Jeremiah Genest ([info]jeregenest) wrote,
@ 2005-08-24 14:53:00
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Entry tags:game design, gaming

Gaming and Change Control, I warned you
I’m sitting in the service room at my car dealer getting a tune-up and a tire repaired. How exciting. They don’t even have wireless, what sort of two-bit operation doesn’t have wireless? Okay that’s a silly question as many places don’t, nor do I tend to use it when I’m out, but given that car dealers have their clientele rather captured it would be nice if there was wireless. Course they’d probably be like most café’s and make me pay for it (I’m rather against that idea, free wireless for all!)

Since [info]neelk asked, and since I don’t feel like doing real work (I took a vacation day to do this why should I work?), I will think about a few of my ideas on change control.


There are five critical parts of pharmaceutical change control: Training, Communication, Early and continual regulatory involvement, Documentation, and Cooperation. Lets cover each of them as I see them applying to gaming.

Training: Amazingly enough I find this to be one of the areas that most non-D20 gamers ignore to their own detriment. One of the strengths of D20 is that most everyone understands the rules, understands the core-story of the game, and has bought into them. I’ve been in, and participated in, too many games where everyone doesn’t understand the system. And by system I mean it in the larger context. I’m probably bad about this as there have been several games I’ve been in that I’ve never learned the rules for and my game play suffers. If I’m going to do diligence to [info]jeffwik’s new game, [info]worldonfire, I really should learn the rules. It goes without saying that this ‘training’ on the game needs to be equally available to all, see communication below.

Communication: It’s just not enough to express what is going to happen in a game, its important to express the why and the how. Good two-way communication amongst a group is crucial. Communication is the key to success of a game, as sharing information helps everyone understand the purpose of the game and creates a feedback loop amongst the group to ensure future fun is had by all. I’m amazed how many groups have poor communication.

Regulatory: Okay now you are thinking Jere has lost me, there’s no outside agency peering into our games. To which I answer thank goodness. But there should be internal regulation so that everyone is happy and functioning on the same scale. Part of this falls into communication above, but there is also a big part of updating and make sure the documentation below is relevant, especially the social contract.

Documentation: There are all kinds of documentation that’s important to a game. There is the mechanics, and I’m amazed how many times I’ve run across house rules and interpretations (and every game has interpretations of the rules) that are undocumented. I think the adage “If its not written down it doesn’t exist” is a good one to take to heart. There is setting material which while I’m a big fan I don’t think is crucial. There’s an account of what took place in a given session, which is more important than you might think as I’ve found that any two people will have differing views on a session (its natural given the nature of what we do) and it’s crucial to have a shared understanding as a baseline from which interpretation can build off. And then there’s the social contract. The crucial thing to remember about documentation is that it needs to be a living, changing beast.

Cooperation: I’ll be frank I don’t understand antagonistic styles of gaming and I’m often accused of being a big curmudgeon who likes to argue. For me gaming thrives in a cooperative atmosphere. It’s essential to build the tools to foster that cooperation, which includes social contract.

Okay so there are some thoughts on theory. Next time some actual tools that I think can be borrowed from change control management best practices.



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[info]neelk
2005-08-24 11:21 pm UTC (link)
Immediate responses:

1. Isn't this all obvious?

2. If so, then why do I do so badly on those points?

Training: I'm pretty good about this as a player, and fair-to-poor as a GM. This is because I enjoy analyzing mechanics, but I don't always turn this into information the other players can use.

Communication: Okay, but could be better. I try from time to time to explain what I'm doing, but am not great at collecting feedback. In this thread, Mike Holmes notes that the "after-action review" style (where you ask: 1) name one thing that worked, 2) name one thing that didn't work, 3) name one thing you'd like to see more of) can get worn out, as people become numbed to the questions. My goal is to ask enough that I have to worry about this.

Regulatory: Okay, I'm good at this as a GM, and not as good as a player. As a GM, I find one flaw in my game, try things until it gets fixed, and then find another flaw and iterate. I'm MUCH better than I used to be, and I see lots of headroom for improvement. Mucho happiness. For whatever reason, I don't do this incremental process as a player.

Documentation: I used to be a lot better about this. I used to write up session summaries after every game, and they were WAY useful. I should get back into that habit.

Cooperation: Yeah, I agree with you, and I've finally started getting better at this as a player. Watch the other players and riff off their ideas. Simple, but effective.

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[info]jeregenest
2005-08-25 01:19 am UTC (link)
Thats the thing, it is all obvious and yet its stuff we let slide all the time. None of this is exactly rocket science in pharma either but big mistakes still happen all the time.

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