A Regency Romance Matrix Game

Games From Novels

by John Cash

I'm reading your editorial on Matrix Games, and I have some comments.

Of your three approaches, I think the "Amateur" approach best. Your problem seems to be not just product, but interest. To get folks into matrix games, you need some spokespeople -- who can sway their groups and achieve a critical mass. Commercialism and laissez-faire will not get you that sort of activism. Find the Secret Masters of Game Fandom or whatever they're called, and pitch it to them, and let them do the rest.

I think your "12 steps" approach says less about how to do gaming, than it does about the nature of gaming. A video game that will make millions for a company is a product. In particular, it is a product meant for individual use (if also for group watching). "I can beat the Martians!" "Now let me try!" The matrix games you propose involve sets of a dozen people. This makes it a fan club for each game. The downside of this is, the emphasis on "teams" and on "competition" is downplayed -- it's not a contest to see who gets the highest score. It has no ritual center. The up side is, it creates a play world in which creativity can work toward a common end. It's like other fan groups: you discuss whether Indiana Jones is a jerk or a hero, and whether Arabs would really do this.

Let me ask you to look at a web site for romance novel readers (especially Jane Austen) called "The Republic of Pemberley." ("http://www.pemberley.com/") You'll read about what fans are insterested in. It seems like your matrix games may work like that: centered on a shared fantasy rather than on a ritualistic contest of win-or-lose.

Ever thought about developing a matrix game of an Austen novel? "Amelia believes her prospects of meeting the right man this summer at Bath are high; she's young, well-to-do, and has a gown to die for." "I think that's a pretty strong argument." "Ah, but cousin Esmerelda -- her distant cousin on her aunt's mother's sister's brother's side -- has Mrs. Faversham batting for her (old bat) and SHE is a Secret Master of Matchmaking; as we determined several turns ago." "That's a REAL strong argument; let's see who gets the dashing Captain Fortheringhay." (roll dice)

Audience is your key in fantasy like this -- as it is in learning if there can be a hybrid of amateurism and commercialism. (the answer is, every product-buyer learns to pick and use products best for their own uses, as partly determined by the aesthetic of their culture and their community, without regard to who or what those products may have been designed for -- anthropologists agree on this)

Try this one at the SF con, Chris --

A Civil Campaign -- A Regency Romance/Science Fiction/Matrix Game Hybrid, based on the VERY POPULAR SF Author Lois McMaster Bujold's "Miles Vorkosigan" novels Although Barrayar (the home world of the protagonists) is a science-fiction world with a Space Academy and lots of high-tech stuff, its social millieu resembles Regency England (or perhaps the Austro-Hungarian Empire). In fact, the last two books Bujold has written were not so much space operas as romance novels. Consider any odd geographical terms to translate to "England" and you'll get the idea.

The world doesn't exist outside of Barrayar (with a few exceptions), and is divided up into families and their spheres of influence. Attributes are the weapons: a working list would include "honor," "sliminess," "wit," "boorishness," "education," "ignorance," "loyalty," "ultrapatriotism," "wealth," "poverty," "capability" and "intensity." Players start out equal, are helped initially by "backers" from their family or relations (or may go it alone) and the attributes are revealed through play. Players may develop and maintain or change a "reputation" which they use to engage eligible partners in "encounters," one encounter per turn.

Example: Character: Miles Vorkosigan
Attributes revealed in initial encounters: wit, capability, intensity.
Attributes revealed later: honor, education, wealth.

ENCOUNTERS

Encounters center on getting attached to an eligible member of the opposite sex, but can also include passing secret information, organizing a coup, and assassination. Encounters, like combat (very much like combat) are not done by movement (as in Diplomacy). So it is possible to have more than one encounter focusing on one individual at one time. The only restriction on encounters is that each participant must trace a line of emotional and monetary "supply" back to a friendly family or individual (hence there are two roles: encounterer, and backup) They have the option of tracing it through a family or individual who is an enemy (you may pull "supplies" through that family or individual if such comes from your own family or backup -- backers may then hold "encounters" of their own to determine if THEIR attributes and THEIR backup will succeed in helping them).

THE FORCES

Players are attached to at least one family or set of relatives who have certain "status" (social and financial resources). Players can draw on more than one backer or family per encounter. In fact you can draw on all your resources for a single encounter if you wish.

Families are generally the same. Three things counts with them, and in this order: 1. status as a family; 2. in-fighting between smaller factions; 3. clutziness or brilliance of a particular individual.

Backers on the other hand are rated God-like, Winner, Loser, and Major Loser.

A SAMPLE ENCOUNTER

I suggest in this draft that the dice determine or adjust the success of the encounter's _outcome_, but that the referee (and hence the arguments) determine the effect on the _reputation_.

Miles enters the banquet hall, and sees the Koudelka sisters talking with a seedy-looking nobleman and a high-ranking officer who's name he can't recall. Thinking he might ask the sisters to dinner, he joins the conversation. (this initiates his part in the encounter)

"Miles" argues: "I engage in witty conversation with the sisters, and succeed in inviting them to dinner."

"Koudelka sisters" argue back: "We have soooo many dates; but they're with such boooring people. Sure."

Referee: "Your reputation is such that it is done."

Dice: agree.

"Seedy" argues: "I ask Miles about whether the Emperor has ruled on whether businessmen can use those new encryption codes."

"Miles" argues: "I am close-mouthed. Who is THIS seedy fellow? I'll have to ask Imperial Security about him."

Referee: "Your reputation is 'seedy', so Miles says he doesn't know. But you can bet he'll be watching you from now on."

Dice: disagree -- this man is a lot more worth watching than folks think.

"Officer" argues: "I want to pass some information on to Miles in a private way, AND want a date with the Koudelka sisters."

"Miles": "Who is this guy, asking for two things at once. Oh right, he's with the Vorberettens. He gets only one, probably me."

"Koudelkas": "Same here. He gets Miles, we mean."

Referee: "Your attributes include honor, intelligence, and strong-but-not-too-strong patriotism. But you don't have a lot of tact, though, and they can't place your family. But Miles notices. So the Koudelkas frown at you dismissively, but Miles arranges to meet with you in 15 minutes."

Dice: agree

NOTE: this was a "snub" by the Koudelkas, and he must continue. "Officer:" "I say as politely as I can how sorry I am they are busy; that I had hoped to gain some tips about martial arts from the daughters of Madame Koudelka -- and my father Commander Vorbretten always respects her tips -- but I will await their pleasure."

(*Believe me, Chris, this is a very good argument -- jcash*)

"Koudelkas:" "Hoo! Good move. Maybe we ask him to dinner with us AND Miles."

Referee: "Nice drawing on that backup. And so it happens. Your reputation is enhanced."

Dice: disagree

Referee:"Ooops -- must be something about that Vorbretten guy they don't like. You lose the snub (and the dinner invitation), but your reputation for tact goes back up -- the Koudelkas decline, but reluctantly, and with interested farewell glances..."

When an encounter occurs the outcome is determined by looking at the following table. The first result that fits the situation tells who won the encounter.

    The side whose status vis-a-vis the other is 10 to 1 wins.
    The side with a God like backer wins.
    The side with 4 to 1 odds (based on attributes) wins.
    The side with a Winner backer wins.
    The side with 3 to 1 odds (based on attributes) wins.
    The side with a Loser backer wins.
    The side with a Major Loser backer wins.
    The side with more status wins.
    In case of ties, roll a die. High roll wins.

The losing side must survive the snub (another use of attributes in a new encounter, high roll wins) or retreat from the encounter.

[NOTE: This idea comes directly from the Strategic Spectrum Games Chris has listed on his web page. http://www.io.com/~hamster ]

ARGUE TO SURVIVE DEFEAT

When a participant loses, then the loser must make a Matrix argument about why they don't have to retreat (i.e. use of attributes in a new encounter -- se above). The player has a referee rule on the arguments, and the player rolls immediately to see if the argument is successful.

ONE MATRIX GAME ARGUMENT A TURN

Each turn, the players get to make one argument to make unexpected things happen within or beyond the immediate scope of the encounter. This includes introduction of new characters, approaches to new alliances between families, engagement announcements (one per argument), or anything else.

There are no set rules about what actions mean in game terms; players will have to say if units are made or destroyed.

The more important effect of each argument will be to influence the referee to view certain arguments as stronger or weaker in the future. If might be possible to get the other side so weak by your arguments that they can not reliably mobilize their resources!

FINAL NOTE: PLOT

Romance novels tend to follow a plot with a particular course: the male and female protagonists never communicate well enough at first to express their desires; then the woman loses her backing, while the man is called away and there is a separation; when next they meet, he admits to her he will work to be the man of her dreams and they marry. For these reasons, failed attempts to communicate early on between male and female MAY ACTUALLY be positive things, and either may choose to ignore "snubs" at that time for that reason -- exercising some long-term planning. Likewise, a male may argue that he is "called away to off-world duty" following a set of these with a female MAY ACTUALLY advance his reputation, especially if messily done! The referee should be aware of these conditions when making a decision about reputation.

Well, it needs work too.


Back to Table of Contents -- Matrix Gamer #13
To Matrix Gamer List of Issues
To MagWeb Master Magazine List
© Copyright 2000 by Chris Engle.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web.
Other military history articles and gaming articles are available at http://www.magweb.com