Sunday, April 28, 2019

Games People Play

"Stupid" is a game described in Eric Berne's 1964 book, Games People Play, in which "White" plays against "Black" to win by pretending to be stupider than they actually are.  The goal of the game is to compel Black to vocally call White stupid, or act in a manner that makes it clear that Black considers White stupid.  If Black does so, White wins.  This enables White to discount anything that Black says from that point forward, as Black is clearly abusive, while simultaneously taking comfort that being judged stupid will mean that others will require nothing from White going forward.

In fact, the less that White learns, the more effectively White can play this game.  Known already to be "be stupid," White need not study in school or improve at day-to-day tasks.

White is then free to play the game, "Schlemiel," which permits white to act like an asshole.  For example, White deliberately spills his drink on a woman at a party.  Black, seeing this, initially feels rage, but then realizes that since everyone at the party already considers white to be stupid, recognizes that actually raging at white will make black look abusive, in which case white wins.  Black therefore resists anger, enabling white to say, "I'm sorry," while Black forgives him (giving black the illusion of winning).

White then proceeds to inflict other damage on Black's property.

Alternately, White may also participate in, "Clown," which is not a game but a pasttime, which reinforces White in the position, "I am cute and harmless," which is true if Black has lost the game Stupid.

I read through this, and other games, last night, after reading this post by Stealth.  It's brilliant, naturally ... and explains a great deal about what's going on with our players in games.  And in the light of it, I'd like to run through a few comments from the post of a few days ago.  From Matt,
"... what I've found is that most of my players seem fundamentally uninterested in their character sheet.  They don't care much for their abilities and spells and powers.  They use what they can remember, usually in the most basic way possible.  They are all more interested in the character that they've made, than how that character is represented by the rules."

From James,
"I tried to get my players to switch to AD&D, it failed ... I could draw a line in the sand, and risk a 5+ year campaign by demanding to switch systems. But I just don't consider the risk worth it in this instance."

From Sebastian,
"... every session I hate the system more.  There is no challenge.  Everything is meaningless.  But the group consists of old friends ... That, however, is the difficult part.  They have watched Critical Role and all that youtube garbage Adventurer's League and have understood that is how the game is supposed to be played."

And from Shelby,
"I was introduced to the game through 5e, and so my extended friend group is very Critical Role and AL minded.  Gradually, however, I grew dissatisfied with the emptiness of 5e, which eventually led me here.  But I'm the only one of that group to have had that resolution so far."

Recognize the pattern?  In all four cases, the commenters are being held fast by peer pressure ~ the threat that they will lose their players, and thus the game, if they compel their players to act in a manner they're players don't wish to act.  In turn, the players are playing a game where the DM is the lackey, forced to perform to suit the game that the players have already won.

In the game, "Stupid," Black defeats White by not caring what White does, or thinks, or wants, or believes ... and emphasizes that contempt by ostracizing White from Black's presence.  This, however, requires a risk: Black may be seen by others, particularly others who are also playing the game as White, as a threat, as unreasonable, as vindictive and as someone who deserves to be ostracized by other Blacks who are presently losing the game to various Whites.

But just to be clear, let me explain the game again without the metaphor.

I write a blog that defines 99% of the participants playing D&D as a clusterfuck of morons, which I don't care about and which I don't allow to post here.  The clusterfuck responds by expressing their innocence and privilege to continue holding onto their belief systems, which are strengthened by my calling them out, as now they can act freely as persecuted for what they believe.  This privilege of victimhood discounts any need on their part to do anything about improving their games.  In fact, NOT improving their games becomes a badge of honor.

At the same time, it privileges them with the option to vilify me, explain why others shouldn't listen to me, discourage any other person from improving their game because of the way I've brought harm to the community, etcetera.  Thus, by winning as Black, I create a comfortable space without Whites, but I slate every other game venue in my loss column.

To which I respond, c'est la vie.  And no great loss.  I'd rather win here than continue losing there.

Those who find themselves playing Black against their players who are playing White, who worry that winning as Black would mean losing their game worlds, their present campaigns or whatever else might be the consequence of not continuing to lose as Black, must decide for themselves what is best for them.  But we need to understand that one power of peer groups is that they enforce standardization of behaviours through emotional blackmail.  They ask, "Behave as we, the group, expect, or we will punish you."

Which is followed by losing Black players in my inbox saying, "If I behave as I want, my players will punish me."

Okay.  Just want to make that clear.

16 comments:

  1. Whenever I talk about power Dynamics between player and DM, I often get a response that goes, "That's awfully antagonistic, isn't it?"

    Yes. And a spade is a spade.

    If you don't want to deal with that dynamic, you have to first admit that it's there. Can't fix a problem until you recognize it as a problem . . .

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  2. Hello. This is my first time commenting on one of your articles. I'll start off with first saying that I very much enjoy reading most of what you write. I may not agree with every conclusion you make, but I recognize that each conclusion is the result of thought and reason.

    I find a lot of your work brilliant. You clearly have a passion for playing this game and doing so in an excellent fashion. This too is a passion I share. I do not want to run a 'decent game where players have fun.' I want to run the best game I possibly can, where at the end the players feel that they truly had an impact, felt respected as players, and felt that the experience was amazing.

    Obviously, this involves a lot of work, both at the table and away from the table. I am in 100% agreement that the current state of the culture of the game is in shambles. It is terrible, uninteresting, and I do not want to play with those types of players or DMs.

    The post you make here is interesting and also, in my mind, indicative on a reason that you are losing the fight. And let us be clear. You are losing the fight. The people you feel are poisonous to the game are able to reach a larger audience, set the narrative, and define the terms. Yours is a mindset under siege and you are barring the gates and manning the guns.

    The refusal to engage with the 'stupids' is self-defeating. You are throwing up your hands and admitting, effectively, an inability to overcome the arguments of the enemy. This is how it is perceived, as a Giving Up.

    I posit that there are ways to engage with others in a non-combative fashion that can show them the superior playstyle on offer by DMs who run the game with your mindset. I think that your ideas win on the merits. Or maybe not precisely your ideas? But your mindset. Your way of approaching the game.

    Do I have the answer, the One True Solution here? No. But I think it is a discussion worth having. That there is a method, somewhere, to be able to convince others that there is a Better Way.

    Either way, thank you. I enjoy reading your posts. Almost ESPECIALLY when I disagree with them :)

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  3. Wow. As someone whose parents were absorbed in the popular psychology movements of the 60s and 70s, and was consequently raised on a healthy diet of Alvin Freed's transactional analysis books for children, the unexpected evocation of Games People Play gives me a heady blend of nostalgia and cringe.

    In the examples you give, I think the game "If it weren't for you," bears special mention, since we may be unwitting participants when we complain to others about the D&D we would like to run if only our players weren't holding us back:

    "Mrs. White complained that her husband severely restricted her social activities, so that she had never learned to dance. Due to changes in her attitude brought about psychiatric treatment, her husband became less sure of himself and more indulgent. Mrs. White was then free to enlarge the scope of her activities. She signed up for dancing classes, and then discovered to her despair that she had a morbid fear of dance floors and had to abandon this project.

    "This unfortunate adventure, along with similar ones, laid out some important aspects of her marriage. Out of her many suitors, she had picked a domineering man for a husband. She was then in a position to complain that she could do all sorts of things 'it if weren’t for you.' Many of her woman friends had domineering husbands, and when they met for their morning coffee, they spent a good deal of time playing 'If It Weren’t For Him.'

    "As it turned out, however, contrary to her complaints, her husband was performing a very real service for her by forbidding her to do something she was deeply afraid of, and by preventing her, in fact, from even becoming aware of her fears. This was one reason… [she] had chosen such a husband."

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  4. Yes, I am losing the fight.

    But I am not, as you say, refusing to engage. This is a PUBLIC blog, written so that anyone might read it, including yourself. If I were refusing to engage, I would not blog at all.

    As such, I am not throwing up my hands. Nor am I engaging in a mindset under siege. I am plainly at war. There is no one in the RPG blogosphere who does not know what I am and who I stand for, and it is OBVIOUS from the stats that many, many, many of my enemies come here every day and look. They grumble and bitch on twitter about me and they dislike me intensely, but they come. Mike Mearls follows me on twitter.

    Though admittedly, I've stopped using twitter, as it is a waste of time where it comes to changing minds. I'm sure that Mearls comes here, however. And that he's smart enough not to attach his name to the poisonous reputation this blog has. You may BE Mike Mearls, mighten you? I notice you're careful not to attach your name to your comment.

    As such, your perception that I'm "giving up" is short-sighted.

    Look around you. We ARE having a discussion. We ARE convincing others that there is a Better Way. We've been doing this now 10 years.

    All I am doing with the post above is using the legitimate context of a psychology approach introduced 55 years ago to support evidence of how the motivation of weak, deliberately stupid people cripples. It is one brick in a lot of bricks I am throwing through windows, and encouraging other people to throw.

    I appreciate the compliments, Mike. Er, whatever your name is. But let me explain something about "losing." The Vietnamese were losing all the way through that war. The Bolsheviks were losing all the way through their war. The Germans and Russians were losing against Napoleon throughout all of that war. The cavaliers were losing to the roundheads. Then what happened? What?

    "Winning" is a very vulnerable position.

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  5. I definitely agree on this and I have switched systems twice with this group. Once from 4e to 5e when that was released, and once from 5e to BX. Unfortunately, the group consists of 7 people out of which 4 are able and willing to DM. This means that I am currently not their DM.

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  6. I know who you are, but what you stand for has always eluded me. Elitism for elitism's sake?

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  7. Fair enough, I am merely commenting perhaps on the tone of the pieces I have read. I recognize it was an unfair comment and I did not mean to mischaracterize the level of engagement.

    I'm glad you are here leading the fight and I look forward to further discussions on the topic.

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  8. Venger, what you call "elitism" is what the rest of the thinking world considered "factually researched proof of human achievement and knowledge." But you're a classic White player of the Stupid game.

    Your blog and your whole schtick is about getting yourself called stupid in order to feel smug about being persecuted.

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  9. I played with at least a half dozen different groups in college when I was a frequent attendant of a gaming club. For various reasons, I was sometimes roped into playing not so great TRPG systems, or even DMed them myself. It was then that I began to notice a trend whenever a poor system was encountered.

    About 25% of the people I played with displayed clear discomfort and distaste for systems they didn't like. Only very rarely would these people go on a tirade or storm off in the middle of a session, and it was fairly uncommon to see them express direct and spoken criticism, but the distaste was obviously there. Especially once the game ended and we were free to talk among ourselves.

    The bulk of people I played these games with, perhaps 65%, experienced both minor highs and lows in any and all games and, as a result, were largely complacent regardless of system or game. They lacked either the capability or knowledge to elucidate their criticisms, or they simply didn't think it was worth speaking about. Typically these people would either play long enough and gain enough experience to become one of the prior 25%, or they would eventually get bored and stop playing TRPGs altogether.

    The remainder, the 10%, were the ones that loudly declared their appreciation for systems like 5E. And while I don't really like to make value statements based on a person's taste in media, I have to be honest here and say that pretty much everyone I met within this category was totally exhausting to be around--often they were not only uncritical, but bad players and even flat-out bad people.

    The trend I noticed was that whenever a player or DM (one of the 25%) suggested that the group change systems, or that the system itself be changed, whether or not these changes would go through would largely depend on the existence of the 10%. If one of the 10% wasn't playing, then the most people would silently agree to whatever change was being proposed. But if even one person within the 10% was playing, or god forbid was the DM, they would loudly insist that the game go on as originally planned. If this occurred, all players in the 65% would unconditionally yield to whoever managed to scream the loudest--usually the 10%. In almost all cases this would constitute a majority vote. The remaining dissenters would either slowly give way, or leave the group entirely.

    Essentially, the loudest people control the silent majority. Unfortunately, solving this issue is very rarely as easy as removing the problematic 10%. Largely, these are games we play with friends--the 10%ers may not necessarily be your friend but they're almost certainly friends with someone else at the table. To not yield to their demands is to create messy drama, and to most people, a game isn't worth that risk.

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  10. Maybe I should clarify.

    I've found my players not caring about their 5th Edition D&D character sheets. This has not always been a problem with them. Other campaigns I've run have had players far more interested in the rules. 5e just sucks. I wanted to run something with classes, and races, and that was "D&D flavored" rather than the more generic system they were more used to.

    I think my problem was that I misread 5 players, who half-heartedly agreed to something they didn't actually care for, for the benefit of Tactics Guy, and myself.

    And then I compromised my own preference for Tactics Guy.

    Which, considering he's not at our table anymore, was a bad trade.

    But, I've since talked to my players (thank you for the push!) and they were immediately ready to change things as needed.

    I don't think I was held hostage, so much as I was afraid of disappointing them.

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  11. That does make things more clear, Matt. Thank you.

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  12. Bav,

    I hear the issue and I appreciate your breakdown. It was enlightening and also discouraging.

    As a DM, however, I am the only voice at my table, where what system is concerned.

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  13. To those feeling oppressed by peer pressure: If a DM's friends are insistent on staying with a system that the DM isn't willing to run... How valuable are those friends? How valuable is the game to you, even though you may hate it or feel constrained by it? Will not playing with those people really ruin the friendship and destroy a bond? Is that going to ruin your world? Do you not have other friends and acquaintances you could play with that are willing to try a different system, or tinker with the rules to make the game fun? Rhetorical food for thought.

    From my perspective, the answer is no, no it won't. Each person I invite to play in my game is a friend, a coworker, a relative, or a friend of a friend, co-worker, or relative. Whether they like my game or not, have a good time or not at my game, we are still friends and have a relationship outside the game at the end of the day.

    I remind each person that I invite that this is a game first and foremost. I approach only those who I think would be good additions to the current group. I screen my players to make sure they'll fit with the other players. Observing how they interact as a group outside the game is one fine metric for this.

    My players cannot hold me hostage. I tell them upfront, this is my rulebook, these are my printed house rules. This is the only game system I run, and the world map I've lain before you is the world your character will be in. Then we make characters and play for a bit.

    A few days later, I ask if they want to come play again next week. I let them know my game will be there, and they are always welcome to come back. No pressure, no worries if they can't make it. If they come, great, if they don't, I have at least four other people lined up that I know will show up. Some players have been in my game for months. A few have been playing for years.

    If someone says they don't like my system, or a particular rule. I'll look at it with them after the game. Maybe it can be improved. Or perhaps there are multiple interpretations and we need to find one that can be agreed upon. Perhaps I'll need to scrap a rule and build new rules. I will do so.

    If anyone insists that my system is garbage, or "outdated" or other non-constructive insults, and they'd rather play 5E, or whatever the fad flavor of the year is, well, off they go. Nobody is coerced to stay at my table.

    I can still work alongside them or go watch a movie with them even if they dislike my game. They are my friends after all, and we have a relationship that goes beyond DnD.

    I run my game, or I do not run my game. There is no compromise in this. Players do not pick the rules, or design the world. I do. The choice before my players is: do they enjoy my game enough to come back and keep playing?

    To Venger: Have you considered asking Alexis to summarize what he stands for? Has he not done a coherent enough job of explaining himself through his copious writing in books and blog posts?

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  14. Stealth, allow me the latitude to say something, regarding the value of friends, the value of the game, the ruination of friendship and the destroying of bonds.

    On one side, I find myself agreeing. But, the specific structure of any person's support group is highly complex and individualized, and cannot be simplified into the formula, if they won't let you change your world, they're not your friends.

    I've tried to take the stance that IF you want to improve as a DM, quit 5e. You've conflated this into a far greater hammer pounding an anvil. Clearly, some of these DMs are "willing" to run these worlds. They're uncomfortable, they need a push, they need direction, they need clarity. They DON'T need an ultimatum.

    Just yesterday we were talking about a safe space, yes? The readers here come to read me; they know me, they know what I stand for, they feel okay if I go off on a tear because in the end I'm going to back off and give space.

    But these readers don't know you.

    Coming from you, this sounds discordant and high-handed. They don't know what you stand for. They don't know that you'll soften if they do. I'm glad you're feeling this weekend the comfort zone you need to be vocal and start speaking out. But take it easy on the other readers. Address your heavier arguments to me.

    Fair?

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  15. Alexis: Yes, that is fair. Thank you for pointing these things out to me.

    I had not considered my prior comment in that light. You are correct, people don't know me here, and what I said could very well be taken negatively. You are also correct that support group structures are not so formulaic as my prior post implies. Re-reading my prior comment, it does ring of ultimatums, which I agree is inappropriate. My apologies.

    I'll take a step back and be more heedful in my writing. I will address the heavier arguments toward you directly, as opposed to the readers as a whole. I will keep what you've said here in mind going forward.

    I am unsure what to say beyond this right now other than I see what you're getting at and I am sorry.

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  16. It's all good. It's a safe space for you too. I'm sorry also.

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