherwise) and I haven't had a chance to play any Jeep. I’ve playtested Fiasco and Business Solutions and that’s about it. But I am fascinated by what I'm seeing designed in this area, and the obvious emotion and power that these forms bring to actual play. There are clearly things about this type of play that I don’t grok yet, but that has me determined to find out more.

    So I'm interested in learning about structured freeform both from a play and design standpoint, and then ultimately taking techniques and lessons learned and applying them to my own design work for tabletop games. I’m hoping structured freeform can give me new tools and ways to solve design problems regardless of whether a game has conflict resolution mechanics or not.
  4.  
    Hello, I'm Tim. I've come to this forum looking to learn more about a kind of roleplaying that I have been trying to do for quite some time. From reading the sticky threads and the other introductions, Structured Freeform looks to me like the direction I always tried to push my tabletop games towards, except that I didn't know what I was doing and couldn't articulate my actual goals to my fellow players well enough.

    From 1992 to 2007 I ran a heavily drifted game of tabletop Vampire in which I excised virtually all of White Wolf's mechanics in favor of freeform and improvisational techniques: cues, reincorporation, player collaboration and description that focused on producing an emotional reaction in the players through their characters. The experience of running that style of game for so long, as well as several years of playing American indie and story games has fueled my interest in Jeep and Structured Freeform both for play and for game design.

    My "formal" introduction to Structured Freeform and Jeep was a game of Under My Skin that Emily ran at Forge Midwest 2008. I plodded my way through the first half of the session with only a vague idea of the differences between this new 'Jeep thing' and other tabletop RPGs and LARPs. Then, in the middle of a scene with Tobias something clicked. It's hard to describe...separate from the deeply emotional connection I felt with my character, there was a feeling of familiarity. You'll have to excuse how corny this sounds, but this felt just like what I was striving for all those years with my homebrew Vampire game...a holy grail of sorts, sporadically glimpsed and rarely grasped.

    I have since read all of the Jeep articles and blogs I could (in English) and just purchased Montsegur 1244 based on Dreamation reports. I'm still absorbing it all, but I'm anxious to keep learning all I can.
    • CommentAuthorMo
    • CommentTimeMar 9th 2009 edited
     
    I'm Mo.

    Mostly everything that Brand says above.

    There was a time in my life that I would have been all over Jeep. There was ten years or so there where In was neck deep in theatre, improv, & lit studies - both from the academic and a doing-nothing-else-but-it side. There was a lot of amazing stuff packed into those years, but they're far away from me now.

    Today all of those urges are distilled down into smaller, more intimate goals. I have less and less desire for performative play and more and more desire for experiential play. The circle of people I want to play with has narrowed, the group around the table has gotten smaller and I have developed strong preferences for solo (as in one-on-one not solitary) play. In that narrowing, the possibility of everything we do in that space has bloomed, expanding dramatically in the emotional possibility that fuels my drive to play these days. Few games support what it is we are trying to do.

    So most recently we've been designing locally - games to fulfil the critical needs for these particular people at the table and not an ounce more.... so we reach out into something like Structured Freeform. I'm not convinced that what this forum is for is anywhere close to what we're doing, but I'll lurk for a bit and decide.
    • CommentAuthorWillem
    • CommentTimeMar 9th 2009
     
    Mo-
    Could you explain the difference between performative play and experiential play? Do you see your intimate, experiential play as supported by your improv experience and skills?

    I ask because "performative play" doesn't sound very compelling to me either, but I don't want to jump to conclusions about what you mean by it.
    • CommentAuthoremilycare
    • CommentTimeMar 9th 2009
     
    I'd love to hear about that more, too. I'm still curious to see how much of improv works with/not with things like jeep or other role oriented live play.
  5.  
    Why are you interested in structured freeform?

    At this point I'm not sure I am. While I find most of the games I've seen mentioned (Flowers, Jeep, Polaris, etc,) as structured freeform intellectually interesting and perhaps even beautiful, I'm not interested in playing them. I am however fond of what I called Traditional American Freeform in another thread, and have been having ideas over in that area, it might even be structured, but doesn't sound like what you folks are describing. At least that I've read yet, I'll keep digging. However, I may only be here to steal your goodies for my own purposes.
    • CommentAuthorNathan
    • CommentTimeMay 2nd 2009
     
    Hi I'm Nathan!
    I'm here to window shop, one day maybe I'll buy something.
    • CommentAuthoremilycare
    • CommentTimeMay 4th 2009
     
    Welcome, Nathan!
    • CommentAuthortimfire
    • CommentTimeMay 4th 2009
     
    Why are you interested in structured freeform?

    Honestly, I'm partly interested in this stuff out of simple intellectual curiosity. I like learning about and being challenged by how others do things.

    But also, as I've mature as a player, I've become more interested in play that relies on my own skill, judgment, and aesthetic, rather than on hard mechanics and structures. So I'm interested in seeing where this movement goes, and if it's a type of play I can get into.
    • CommentAuthoremilycare
    • CommentTimeMay 4th 2009
     
    Glad to have you here, Tim.
    • CommentAuthorMatthijs
    • CommentTimeMay 5th 2009
     
    Hi, I´m Matthijs, I visit a lot of the other forums that a lot of people here also visit, and I like structured phreephorm because... probably because it´s often so easy to learn and play, really; a lot of fun for very little effort.

    I hope to hear more from Mo about just about anything.
  6.  
    I'm Joe McDonald, and for the last year or two I've had a predominant play and design goal: make beautiful art.
    Structured Freeform is the world where that most likely happens.

    I'd submit that my game Ribbon Drive falls firmly in the realm of structured freeform. The rules govern who frames scenes and whether characters hold onto their goals or let go of them. There are rules for introducing obstacles, but these are far from central. It's a game about learning to live with purpose.

    The catalyst to bringing me here is that I'm working on a game right now, called The Night It Died. It's definitely a tabletop game, which explores the breakdown of a community, and how it changes those involved. I'm drawing inspiration from SLC Punk!, Requiem For A Dream, (500) Days of Summer and Magnolia (the most fringe case in this list, perhaps). I started to write out a set of rules and procedures that was... stuffy and forced. I realized that in order to make this work like I want it to, I need to be exploring more freeform-ish space with it.
    • CommentAuthoremilycare
    • CommentTimeAug 31st 2009
     
    Welcome, Joe. I look forward to hearing more about your game. Please write it up when you have time.
  7.  
    Hello there. I'm Christian, and most of you know me (some have even met me :). I either didn't know or completely forgot that you all started this, or I'd have been here a long time ago, definitely after I started working more seriously on my next game in February (Within Our Eyes), which most likely falls under the structured freeform definition. Though, not being here to discuss terms, I've since coined it an Interaction Game as opposed to a Resolution Game, which most tabletop RPGs are (with Ribbon Drive being an Interaction Game as well, under my definition). As I've talked about before as well, I have a lot of background in online freeform games that I've since tried to shape into a coherent tabletop/live experience.

    So yeah, thanks for having me, and I look forward to checking out everyone else's thoughts and design ideas!
    • CommentAuthorrgrassi
    • CommentTimeSep 9th 2009
     
    Hi, I'm Roberto Grassi from Italy.
    Maybe some of you more interested in interactive fiction (Jason, perhaps) knows me because I've been somewhat active in IF field recently (2nd place in IFComp 2005).
    I'm here because I'm deeply interested in unifying theories (and terms, if possible) around all forms of rpgs, even computer based, and storytelling games. All games based on 'narration', at least one human actor, and an 'imaginary' world (that may be represented, described, purely imagined, drawn, sketched) potentially falls into this theory.
    Nevertheless, i like very much discussing specific techniques for specific application domains (tabletop rpg, IF, mud, and so on, narratology...).
    I'm author of an interactive storytelling and rpg system published in Italy, called Levity that I'm using from some year and is starting to be known by many players.
    I hope to start discussions later.
    Cheers,
    Rob
  8.  
    Hi, I'm James Brown.

    I'm interested in jeep and structured freeform, because they have been some of my most memorable play experiences. I think that the concepts support powerful, human stories well, and that it's a poorly understood area of play in the general community.


    James
    • CommentAuthorArpie
    • CommentTimeMar 9th 2010 edited
     
    Howdy.
    I'm Rp Bowman.

    I'm trying to find some way to insert several concepts into games I play. A lot of the ideas in Structured Freeform seem to go the way I want to go with a few of them. I kinda made up (or stole) weird-sounding terms I thought were cool.

    1. Ludic Peripety: rubrics and gaming frameworks that allow for meaningful reversals of status between characters, as recognized by the players. (Rules for reversal of fortune which don't make you, the player, feel bad about the reversal of fortune.)

    2. Utilitarian Player Empowerment: Allowing the rules to do the greatest good for the greatest number of players, preferrably by transfering most resolution tasks to the players themselves.
    (I was going to call this Panoptic Roleplay, 'cause I like Jeremy Bentham a lot.)

    3. Functional Polyvalence: A fantastic term I stole from a book on semiotic programming called Narrative Casaulities by Emma Kaffalenos. The definition I like best is that: any solution that works in a game must work for several different reasons (each with meaning in context of the story or the players.) By extension, the more conditions (or lose ends or plot threads) a solution employs, the better chance it has of succeeding (or the least consequences it might have.)

    4. Authoritative Response: The idea that a player should be able to acheive whatever he or she wants but that other players can balance this with the consequences they choose to assign for that acheivement.

    5. Freedom of Expression: Although I recognize that rules are neccessary limiters to define the play world of the game, I do rather have fun making stuff up on the fly and I think other people do, too.

    In other words, I want to give players more of a chance to say what happens to one another in the game, but I still want a game with a clear and recognizable story pattern (a good one, if I can get it.)
    • CommentAuthoremilycare
    • CommentTimeMar 10th 2010
     
    Hey there Rp-- Interesting terms. Feel free to start up a thread to talk about how you've found them to come up in play, and how structured freeform might overlap. Nice to have you here. :)
  9.  
    Hi, I'm Evan Torner.

    Role-playing is a hobby carbon-bonded to my life. I've written several indie tabletop games (Heritage, Campbellia) that languish on my computer in outline form because I have some mental blocks against finishing anything (artistic) I start.

    I am, however, writing a short scenario for Fastaval 2011 based on the Fritz Lang film Metropolis in which the players outside of the scene play the City and determine a large part of the narrative, and in which emotions bubble up seemingly from nowhere in these overwrought characters. My design goal is to mimic the logic of the film (i.e., space determines character, emotions issue forth from unknown sources, social tensions produce collapse of society) without sacrificing the play experience or open-ended narrative. A secondary goal is to find, through collaborative play, a better ending than the schmaltzy one that exists....

    This Metropolis thingy will also be run as a German & Scandinavian Studies event at the University of Massachusetts in the fall, where I'm uniting Germanic film with Nordic RPG techniques. Fun, fun!
  10.  
    As usual, I appear adept at killing both threads and fora.

    Well, you all had some interesting discussions in the past that I've read, so there's that much at least.
    • CommentAuthoremilycare
    • CommentTimeJul 15th 2010
     
    It's a slow forum, Evan! No worries. It's great to have you here. :)
  11.  
    Hi I'm Michiel from Holland.
    I was mainly familiar with standard rpg. In my youth (I'm know 33) started with a Dutch version of Das Schwartze Auge. And ended with ADnD. Pretty rule based standard RPG.
    After a while I got a bit tired of the rules. The references to English terms, broad sword, kinda sounds like brood mes, bread knife in Dutch. In short players started yoking, and did not get involved.
    Recently I started searching for other systems, being fed up with the dicethrowing and page turning (as some one before me nicely said). A system, a game which did involve players in the story, and not start joking to keep the game enjoyable. (although I had some really nice sessions with D&D rules)
    I have found some nice Indie games. And especially liked the rule setup of 'fudge', which is make the rules yourself as it serves your story best. Also I found the more storybased game World of Darkness very charming.

    After getting to know theatersport, and other forms of on stage improv, I started to get the magnificient idea of combining rpg and improv. After a few weeks of floating in my pride of this wonderfull innovative, and thinking some rough guidelines; I started to wonder: maybe someone before me also has had this idea...

    Actually I don't know that much from Jeep and Freeform, but what I read so far I like. Maybe I even done it myself lately, during a 'fudge diceless' tabletop RPG.

    Currently I am reading books how to tell stories, and write stories and involve these techniques in RPG.
    I am really a fan improvisation, and rather applying techniques than structuring.

    In short: I'm was standard tabletop rpg fan. I give theater lessons, and am interested in the powerfull combination of rpg, storytelling and improv acting.
    Hope to learn lots more, and share my ideas here!
    • CommentAuthoremilycare
    • CommentTime3 days ago
     
    Welcome, Michiel! I think we can all empathize with your "bread knife" moment. :) I'm glad you found us. There are some amazing things going on out there in the rpg/improvized acting continuum. I welcome your reflections and investigations. Hope we can all learn more together.