Monday, December 5, 2016

RPG Game Play: Social Contracts

As the year draws to a close, this week, I wanted to talk about an important, but sometimes overlooked, part of any game: a Social Contract.



If you've got some good people to play with and a good game to play, your first instinct is probably want to just jump into it.  And, most times, there's no problem.  However, what happens when people have a misunderstanding or when someone starts acting in a way that others feel is inappropriate?

For example, what if someone's favorite character dies due to an unlucky roll?  Or, what if someone keeps showing up late to the game?

As insurance against these awkward or problematic moments, it's often a good idea to put a "social contract" in place, usually before play begins.  The Google defines "social contract" as
"an implicit agreement among the members of a society to cooperate for social benefits"
A role-playing group, like any other society, operates under certain mutually agreed upon rules.  For RPG groups, these rules cover both in character behavior (e.g., no PvP) and out of character behavior (e.g., no smoking or drinking).  People usually assume that everyone will use common sense (e.g., no cheating).  And yet, even reasonable people may differ over what seems, to them, as "common sense".  What happens when what's assumed to be mutually agreed upon is, in fact, not?



As you might imagine, it's often beneficial to make sure that everyone is on the same page in terms of expectations.  The degree to which a social contract needs to be explicit will vary from group to group.  It's not usually necessary to have a particularly high level of specificity, but it's often valuable to address areas that are likely to be contentious.

The easiest way to handle the handle is to let someone (typically the Game Master) set the rules for the group and to arbitrate situations.  This is the Old School method.

If all else fails, remember the old saw "no gaming is better than bad gaming". 

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