Jonatan Kilhamn on Tue, 20 Oct 2009 11:41:34 -0700 (MST) |
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[s-d] A different rule-making game that might be of interest. |
A friend on an RPG forum wrote this, and I felt that I should share it with nomicers. The only ones I know are the Agorans and the Bns (and I'm not even very active there anymore), so here you go. It's about a game mentioned by name and described only as "being about creating and interpreting the game while you play it" in a swedish fantasy RPG. I translated it into English but I can't think of a good name for the game. In Swedish it's called "Smickelbräde". The "-bräde" part simply means that it's a game played with a board, but noone seems to know what writers of the original RPG where the name appeared first meant with the "smickel-" part, since it's not really a word. In this text it's called the game of Ideas, but that's just because I needed something other than <insert name here> to allow you to read it. Hope you like it. --- Every game of Ideas i played in three phases, in which the players take on the symbolic roles of Gods, Poets and finally Kings. (This implication that kings stand lower than poets tells us something about where and in which social classes the game was invented and is most popular, and may also be the reason for it not being very appreciated by the ruling class, in some places even banned) A game of Ideas can be played with any set of pieces and with any board, but due to tradition local standards often come up which means that different setups from the same place are mostly or completely alike. Though in places where merchants from distant lands gather setups can display radical differences from each other; something some people like and mean is one of the points of the game, while others say that it can lead to unfair advantages. It's not uncommon that players demand the local standard to be used, hoping that it will mean a more fair starting position for both parts. When the game starts there are no rules for how the pieces may be moved or even what the goal of the game is, but even more surprising (and more important, in an ideaplayer's eyes) is that neither the board or its pieces represent anything yet. This is where the game starts, with the players taking turns to - just like the gods are said to have done - name the world. A common first move might for example be "I say that the board represents the far-stretching ocean" or "I decide that black pawns represent the lost and lonely" or even "This here ugly piece - is your mother!" (A psychological feint that has brought more and better players off balance than one might think) As more and more of the pieces recieve names, the players start to make more and more moves in the roles of Poets, whose task is to give meaning to the game - just as the poets are held to (or at least hold themselves to) give meaning and significance to the world and life. This - according to any xplayers worth the name - is the most important part of the game, and the part where the outcome is de facto decided. This is where the rules, objectives and winning conditions are created, based on discussions and reflections on the games' spaces and pieces as they have been named and thereby taken shape. In this phase a move can be, for example, this: "If this row along the side of the board represents Life, as you decided, and this piece here is a Knight, then one could hardly argue that he could ever be moved backwards? Since even the boldest knight - who without fear enter dark caves or charges ahead on battlefields against innumerable opponents - could ever manage to move any other direction than forwards on the path leading from cradle to grave, could he?" Thus fragments of game rules appear after it has been given shape, until an increasingly complex set of rules has emerged. No player can simply present a rule like "the bishop can move five spaces in either direction and can never be taken off the board"; the rules have to be argued by the Poet until they cannot be refused. When enough rules have been established to allow actual moves in the game a player can choose to use his turn to make such a move rather than continue with the godlike naming or the poetic search for meaning. He has then entered the third phase and taken on the role of a King - that is, a simple manipulator of the rules and laws that exist in the world. But for a truly skillful player of ideas it is not uncommon to stay a Poet throughout the game, to finally make a single move (or none at all!) in the role of King to seize victory. It is without doubt in the Poet phase that the game reaches its pinnacles of strategic maneuvers, entertainment for the onlookers, insightful reflections on the nature of the world and simple drama. In some circles they still talk about when Riddlemaster Aaron Dove won a game by irritatedly running out of the inn - all innstayers following him - down to the marketplace to purchase a specimen of the exotic frog that one of the pieces in the ongoing game represented, which he proceeded to hand to his opponent saying "Please try tasting it yourself, if it really is as appetizing as you claim it to be!" His opponent declined and accepted that his Bishop was blocked by the Frog piece in question, which allowed Aaron to shortly thereafter make the winning move (the rumor of the other player taking a bite of the frog and dropping dead right before Aaron could claim victory I'm afriad is only a myth). In another game Riddlemaster Dove gained the higher ground through another unexpected, but less tangible, move: moving a handful of Woman pieces along with one Man piece out of the Pleasant Dreams half of the board and into the opposite half. After his opponent protested he ended the discussion with the following now-famous words: "Don't you see - if there are two girls for every man, it's a wishful dreamworld, but this - four hags bickering and pestering every man - that's a nightmare!" But if you were to ask Aaron himself, he would say that the best game of ideas he's ever seen was with a simple street urchin, in whose company he had found himself after taking refuge from the rain under a bridge. They had been playing with the boy's own improvised set, which only with much imagination could be called a game set at all, as it was not more than a bent, murky old plank with engraved lines and crosses on it, along with a handful of pinecones and pebbles for pieces. Aaron had set out to defeat the boy by mercilessly - and to be honest, quite unfairly - naming the pieces as great kings of old, of whom the poor boy didn't know anything and thus had only been able to reflect upon in the most general way. Not having met any real resistance Aaron had lead the piece named by the boy with "this is you" onto the path he himself had named as his path to illumination, and it was only a matter of time until the game would be over. The ragamuffin had looked gloomily on the board, but all the Wolves, Dragons and Trolls he had named had been removed from the board or locked up in positions where they couldn't hinder the Aaron-piece's road to victory. As it had been long since there was any pieces left to name, it felt hopeless and impossible to introduce anything new that could turn the game to his advantage. But as a desperate measure the boy had produced a rock that had been under the plank - to stop it from wobbling - and named it as "this is your cruel, unpredictable fate: a fatal accident." "Hold it!" Aaron had protested. "That's not part of the game, is it?" "Why not? It has been there all along, and I places it there just as deliberately as I placed all the other pieces when I set up the game. It's not just a rock like any other from the forest around us." "That may be so," Aaron had been forced to admit, when the boy had quickly added ".. and isn't it just as pretty and finely crafted as the rest of my game set?" which had made Aaron laugh. He had tried one last time to divert the move, but his argument: "But I didn't know that it was there, because I didn't see when you put the rock under the plank" had been countered with: "... and that is just as it should be. It's your unpredictable fate. Your fatal accident. How could it be anything but unexpected?" A lesser player than Aaron Dove would probably have persisted and kept arguing stubbornly, but what distinguishes a truly skilled xplayer is how quickly and creatively he changes course and twists his opponents arguments into a new offensive: "Unexpected, you say? Very well, but if it's an unexpected accident, then it can only strike when I don't expect it to. "Alright" the boy had said, surprised at this new chance of going for the victory. "My turn then: if that is my fate, it means you can only place that piece on the same space as my piece." "And when I do, you're dead" the boy had been quick to finish. And this had been where Aaron had carried out what he thought to be the clever plan whit which he would secure his victory: "Of course. But as stated before, you can only do it when I don't expect it. Thus you can't do it when I'm on the last square, because if I reach the next to last square without having suffered the accident, I would be sure that it would strike when I step onto the last one. Do you agree?" The boy had had to agree to this, but he had not lost hope, since there had been many other squares left to play the accident on. "And that means," Aaron had continued, "that the accident cannot strike on the next to last square either, because if I had reached the square before that one without the accident having struck, I would know that it would have to strike on the next one, since we agreed that it can't be placed on the last square." By this point the boy's face had started to whiten a little. "And from that follows that the accident can't strike on the square before that one, or the before that one, and so on until we can ascertain that it cannot strike me on any square at all." The boy had been forced to agree and had placed his piece back under the board under silence. In triumph the Riddlemaster had then moved his piece another step along the path and started lighting his pipe, content to once again have won the game he so loved. Imagine then his surprise when the boy immediately afterwards picked up the accident piece and placed it on Aarons square. "No, no," Aaron had protested. "We just decided that's not a valid move." "Not valid?" the boy had delighted. "You yourself just proved that it's completely unexpected?" -- -Tiger _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss