Before the game begins, players are encouraged to
establish a Social Contract, that is to get a consensus about individual
play style preferences and expectations on the record in advance. Chapter
Two mentions several features that can be included in a Social Contract.
The Contract is an explicit acknowledgement that every group has its own
dynamic. Everyone has their own preferences and their own expectations.
They have their own ways of dealing with situations and with other
players.
Preferences are a collection of things a player likes
and dislikes. Often times if a game does not fit within a player’s set
of preferences there is not much to be done. Everyone is different, and
everyone is entitled to like what they like. This means Universalis may
not be for everyone. However, most of the time, preferences are flexible.
There is usually a lot of gray area between features players insist on
having and things they refuse to play with. This is where expectations
come in.
Expectations are what a player believes he will be
getting when he sits down to play. In any game, if a player’s
expectations aren’t being fulfilled they are going to be dissatisfied
with the experience. However, much of the disappointment can be avoided if
players are clear about what they can expect from the game right at the
start. Universalis offers a game that is unlike almost any other RPG out
there. We think it is a damn good game: a lot of fun and a powerful story
creating took kit. However, if a player comes to the table expecting
seafood and instead gets served a thick steak, he will likely be
disappointed, regardless of how good a steak it was. The Social Contract
is the way to make sure everyone knows what’s on the menu. Items to
discuss in a Social Contract include:
Outside Distractions:
Some groups have no problems playing a game amidst many
distractions. Other groups have very strict bans on things like cell
phones, televisions, Monty Python jokes; or discussing sports, a favorite
movie, or a new computer game. Some groups forbid food and beverages at
the gaming table, and establish set break periods where the game halts at
a predetermined time for such activities. One of the first parameters that
should be established by any playgroup is its policy on distractions. A
rambunctious, talkative group with lots of out of game camaraderie will
present a very different play experience than one where such things are
banned and total focus on the game is demanded. Players expecting one will
be very disappointed if presented with the other.
Table Talk:
Related to this is the idea of table talk. During a
player’s turn is it encouraged, permissible, discouraged, or even
forbidden for other players to offer suggestions, reminders, or threaten
retribution to the player taking his turn? Some groups will find that the
story is more collaborative if collaboration is allowed at all times.
Players can actually work together to help another player craft his turn
in the best way possible. Other groups feel that such efforts stifle
individual creativity and lead to bland predictable stories. Still others
simply find that it’s distracting, promotes too much chaos at the table,
or allows powerful personalities to dominate play. Some will permit a
suggestion or two if a player seems stumped but discourage it in general.
Games will function much more smoothly if a group’s attitude towards
table talk is identified before hand.
Game Rule Priorities:
How fast and loose vs. meticulous and detailed does the
group as a whole desire to be with regards to game rules? Some groups will
fall into the fast and loose category. They may get so absorbed with
slinging around cool descriptions and clever plot twists that they forget
to keep track of exactly how many Coins they’re supposed to have spent.
Later, when they realize this, they might be satisfied to simply say
"yeah, that would have been something like 6 Coins or
thereabouts". Other groups will want to be far more meticulous in
their accounting. They will explicitly cost out every detail and if the
player is a Coin short, they’ll expect him to cough up another one to
make good. Either method can make for an entertaining game, but all
players should be on the same page as to what to expect.
Pacing:
Universalis is a game focused on the creative process
in which brainstormed ideas serve to shape the game world’s reality. The
ability to Interrupt another player’s turn to add details of your own,
is a cornerstone of game play. Some individuals are not as quick as others
at this and prefer a more deliberate pace where they have time to
carefully think each item out and frame it "just so". Others are
brainstorming dynamos spitting out ideas by the bushel. If your group
includes a mix of these types, players should discuss in advance how to
keep the "rapid fire" players from dominating play and leaving
the "deliberate" players behind, and conversely how to keep the
"rapid fire" players from getting bored with a more
"deliberate" pace.
Adherence to Conventions:
An important item to establish up front is how rigidly
you plan on adhering to Game Structure decisions about genre and theme and
the like. If the genre is one of Dark Horror, how much "humor"
or silliness will be tolerated before the Challenge mechanic is used to
drag the story back on course. If the genre is a gritty realistic police
drama, how much tolerance will there be for over the top kung fu escapades
and open flaunting of authority. Some groups couldn’t care less and are
willing to follow the story wherever it takes them. Other groups will
demand players adhere to the setting and genre conventions as they’ve
been established. Spelling this out up front, will save a lot of headaches
and Challenges later on.
Level of Simulation:
Universalis gives players a great deal of power to
author and direct the story as they see fit. In this sense a player is
much like a screen play writer bound only by his imagination and his
budget. However, he is also bound by his ability to "sell" his
ideas to the other players. When engaged in a scene, should players
attempt to use their authority to ensure that the actions in the scene are
"realistic" and reasonable? Is verisimilitude important to the
game? Or are players free to be as outrageous and over the top as they
desire? This is yet another issue that is almost sure to cause a great
deal of conflict within a group if all of the players are not in accord.
Many groups will expect the players to be self limiting. That is to say,
each player voluntarily limits his own power to alter the world to what
makes sense or is reasonable given that world’s reality.
It is not expected that players will go down this list
item by item and sign a written contract. In fact, if you’re part of a
well established group that has been playing together for a long time, you
were probably able to recognize where your group already fits as you read through
each item. Most likely many of the issues above have been tacitly assumed
within your group for some time simply as a result of being familiar with
each other. You may, however, have noticed an area or two in which there
is some friction because players have different priorities.
Or if you’re part of a new group, you may not have a clear idea of what
your fellow players' preferences are.
Simply being aware that these differences (and many
others) exist and that not everyone in your group will share the same view
on them as you do can go a long way towards smoothing tensions. Often a
simple discussion about an issue can resolve it before it becomes a major
source of friction. These principles can be adopted to any game (or really
any social activity at all).
Universalis, however, goes one step further. It allows
(and encourages) social contract issues to be introduced as a rule in the
game. Items like "no food at the table", or "no chit chat
while a player is taking his turn", or "make sure we account for
our Coin expenditures exactly" can be proposed as a Tenet of the
game. If not Challenged by the other players it is now a rule of the game
that the other players are expected to abide by and can be used as part of
the Challenge or even Fine mechanic if necessary.
----Ralph Mazza