Skip to main content

Mechanic Monday: Less Play Writing, More Playwrighting

It’s Final Preview for the show I’m in, opening is tomorrow.  So even though this is technically a tabletop game design blog (I mean, right? Is it? What are we doing here?) I want to come at this from another angle and noodle around on theory here for a bit – not just as it pertains to writing games but also for the stage.
I’m a devout believer that writing across different genres, subjects, and media is all to the good for building your voice and your skills.  Broadening your approach, tackling a variety of challenges, and learning other perspectives; all of these represent tremendous opportunities for a creator.  I consider my game-writing to be (ironically) non-fiction, since the act of invention can result in something real (mechanics), rather than imaginary (fantastical/story), and I’ve noticed a genuine uptick in my writing abilities as a result of my commitment to write regularly in both fiction and non-fiction.  Fiction-writing inspires and livens up my non-fiction-writing; non-fiction-writing has taught me to be concise, to persevere past where inspiration ends, and to consider which voice best suits each audience.  So I think that while this writerly concept I’m going to talk about today pertains more to writing for the stage, it’s inspired by and has applications for game writing.

Experience-First Approach to Writing
In game design, newer designers often engage in a debate about approach: which should come first, the mechanics (the rules, actions, objectives) of a game, or the theme (a trickier term, but the setting, the plot, any sense of non-mechanical character)? More experienced designers often advise a hybrid approach over neglecting one side in favour of the other.  My own take on this subject is that the Experience should come first.  Whereas the mechanics or the theme of a game can be substituted or removed, the Experience of a game is meant to clarify what your intentions as a writer are for your audience, not simply for your design.
In my playwriting, I have a frequent issue: I can make little edits all day every day, but when big change is needed, and particularly when people other than me are asking for change, I’m lost: I can try my best to address the need, but I also feel my grip on the story slipping, and I lose any sense of what the “best” or “right” play is.  This is nothing special: Many writers, particularly those as young in their craft as I am, fall prey to the sunk cost fallacy and do not have the confidence to kill their darlings.  But I hypothesize that an Experience-First approach to my plays can help me better clarify, for myself and for my collaborators, the true goals of the play, which can then act as a measuring stick for the effects of a change and can help explain motivations in a field of writing that’s so personal and full of feelings.  It’s not impolite, per se, but it isn’t in the best taste to bluntly ask a playwright “but what is the point of your play”, obvious though that should seem.  Instead we dance around questions like “what are the themes, what is it about, who is it about” – all important questions, but incomplete ones.  I wish to experiment with a more holistic view of the play.  Agree to the understanding that your role is one of many, and that your contribution exists to serve the collective goal, the creation of an experience that begins before your audience even hears of the play.  How can defining your target Experience for a play help not just with editing, but the writing of it? Not just the production of it, but the marketing? Its place in season-planning? Its place in the landscape of your city’s cultural offerings?
If nothing else, this could be a way to be more specific in how you talk with your collaborators about your play.  Never mind whether a note makes a play “better”; talk about how a note will help the play serve the intended experience, and now instead of quibbling over what “better” means, we have a shared goal that the note and its solution are in service of.

This is something I’ve been kicking around for a while.  I started teaching my latest session of a playwriting class yesterday, I’ll probably keep testing and refining this theory with them.  Will report back.
Of course all this is moot if Covid-19 continues to spiral out of hand and we have to cancel all productions for any significant length of time, which would (I am not joking) financially knock out 50% of the small-to-midsized theatres in this city.  So.  Happy Mechanic Monday, everyone.

Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for ...

TTRPG Tuesday: Campaigning

  Hey it's TTRPG Tuesday, let's see if I get something written before sleep overtakes me. I'm still on that Channelers kick, but today I want to talk about a possible campaign path: The Magpie Offensive.  I see this as a military campaign where the PCs are conscripted, volunteers, or mercenaries for an army that is marching to quell Spirit threats and unite the region under a protectorate. There should be free RP sections as interludes between missions, and missions should be chosen by the party.  The army ensures loyalty with intangible rewards as well as artifact items. NOTE: This whole thing is being designed with the Rascal article on militarization in ttrpgs in mind. What is the thrust of the campaign? It's fundamentally one of conquest.  How do I encourage characters to question their presence and their complicity? How much interpersonal violence is an acceptable price to pay for environmental justice? How can party composition affect all this from jump? H...

Mechanic Monday: Winding Down an Engine Builder

  Welcome back to Mechanic Monday! Been a minute hasn't it? Remember when I did one of these a week for a year? 2020 was such a productive time! Totally worth the complete decay of my sense of self! Today I’m going to go about things a little backwards.  Normally I start with the mechanical kernel, mock up how it would look in a hypothetical game, and then do a little theorycrafting around it.  This time, I uh already have a v1.0 prototype.  So let's start there. Gradually Shorter Engines In Paper Moth Dynasty, you play a young Monarch, with nine Role cards flipped to either their Sun or Moon side.  In the first round you will place 7 of the 9 available cards in your Court tableau, then Exile a card and play the next round with one fewer card to draw and one fewer to play, then do the same again before the third and final round.  You will therefore place 7 cards in the first round, 6 in the second, and 5 in the third round. So engine builders (and th...