Showing posts with label living world. Show all posts
Showing posts with label living world. Show all posts

Saturday, August 8, 2026

The Living Ultra-Cosmos

 

I wrote this on X the other day, and wanted to put it down here for posterity.

There's even a level above the Living Story and Living World... it's called the Living Ultra-Cosmos.  But so few GMs are ready for it we may as well not even chat about such things.

When asked what I was on about, I wanted to make sure that the one guy who asked me what the Living Ultra-Cosmos was felt he was ready to receive these unadulterated black pearls of wisdom.

He assured me he was ready.

When your gaming life strangely intermingles with your real life, that is the Living Ultra-Cosmos. 

If you're having troubles with the lady in your life, and you prepare an encounter involving a hyper-critical tavern wench, warping and twisting it to suit the established campaign setting. Then, something happens in a session and you do your best to introduce whatever that is into your own away-from-the-table reality, such as drawing pictures of monstrous things that exist in Cha'alt.

Eventually, you go farther, using in-game rituals and real life symbols, cults, and agendas to increase the power of immersion, as well as, your true will (heart's desire, if female) in both realities. If you're thinking this is a type of left-hand path, black arts, chaos magic, you're right. Occultism in TTRPGs is what all those Mothers against D&D tried to warn you about. 

Most guru / warlock / High Priests would charge you $9.95 for that kind of insight. All I ask is you give Cha'alt a go, and try some of the other books by Kort'thalis Publishing, maybe post a 5-star review.

Oh, and here's a follow-up post I made the next day... 

In that Living Ultra-Cosmos state, a Game Master can visualize his campaign setting as if he were there, witnessing the strange marvels that seemed to already exist before the GM arrived.

If anyone wants to discuss the Living Ultra-Cosmos, post a comment below... or somewhere on social media where I'll see it.

Enjoy,

VS

p.s. Want some hardcover Cha'alt?  Here's how (and they're currently on sale!)!!  I'll do a big announcement when I have all the promotional images, but I'm excited to announce that VENGER CON VI: Belief is Reality will be happening next year (June 25th - 27th) in Madison, WI. 


Monday, April 8, 2024

Living World, Living Story (the best of both worlds)

 

Almost 7 years ago, I blogged about this quote from Gary Gygax (image by Andrew McCormack)... a GM primarily rolls dice for the sound they make.  It struck a chord in me back then, even way before that, as it still does today.  

When you have a red-hot idea, regarding the narrative flow or what random table to roll upon from some long-forgotten zine stuck between the covers of a rarely consulted tome of ancient lore, you should never feel obligated to do what's written down, what's been planned out for you by a previous writer, or what procedural bureaucracy permits you to describe.  You're the fucking Game Master.  You decide.  Ultimately, it's up to you.

Last night was the climactic (albeit, truncated) debate that Pundit and I have been having for years.  Here is the Inappropriate Characters show where we start getting into it around the 40-minute mark.

I think I have this right, that RPG Pundit believes traditional RPGs are not story-games and have no business borrowing ideas (such as mechanics) or concepts (perspectives and paradigms) from the story-game design movement.

I'm of the opinion that, once you remove the poisonous Communism from what Forge-era story-games tried to inject into the hobby, there are valuable ideas and concepts that can be mined from story-gaming.

Pundit believes the focus should solely be on a "living world."  Contrarily, I believe that both a living world and "living story" make for ideal gaming experiences.  

Now, how do you define those terms?  In my own words, a living world is a coherent, functional campaign setting that has rules and procedures, along with civilizations, cultures, societies, and all the things that would make up a real world that could be described to those who lived there.

A living story includes some kind of point to the thing, either an overarching or granular moment-to-moment reason for why things happen the way they do.  Plot can be a loaded and divisive word, but Game Masters have to plan for their one-shots and campaigns.  And that's what plot is, essentially, planning.  Just as the world should feel alive, some kind of cohesive, functional narrative should also infuse it with purpose.

I've never been happy with appeals to "story by accident," where there's no narrative framework whatsoever, but sometimes a story can be cobbled together after the fact.  If design (being a designer myself) has taught me anything, it's that you don't design things to hopefully work out by accident.  Remember the 7 P's, hoss!

There's something we can all agree on, of course, no one likes a railroad.  If everything in a session is tightly scripted without the chance of veering off into unexpected territory, you're not playing an RPG but imprisoned in the GM's novel - yuck!

As I've maintained for awhile, the tension between player-characters doing whatever they want, whenever they want, based on what seems reasonable at the time, with accurate descriptions and responses provided by the GM (sandbox approach), alongside adventures where some kind of narrative structure is accounted for, presents optimal friction, juice, heat, energy, power, or divine spark, if you will.

Wanting to know what the world is like seems just as valid as asking what that world is about.  What's the meaning behind it?  Quoting a movie I haven't seen in decades, Planes, Trains and Automobiles (starring Steve Martin and John Candy) "Here's a good idea: Have a point!  It makes it so much more interesting for the listener!"  Or, indeed, those roleplaying their characters.

In conclusion, there be gold up in them hills... if you're willing to give it a try.  Your friendly neighborhood prospector, Venger Satanis, can show you the way.  So, grab a tentacle and go!

Advanced Crimson Dragon Slayer is still a free PDF, as is Cha'alt X-Cards.  But Gilded Die of Satanis is gonna cost you a few bucks.  

Enjoy,

VS

p.s. Want to see gaming like that in action?  There's no better way to learn the ins and outs than playing with us at VENGER CON III: Revenge of the OSR - now with preliminary gaming schedule (just scroll down).  No extra costs or hidden fees.  Buy your weekend badge today!


Thursday, December 17, 2015

Who's In Charge Here?


Usually, +Kasimir Urbanski (aka TheRPGpundit) and I see eye-to-eye on things (RPGs, magic, entertainment, etc).

Recently, he blogged about the insidiousness of "narrative control"... or allowing the players to dictate what happens during the game.  In my opinion, his argument became a bridge too far.  Or, at least, it appeared as though he was throwing the baby out with the bathwater.  I thought it worthwhile to point out my disagreement.  Perhaps it's not really a disagreement at all, but a slightly different perspective.

At this point, some of you might be scratching your head, wondering what the hell he's going on about.  Well, back in the 00's, a particular niche of the RPG community gained a certain amount of prominence.  Enough to sustain an indie, albeit short lived RPG industry.  Do people still buy Sorcerer, Dogs in the Vineyard, and My Life With Master?  I have no idea.  But only a decade ago, such games were considered moderately popular.

The basic idea was that players could GM just as well - if not better - than the GM himself, dipping their creative control oars in the water (either whenever they felt like it or when the game's rules gave them permission).  Also, sessions and campaigns should focus on weaving a story, rather than the fun or strategy of  treating RPGs like a game.  Additionally, the emulation of a certain genre or format had to take a backseat.  This new philosophy of roleplaying was closely aligned with The Forge, an online forum that propagated these ideas.

One of the more inflammatory statements coming out of the narrativist / story-game movement was that D&D caused brain damage.  By that, I believe, they meant that older (70's through 90's) RPGs were "badly designed" and did not fit in with the Creative Agenda of Narrativism, even going so far as to compare what we commonly understand to be the roleplaying game experience to child molestation.  Really?  WTF, guys!?!

Thankfully, that whole era of RPG design turned out to be a dead-end and pretty much petered out by 2010.  There's still an understandable amount of hostility aimed at those still preaching player narrative control.  Although, there must be so few storygame holdouts that I wonder why RPGpundit even bothers.  Still, it does us well to remember our history, lest we are doomed to repeat it.

I think we can all agree on the following...

  1. Player agency is a good.  Players continually forcing their ideas onto the GM and the game world is bad.
  2. There shouldn't be any kind of absolute law that binds the Game Master to a particular rule, play style, or game mechanic.
  3. Immersion is important for the roleplaying experience.


On the first point, I don't believe "the danger of player-agency over the [game] world" is as much a danger as RPGpundit supposes.

On the second point, player and character wants should have an influence on the game, but to a much lesser extent than what Ron Edwards would have us believe (though, I'm not sure even he believes in that type of thing anymore).  That doesn't mean GMs should just roll over anytime the PCs want something, but every once in awhile, the "living world" should conform to their will.  Think of it as the Law of Attraction, if that helps.  The real world occasionally conforms to our individual and collective will, so why not a roleplaying game?

The GM should never be a slave to the players or any agreed-upon dramatic arc.  He's the boss, benevolent dictator, or good king.  One part entertainer, one part narrative coordinator, and one part referee.  I'm of the opinion that players frequently have good ideas and that it doesn't do the game any harm to occasionally use their suggestions.  Which brings me to...

Number three - immersion is not lessened by rolling dice to decide if such and such a thing exists, occurs, or reacts a certain way.  The GM has a lot on his plate and he knows the game world better than anyone else at the table... and yet, how could he know for certain if a book on a particular subject is contained in a 1,000 book library (let alone a 10,000)?  Shouldn't the gods decide such things more often than not?  What about the oracular power of dice?

After all, isn't the library and all the books it contains real (in our imaginations, if nothing else) while simultaneously being a minor backdrop in a larger story?  I mean, the point of this hypothetical adventure isn't - I hope - to explore a library.  Chances are, it's the saving of a princess, acquiring more credits, or protecting the city from some unspeakable thing.  In essence, the library serves the story.  But that doesn't mean a GM who allows a PC to find a botany book is a slave to the story or that particular player.

While RPGpundit isn't against rolling to see if a book on botany can be found in the library, my preference is to always roll when the outcome is a gray area.  Just as I'm likely to roll (see my 33% solution in How to Game Master like a Fucking Boss) every time a player brings up a question or suggests something that's not only possible but intriguing, as well.

To me, that's part of what makes it a "living world".  The idea that a GM might lose his authority or ruin the immersion because of his flexibility and fluidity seems absurd to me.

As to the distinctions between a fictional world and virtual world, that will probably have to be its own blog post.  Defining "reality" is not easy.

In conclusion, this is just a snapshot impression of the gigantic discussion issuing from his aforementioned blog post and my thoughts on the matter.

VS