“Collaborative mode”

What is this?

Our group has been playing together for a bit. Some for 100+ games, some for 10+ games. We love Call of Cthulhu, “play to find out what happens” games (Apocalypse World derivatives) and GM-less games (Microscope, Fiasco, Desperation). We don’t love scenario-based adventures only, and we tend to play with the GM (most of the time myself) just developing a one-shot story from scratch, with input from the players. We have decided to test a more structured framework for doing this in Call of Cthulhu. (Call it a “collaborative mode”, which is a misnomer because all sessions of all RPG games are collaborative… I don’t have a better name.)

The principle that the session is structured as follows:

  1. A prologue in which GM and players set the stage together: a narrative “palette”, some characters, some relationships, some narrative elements (which we call “shards”).
  2. A chapter 1 in which the players take turns to be the GM, each exploring a narrative question. The scene ends with the “Master GM” calling a “chaos roll” that ends the scene and allows him to introduce a “shadow” (a dark investigative development in the story). Importantly, the Master Keeper does not create any narrative content in this phase, only the players.
  3. A chapter 2 in which there is a climax of action and horror. At this stage, the “Master Keeper” holds the GM role as usual. At the end of this chapter, players have to pick a “purpose” for their characters.
  4. A chapter 3 in which the story resolves itself with each character (and enemy) pursuing their goals to a resolution of the story.
  5. An epilogue in which each player and the GM introduce a final scene (flashback, or seconds / minutes / hours / days / decades after).

We have a couple of additional rules, the most important of which is the “gradient of terror”, which can move with chaos rolls and sets a narrative boundary to the horror that everyone can introduce. From level 1 (banality of evil — cults, killers and dangerous corporations) to level 5 (cosmic horror — the right of Cthulhu).

A more detailed explanation and flow of GM/player responsibility and agency is below.

An example

Here are some notes from last night. I am writing everywhere in parentheses who the “acting GM” is. The game lasted 3h+ with 1 Master GM and 3 players.

Prologue (shared GM responsibilities)

Setting (GM): 80s, south Florida, the town of Felicity is owned by Omni corporation, a massive conglomerate of media and entertainment that operates an amusement park. (Evidently, a fun call-out to Disney / Disney World.)

Elements of the palette (players): duplicitous architecture, labor dispute, corporate fear, petrichor.

Characters (players):

  • Wes — a fast-talking lawyer working for Omni
  • Longkesh — a chill head engineer working for the amusement part
  • Peter — a charming journalist, formerly in the PR department of Omni

All of them have bumped into each other in the context of Omni and the park.

Initial “shadow” (GM): the body of a union leader stirring a fight with Omni has been found in the tunnels under the amusement park.

Chapter 1 (shared GM responsibilities)

Scene 1 (player). The characters are brought under the tunnel at the discovery of the body. The body is killed cleanly, but the hands are missing. Omni is there with Ms. Maples, the head of security. She reluctantly allows the characters to investigate for their own reason, and tasks Wes to watch over everyone. [In that scene, the player is the GM of everything, the only role of the Master GM is to play the NPCs.]

Shadow (GM). The body was dragged into the tunnels from a closed section and the trail of blood stops suddenly at a wall.

Scene 2 (player). We are at the corporate library of Omni. The characters go through the files. There are hints of Omni affiliates having heavy NDAs around religious / cult-related litigation. The head librarian is clearly watching them on behalf of Omni.

Shadow (GM). Wes receives a call from Ms. Maples asking them to come and check in. It is clear they are being watched and Omni is up to something.

Scene 3 (player). At Ms. Maples office, the characters decide to break in and investigate her involvement in this. Her office is violently clean. There are files about disappearances, energy analyses, list of people and organs.

Shadow (GM). The characters discover a hidden button, and notice some security cars outside storming into the building.

Chapter 2 (GM is GM)

The Master GM takes over “as usual”. The characters use the button to reveal an elevator going way down below. The discover a tunnel in the earth, with a pit of bodies missing hands. As they move onwards, they find a massive door and they hear chanting on the other side. The runes on the door link to an ancient pro-civilization that may have morphed over millennia into organizing themselves into a corporation…

At that point, the players secretly pick the “purpose” for their character. The lawyer just wants to use this to get ahead. The engineer just wants to make sure the whole thing goes down. The journalist is willing to sacrifice himself to do as much damage as he can to that evil firm.

Chapter 3 (GM is GM)

The group goes in. With the journalist and the engineer aggressively wanting to end this, a shoot-out beings quickly. But the enemy is way more numerous. In the center of the room a massive idol in the form of an elephant, entirely sculpted from severed hands stands, and a gas-like liquid pours from its trunk into a barrel.

Outnumbered, the group shoots the head cultist, and blows up the oil barrel, starting a fire in the closed room. Panic ensues. The group fights its way out at great physical and mental damage to the surface.

Epilogue (shared GM responsibilities)

The epilogue is a montage of a few scenes.

  • (Player) The lawyer is in a room, signing an NDA with the CEO of Omni, against a massive amount of money, and thinks of how he is going to use this money for a lavish lifestyle.
  • (Player) The engineer is scouring the US, pursuing similar murders and disappearances on the Eastern coast line.
  • (Player) The journalist is somewhere in the wild — Africa or Asia — and finds an old tribe known to worship an ancient god in the form of an elephant
  • (GM) News report a culprit was found in the case of the missing hands murders in Florida. He seems to have died in a shoot-out in the swamps, far away from Felicity and the Omni park.

Some observations

This is our fourth iteration of this concept, with some refinements of the rules over time. I had GMed the first three. Someone else GMed this one and I was a player. And we debriefed quite extensively after each session.

In no particular order.

  1. Everyone seems to have *really* enjoyed it. Two of us have played as Master GM and player. As a recurring GM myself, the experience of sharing agency in a mechanical ways was super fun and a source of reflection for my own style.
  2. Everyone has the same feeling of a very narratively “dense” session. Not necessarily in the amount of details, but in the fact that everyone at the table is working very hard to “link” everything together.
  3. Not everything makes sense. E.g., why would Ms. Maples task the group to investigate in the first place? Maybe she’d rather have that than a more formal investigation. Maybe she wants to test the engineer and the lawyer’s loyalty. Who knows…
  4. Not everything is explained with a tight bow on top. We can all infer the truth behind all this. An ancient civilization turned into a massive evil corporation, worshipping an ancient god of energy, etc. But this format is not meant for a neat reveal of “this is what happened” that ties everything together. Importantly, none of us cared, because we enjoyed the story so much!
  5. Some early elements we had introduced (that I didn’t include in this write-up) didn’t get used. But only a few. And we think found amendments to the rules for next time to minimize these.
  6. Most Chekov guns (if not all) got “shot”. (Not that they should or shouldn’t as a rule, just saying.) The GM turned the missing hands concept (underused until Chapter 3) into a fantastic description of a horrifying elephant avatar. Without going into details, there was another element introduced, the GM made a clever Cohen brothers-like reference in the epilogue. But not everything is super tight evidently in this format.
  7. The palette of themes worked very well and served as anchor to all on themes and colors for the story. Everyone used them. They really resonated throughout.
  8. Everyone cares way more about making it a great story than developing a great character, and yet the characters developed themselves better than in a typical GM-player setting.
  9. Some of us introduced subtle calls to elements of other games we have played like this. (The Omni corporation was mentioned in another session, one of the player characters here appears in another session.) We didn’t feel we had to explicitly “link”, especially because it wouldn’t have meant much to some players, but it was great for some of us to get the feel of continuity.

I welcome any thoughts / feedback / reactions! And we’d love to have someone join one of these games if interested.


10 responses to ““Collaborative mode””

  1. Well … I will get right to what I’m seeing. You’re identifying tyranny as a problem and solving it by democratizing everything. In my experience this can be euphoric at first, but it’s basically misguided and unless the real problem with the medium is addressed, then all the trouble will re-appear.

    Which is, effectively, the aesthetic history of almost anything labeled a “story game” from about 2005 through the present day. Even at its most functional, it’s consensual storytelling, or a writer’s room with momentary coherence or entertainment as its only standard, and crucially, it’s jumped media exactly into writing and not role-playing as such.

    [More common, unfortunately, is simply to spread the tyranny around in some way, or as I’ve said here and there, I don’t like being railroaded by one person, so why would I like being railroaded by five, with the dubious lollipop that I get to do it sometimes. But at least this doesn’t look like what you’re doing.]

    The authorities in role-playing, to use my language for it, may be distributed in any way. A wide or leveled distribution is fine, a concentrated or asymmetrical distribution is fine. The crucial point is that any single thing in the fiction may be “addressed” by them, plural. ….

    … I’d like to develop this into an explanation for where I see your description leaping away from the medium rather than doing it in a particular way. Unfortunately summarizing like this is extremely abstract and, as with any medium of expression, it makes no sense outside of examples, but every example must be a particular one with its own properties. Thus giving examples tends to fixate people on the properties of the instance and not on the point.

    That’s why we have 41 posts in the Authorities category, including discussions, and very little collective understanding at a practical level. I tried to get somewhere with In/Over, which may interest you. I’ve also developed a workshop about it which I hope to present in December.

    • Thank you.

      Your response / analysis makes total sense to me. I don’t think what we are doing here is generalizable. My sense is that it relies on the fact that we are regular players used to each other, and part of the fun is passing the baton between ourselves as “this specific group of people who enjoy each other in the traditional GM experience as well and find it fun to just pass the ball in this format too”. And my euphoria is limited!

      I will check out the posts on authority. Reflecting more on this, the area I had been looking into in the past week are all the posts and videos around intuitive continuity / bang. I think that’s where I wonder what kind of experience we had. It does feel like “no prep / high control” (just shared), but there is also a piece that was interesting of the prologue and chapter 1 being a time of prep with little control for the main GM in chapter 2. I also want to try Circle of Hands, where it looks like you defined a really interesting way of approaching this.

    • In looking it over, I think I should have been more positive in terms of “this is indeed a functioning aesthetic activity,” at least in addition to the role-playing-centric “which happens not to be this activity” point.

    • No worries. I posted with the hope to have thoughts and reference to existing materials, which I did.

      I do have to say I did not follow the meaning of the back-end of your last post (specifically, at least in addition to the role-playing-centric โ€œwhich happens not to be this activityโ€ point). But that’s ok.

      The video “Rules, authorities, and PbtA” was super enlightening, in addition to the post you referred to, about the topic of authority.

      I have a bunch of questions / thoughts. But I want to take time to digest some of this first by playing more with it in mind. I find that the content around here gets clearer not necessarily by consuming more of it, but by playing after considering it. If that makes sense.

  2. Not sure itโ€™s very polite to respond oneโ€™s own post with another long post, but Iโ€™ll do it anywayโ€ฆ With a different point.

    Since this game and post, I have done another similar play, reflected some, read more materials, and viewed more videos.

    The question that I am asking myself is โ€“ did we implement a big machinery of โ€œintuitive continuityโ€?

    The peril of โ€œintuitive continuityโ€ in this format is evident. The procedure consists in setting a โ€œcolorโ€ and then passing the baton of authority, without a solid preparation. It is therefore easy to just move from one narrative element to the next, intuitively, and without purpose โ€“ instead of answering a clear narrative premise (in the sense of Egri / “story now” if I understand correctly).

    So the question is whether there was a premise to start withโ€ฆ I think the answer is โ€œyesโ€, with a caveat. Yes, because the โ€œpaletteโ€ was directive: corporate greed and fear as well as duplicity. Therefore, as horror arose, it would be corporate-driven, and for all the characters the question would become: is it inevitable to succumb to corporate greed or fear when it is pushed to the extreme? The caveat being the strength and clarity of that premise: we are far from the power of โ€œlove defies deathโ€ in Romeo and Juliet hereโ€ฆ

    When we think of what happened in play with character development relative to that premise, we find three stories. The lawyer who stays true to corporate greed and ends up monetizing confidentiality. The conspiracist who stays true to his obsession, hurts the company and continues searching for the source. Perhaps the more interesting character is the engineer, who has everything to gain from protecting the company, but decides to go against it on his own principles at the end. In all cases, one could make the case that the story was made by these people in this group on that night, and others would have made a different story.

    The quality of the story construction is probably weakened by the fact that different characters had different conclusions to the same premise. Thatโ€™s an effect of construction of our house rule: by stopping mid-game for each character to โ€œstate a purposeโ€, we do avoid a purposeless story, but we donโ€™t reach a coherent response to the premise. Can we imagine a version of Romeo and Juliet in which Romeo kills himself, but Juliet wakes up and just says โ€œoh, well, Iโ€™ll have to find another guyโ€…? Probably not.

    To note also that the premise of our other sessions may have been less clear than this one, which was not as crisp as it could have been in the first place.

    All good areas to reflect and improve upon. And The Pool will be our next play to try and experience a more intentional narrativist form of play.

    • I think you’re going off the rails, or rather, into them.

      “Intentional narrativist …” “answering to a clear narrative premise …” this is all bad news. It’s the writers’ room. It’s analysis and pre-planning. It’s the story games disease of making widgets for enacting skits. I am starting to despair about how to talk with you, if this is where you’re going from what I’ve written, especially since I’ve seen it all before to the ruination of hundreds of would-be participants and their would-be games.

      Here’s a brief point: that the impressive-sounding term intuitive continuity is bullshit, as it merely puts lipstick on a deceptive and manipulative means of control at the table, the negation of play. It is not a method of play. It should not be taken literally according to its own vocabulary. There is nothing intuitive about it nor anything to do with continuity.

      Here’s another: my use of Egri was descriptive, not prescriptive. I am not talking about a technique of saying, “here’s our Premise, now we shall address it,” but an accurate observation that when anyone has made a story, this is what it looks like, regardless of their self-awareness and regardless of their method. I stopped referencing Egri twenty years ago, because I realized that doing so was ineffective and the communication was irrecoverably borked.

      I think I need to blowtorch your analytical intensity, including the firehose-drinking of vocabulary and the cross-referencing of multiple texts. I completely appreciate your desire to know role-playing, but I also think you’re trying to know it, i.e., master it, at the same time you’re trying to discover how to do it, which is a guaranteed tailspin for any substantive activity. (I’ll spare you my discussion of science, martial arts, and sex.) Your posts show all the table energy and imagination that you need actually to enjoy the basic act, when a certain amount of hobby cruft is finally shed. I can see the role-player trying to get out, as it were. The knowing can wait.

      I suggest two things. (1) Playing any role-playing game you like, for fun, without intensive critique and without seeking developmental insight. This is to establish a baseline of what you and the other participants enjoy doing, or even whether there is anything you enjoy doing, which I think there is, so that’s good.

      (2) Watching some play videos with notably straightforward content, in which intelligence takes care of itself and cleverness is absent. I suggest the RuneQuest game from a few years ago, beginning with Fast fun adventures with swords and magic underground.

      Beware as well of system enlightenment syndrome (I just made that up). So many people said, “Ah! And now we shall play The Pool and we will see the light!” … to the inevitable outcome of everyone bleating desperate or clever content into a void, or rolling dice because they think the system is coated with pixie dust and will give them a story, or both, meaning pounding incessant conflict into play. I put people through five weeks of exercises and homework just to get past this problem with The Pool. It takes some of them months and years later to finally realize that it’s just a role-playing system without remarkable distinction except for being no-bullshit and pretty good.

    • So Iโ€™m going to explain where I am coming from, and at the end you tell me what we do! Iโ€™m not giving up trying to talk with you unless you do. If this post is off-topic / distracting for the website, no worries if you take it down.

      I understand the advice of just playing. I have to disagree with the notion that practicing an activity without doing theory, from day one and in parallel of the activity, is effective. In fact, always combining theory + practice has served me extremely well in my life. (You actually make me ponder about my sex lifeโ€ฆ I have been practicing without theory for decades. Iโ€™m objectively not very good at it. I wonder if I should have picked up a book along the way…!) I can logistically play a substantial RPG session once a week, almost religiously. Itโ€™s 50 games a year. Itโ€™s as much as I would like. But itโ€™s not nothing. I wouldnโ€™t trade that game time for any amount of reading about RPG. But there are pockets of time in my evenings, and I dedicate a good chunk to reading fiction and also theory about my few activities. Also, in addition to being effective for me, reading theory / confronting it to practice / generally being analytical makes me happy in life. It’s a big part of who I am.

      Quick detour on three points you make.

      1. On Egri. I read it cover to cover. Personally, I think itโ€™s a sham. As the saying goes: โ€œif you canโ€™t do, teachโ€. I speculate that the guy had a chip on his shoulder that the seminal work on the topic of fiction places Homer above Sophocles and Aristophanes. So he wrote a book largely paraphrasing and applying Poetics to playwriting, which is a particular case, and producing unnecessary nuances. Itโ€™s fine though. If we start disowning every book that paraphrases and dilutes the Greek and Roman classics, we can cut non-fiction book production by 80% (it wouldnโ€™t be the worst thing in the world by the way). I believe that his main point (which is Aristotleโ€™s) is valid and largely unimproved in 2000 years: good drama is produced by character development as these characters face conflicts along a cogent plot line (my own English words, I have read Poetics in French). A number of film directors, screenwriters and writers I like seem to agree, for what itโ€™s worth. Egri wants to use the word “premise”. And you have referred to it in the past, so be it. Itโ€™s still a good concept, and a fine test. And reflecting on that particular session, I was considering: did we fail in that session my own belief that a plot / premise / whatever term you use to translate the original word of โ€œmythosโ€ in Greek is required for a good story?

      2. On โ€œintuitive continuityโ€. I think you are vastly under-estimating the validity of your own concept and the simplicity of its wording. I understand you use it to describe a type of GMing. I think that is a specific case of a broader one. What you are describing is, in my opinion, nothing more and nothing less than corpus-trained prompted content generation produced by neural networks — aka large-language models, as implemented in ChatGPT or your favorite conversational GenAI tool. (There are non-computational foundations to this in analytical semantics, but itโ€™s less understandable that the GenAI analogy.) I really like the wording actually. โ€œIntuitiveโ€ is a better word than โ€œcorpus-trainedโ€ and โ€œcontinuityโ€ is certainly a better word than โ€œprompted content generation produced by neural networksโ€. My view of the RPG issue at stake with โ€œstory gamesโ€ is that, from a language processing (and therefore story production) point of view, the GM (or a player) prompts his imagination to where he wants the story to go based on established narrative, and produces a next element based on an amorphous body of fiction he has seen / read. And we end up with highly derivative work from that process. The fact that this technique can be used by the GM to bend towards a desired outcome, or by the player to just move the story straight forward is not very important. The important piece to me is that doing this produces a bad story (and is not super fun after 2-3 times of doing it as a gamified procedure). For this reason, I am totally short on ChatGPTโ€™s ability to produce a good story. And reflecting on that particular session, I was considering: did we fall into this trap of derivation, or did we produce original, creative, primary content?

      3. I have nothing to say about โ€œenlightenment syndromeโ€. I agree with you. I have failed enough in my life that I rarely get exalted now, and definitely not about a game system. The Pool, playing โ€œRAWโ€ with an attention to procedure, is next to try and learn something from it, in practice and in theory. So is Inspecters. So will be the next edition of D&D. Sorcerer is on the list! So is Circle of Hands. Etc. For some of these I have a tough time absorbing the text and/or finding interested players. When I mange I try them. And if I like it, Iโ€™ll try to play them for a while. And if I donโ€™t, I try learning something from it, in practice and in theory, and move on. Itโ€™s tough to find time for new games, because our group does enjoy the games we regularly playโ€ฆ And that matters more.

      Beyond this, my real angles about all of this are (i) logic, particularly propositional (various systems with an alphabet, rules of formulation, rules of derivation, tests of validity) applied to semantics (think Russell if you are familiar), and (ii) the nature of fiction (think Walton if you are familiar). Both of these fields are extremely well researched already. But how they intersect in what I would call โ€œthis weird thing that we do of getting around a table as a group with some rules to produce an ephemeral storyโ€ is not well understood at allโ€ฆ And I could go into my thoughts on that for hours, but that would be totally off-topic. (Quick example is how authority fits into the rules of derivation / test of validity framework of various formal logic systems, and what it tells us.)

      Now for the last bit. Why am I here? The French communities are high on theory, but I suspect some of these guys havenโ€™t played a game in months actually and the โ€œletโ€™s smell our own farts and make one-page games nobody plays to pretend we are designersโ€ attitude is not super appealing. I do like 1-2 of these guys and try to learn from them. The US popular community is lost in the shallowness of social media and the thought leaders have disappeared or, worse, been converted to Twitch commercialization. Adept Play seems to be the *only* English-speaking place in the world (I suspect there are great Italian, Nordic and German communities) where there is real play around a guy who has actually designed a classification model (I hope you are not offended by that qualification, but I donโ€™t think the Big Model is particularly predictive) that still represents todayโ€™s โ€œstate-of-the-artโ€ in the theory of practice and design of this activity. So aside from books, itโ€™s the only place I seem to learn how to do better on Saturday night, and how to think better about the theory.

      Thatโ€™s where I am coming from. But itโ€™s *your* place, so you tell me what to do! I would totally accept disengaging, and just quietly reading / watching whatโ€™s going on on Adept Play (the website), and talking to myself about theory between my Saturday night games. Iโ€™m also happy to try to engage with you / this website / this community in a different way too. I came here to pursue my interests in practice *and* theory — trying to understand and use your vocabulary instead of my own felt more respectful and less distracting. But maybe there was the mistake in the first place.

    • Footnote first: I did not coin the term “intuitive continuity.” Gareth-Michael Skarka used it in his first published game texts, in the early 1990s. What he described and instructed was not play but a deceptive control method, and I use his term only for reference. I’m not using it for any functioning practices that bring new content in during play, which are no big deal or problem, and indeed several of my own designs rely on doing that. I’m using the term as he assigned it, as it’s the historical name for a vast swath of textual and practical harm to the activity at that time.

      Skarka is really just a blip, though. If you want the core text for this swath, it’s the Adventuring and Catacomb Guide, AD&D 2nd edtion, 1989.

      So please don’t try to “find the good” or interpret anything in these texts in any positive way, especially just because someone employed a catchy term. People have tried for decades and they only fall into the pit of control.

    • To the bigger point, your participation here is welcome, and obviously I can’t dictate how you want to frame it intellectually. Which sounds nice, but also, I’ve learned that if I coddle and support people without letting them know where I think they’ve spun out, then it only leads to suffering, and in recent years, I’ve found that speaking out has been vastly more positive than I would have imagined.

      So, to state my #1-2 better this time, if you want, then try my “play for fun” suggestion. If you want to analyze it, then at least this once, let’s try it afterwards, not during or injected or parallel. Therefore, I mean really afterwards, when you are saying, “Damn, this is really fun, I’m glad I’m doing this,” and possibly continuing.

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