Clocks are Easy to Draw
To me this is the defining draw of the clock, as in the tabletop game
notation. It’s easy to draw a rough circle and put a few slashes through
it to create a quick stress track that’s easy to read and easy to fill
in. I can put infinite of these in the margins of my notes, directly on
a vtt with whatever rough drawing tools they provide, draw a lil row of
pizzas on the erasable mat if I’m playing in person. It’s convenient to
do in a way that I don’t find intrusive to playing, and that’s genuinely
valuable to me.
The clock, in most tabletop discursive spaces I am in, is seen as a
defining feature of the very popular game Blades in the Dark. I do not
like Blades in the Dark very much, which I think it is worth being clear
about up front — it is a bit of a sacred cow in some spaces. The aim of
this isn’t to be mean to it, but if I am in the process of getting where
I’m going, I am unrepentant. It’s a very successful game, it can take
it.
An excerpt from Blades in the Dark (page 169 of the pdf which I have
previously ran the game from):
Fiction-first is a bit of jargon to describe the process of playing
a roleplaying game, as opposed to other sorts of games you might be used
to.
In a standard board game, for example, when you take your turn, you
choose a move from one of the mechanics of the game, and then use that
game system to resolve what happens. You might say, “I’m going to pay
two stone to build a second fort on my home tile.” We could call this
process “mechanics-first.” What you do on your turn is pick a mechanic
to engage, then resolve that mechanic. Your choices are constrained by
the mechanics of the game. You might color it in with some fictional
trappings, like, “The brave citizens of Baronia heed the call to war and
build a stout fort!” but the fiction is secondary; it’s flavor added on.
In other words, the fiction is brought in after the mechanics, to
describe what happened.
In a roleplaying game, it’s different. When it’s your turn, you say what
your character does within the ongoing fictional narrative. You don’t
pick a mechanic first, you say something about the fiction first. Your
choices in a roleplaying game aren’t immediately constrained by the
mechanics, they’re constrained by the established fictional situation.
In other words, the mechanics are brought in after the fictional action
has determined which mechanics we need to use.
On its face I find this a mostly reasonable way of stating something I
would probably state differently (though I feel like id put it pretty
near the start of a book, if I included it at all). I think of
role-playing games as a series of claims. The players involved each make
claims about the world — often, but not necessarily, distinguishing the
scope of said claims through a gm-player division — and the playfulness
itself comes of responding, making counterclaims, and coming to a shared
understanding with the others involved. When a disagreement in outcome
of claims is reached, it is settled by building an assemblage of tools,
conversational or systemic, to bridge that gap in a satisfying way. I
find this a valuable framework to think through because to me the value
of ttrpgs is as a shared imaginative exercise with my friends. This is
not exactly what is being described by the passage on fiction-first, for
example I think the emphasis on “fiction” and invocation of ongoing
narrative doesn’t get where I want to be with my Claims-claim, but I can
do some generous syncretism where I say these are two ways of saying to
treat the imaginative and creative processes as having primacy, and the
mechanical being something you reach for after the imaginative. A
crucial split, though: “the mechanics are brought in after the
fictional action has determined which mechanics we need to use.”
This text does explicitly say need.
This brings me to the mechanical trappings of blades, which I find
constantly intrusive to the act of giving the imaginative any primacy.
Clocks are easy to draw. This matters less as they join several other
types of stress track, most of which are not significantly different in
mechanism but which are presented in a weirdly wide number of forms.
Most every mechanism at some point references most every other, and many
of those are written such that they adjudicate what claims can be made
and how, as selected from a list of mechanics whose import must be
constantly unpacked. This is not unique to Blades of course, but I find
it a notable thing in a game that positions itself in the way it does.
Of course none of this stops me from adjudicating fiction through the
game-of-claims process, but I find myself wondering: why these trappings
in particular atop that?
The worst offender is position/effect, I think. It narrows the game’s
imagination of the world into a space so mechanical that it feels best
metaphorized as shifting gears on a bicycle. Some stress track must be
overcome, and you have two buttons to click between three positions each
to generate the force that will or won’t fail at moving through said
track. To both negotiate the fictional claims and to use the mechanics
the book prescribes requires subordinating the initial claim to this set
of gears and interpreting it through the outcomes it lays out, and then
backtracking to square those outcomes to the claims, often
tenuously.
There are two takeaways I find valuable from this:
Wherein lies the “fiction?” If we accept the text’s claim at being
fiction-first, I think we have to ask this also. There are a number of
identifiable fictions: myself and the other players produce claims that
are fictional, the game has extensive text on a fictional setting, and
the rules themselves claim to mimic the motions of a subset of genre
fiction. If all of these are fiction, which do we first? And is there
perhaps a value to looking askance at narrowing the broad space of
“fiction” to be these alone? If so, is the term fiction-first useful? I
tend to think not, and I find interrogating that to be useful in
clarifying other thoughts and feelings I have on ttrpg texts.
What subject is assumed here? The subjective nature of games is often
invoked when differences in taste appear, which is fine, but I find a
value in taking that several steps further. This is especially true of a
game like Blades where the rules are sometimes treated as almost a
disciplinary force which produces the “good” outcomes of the game. As
someone who pretty regularly responds non-normatively to disciplinary
forces, I can’t avoid confronting this. The assumed subject of Blades
seems to be deeply normative, a player entrenched in a hegemony of play
produced by a mode of 5e DnD that looms large discursively, and yet who
will find the rhetoric of and small concessions to other modes of play
in Blades’s deeply mechanistic framework deeply revelatory — which feels
to me like a fairly paternalistic construction of an ideal subject
audience who can both be entrained into a new mastery and onboarded
economically. Publishing with that player in mind seems to have been an
economic decision that has paid off for Blades, but does that leave it
alienating to those who are not this assumed subject? Anecdotally I can
say yes, and I suggest that this is a more valuable way to approach
texts than as will-to-power expressions of the author.