Defining Who We Are

Written by Tyson J. Hayes on 2010/01/01 – 08:00 -

As the New Year is upon us we take time to establish goals and make resolutions, but before you can decide what to change you first need to define who you are.

Apathy Games is game company and as we’ve said before we love Savage Worlds and are pursuing a license to sell our games. Now the simple act of this makes us game designers, but what does that mean? I struggled with how to define Apathy Games to my family over Christmas. None of them play Dungeons and Dragons, nor have they even heard of Savage Worlds, and the closest they come to a board game is the occasional game of Pictionary. So during the drive up to my Mother’s I thought about how best to describe myself, my colleagues and my community.

Focus on the social aspects

One of the biggest things about our community and our games I hear is that they are social games. Most table top games cannot be played by one person alone, they require other people. If I am going to play a game with someone I’m more apt to choose a board game, or card game to play over a video game. The reason is that I can interact with them more with a board game then I can during a video game. The distinction is important in it directs where your attention is focused. Instead of on the screen and what your avatar is doing you’re focused on the other person.

I decided to share with them a story about playing a game of Gloom in which the object of the game is to spin a terrible story about your family and ultimately usher them to their untimely death. What was great about the game was the spinning of the story and collaborating together in making these things happen. This collaborative storytelling and social interaction is fundamental to what we do.

It’s like acting on a stage

I tend to describe roleplaying as a group of actors on a stage that are improvising their lines. The GM is the director, set designer, and miscellaneous characters. He helps drive the plot forward and settles disputes as they become necessary. As the play is being made up as the players are playing it can result in anything from Whose Line is it Anyway? To Grey’s Anatomy, with slightly less drama, depending on your players. The goals of the game vary depending on the game and what you’re trying to do during it, but the play tends to look the same. A bunch of people gather around a table with dice and paper and talk like they are having grand old time (which the secret is, they are).

Our part in the grand scheme

After explaining all of this I simply add that we help the GM’s to create the world by giving them ideas and the tools to do it.  As we’re using the Savage Worlds rule system the heavy lifting is done for us and we can focus on creating a story and characters to populate it.  We focus on turnkey games allowing anyone who has never played before to pick up and have all the tools to run the game.  We provide everything we can to make sure the game runs smoothly in as much time as it takes to read through the adventure.  As adults and GM’s we understand that there is little time to prep some weeks or at all.  We try to assist this by making it as easy as possible for anyone to play without compromising the game.  So while we are not creating a game for the XBOX (a common misconception) we are creating a game for people to play.  It just requires more thought, more people, and a bit more prep to play.

What have I missed in describing games and game designing?


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  • When asked what my game is like I tend to describe a situation to them. "Okay, so you're at work, the time clock has been bumped up 10 minutes, so you clock in a few minutes late. The Boss comes out and starts freaking out on you for being late. How would you react to that?" (Though of course the "Situation" would be far more tuned to the individual. :P ) They give me some kind of answer, or ask questions about the situation, at which point I continue on with the "Scene" until they catch on to what I'm doing or I've gone far enough to use the conversation we just had to explain it. ;P
    After that I explain that there is a "System" built around that, and answer any other questions they may have. On rare occasion there are people who don't "Fall in" to that. For them I say something along the lines of,

    "You've got someone who's in charge of the game, and everyone else is in charge of one character in the game. The person in charge tells a story, he is in charge of the world, and all the characters in it. Each player builds a single character which tells them what they can and cannot do. The players then dictate their characters reactions to that story within the bounds of their characters abilities."

    I don't believe I've ever run into anyone who just "Didn't understand it". I've talked to many who "Didn't get it", but they at least understood how it was supposed to work. (As a side note, I've picked up several new role players while explaining to them how the game works via method 1. ;P )
  • Personally I find your explanation a bit confusing and although I would eventually catch on something like the metaphor I used for me at least would have been more useful. If you were to begin some kind of roleplaying without telling me I'd be a bit befuddled as to what you were doing.
  • Yeah, it's meant to catch them off guard. Role playing is an easy concept to catch onto once you see how it's done. By coming up with a scene and getting them to respond to it (An Exaggerated "What if" series of questions basically) I eliminate most of the "How does it work" questions. I do like your metaphor, as it's understandable to a wider audience. I was just paraphrasing what I've said in the past. ;P
  • I always describe it as playing "make-believe" with more rules.
  • Hillary Crenshaw
    What kind of reaction does that receive? You make it sound like something that belongs on Sesame Street :P
  • I tend to get a decent response, but It's not like I leave it at that. I tend to mention that it's really just a social experience where you actually do something together.

    Maybe I should add that you don't have to make small talk when you're busy trying to not be eaten by a dragon.
  • Hillary Crenshaw
    I'm just giving you a hard time. "Playing make believe" is probably a better description than the ones I've come up. I gave Tyson's improv analogy a try and I definitely made better progress. It's rather depressing to realize that I'm the only nerd in my family.
  • You should have brought your dice with you. Pull out an old Scrabble board to be used as a battle map (tokens included) and send them on a Savage dungeon crawl. If that doesn't do it, change the dungeon trappings to a Black Friday sale and the dragon at the end to Big Bertha, the 400 pound mediaphile who is guarding the last 60" plasma.
  • Hillary Crenshaw
    @ Dave: This was a problem I ran into over and over again this past holiday season. Lacking the foresight to bring a Savage Worlds rule book, the gap between layman and gamer was hard to breach. I could have used Tyson's article for advice, as I don't think I quite got the point across. I say “adventure” and they think video game; I say “tabletop” and they think Scrabble. I found that we were speaking entirely different languages in terms of reference. Tyson's comparison to acting and improv would have been more useful. Maybe I could tell them it's like verbal Charades only everyone is acting at once.

    My mom still has no idea what it is I do all day.
  • I've had that same problem with explaining this industry and the hobby to family members. The best thing I have found is to always have a rpg book with me to use as an example of the kind of stuff I am doing.

    Your explanations and metaphors are good, though. One thing you didn't share: How successful were you in getting it across to your family?
  • As successful as I could hope to be, as they've never played the games I think they understood, but not in a deep way that I would have hopped to communicate. I think it's the problem of any industry and any specific job, unless you do it no one really understands what it is.
  • I was on Yahoo and found your blog. Read a few of your other posts. Good work. I am looking forward to reading more from you in the future.

    Tom Stanley
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