NationStates Jolt Archive


Competition and Cooperation in Roleplay

Questers
23-08-2008, 19:51
I would very much appreciate it if anyone who reads this would comment on it.

Obviously this is just my opinion.

Now, there are two ways you can go about roleplaying; either one can compete with others or one can cooperate with others but first I ought to establish what these mean and why, in my opinion, they are not necessarily linked in all circumstances, and why in some circumstances they are very much linked.

Firstly we ought to think of competition as a "my nation versus your nation in a roleplay" mindset, and cooperation as a "my nation and your nation in a roleplay" mindset. Naturally there are some roleplays where competition is impossible and therefore we are only discussing those where competition is possible; i.e., diplomacy but most importantly war. So now that we have established that we must also establish that a certain degree of cooperation is necessary.

If I were to play Risk with my friends and, upon being the first to lose (I assure you, that is fully hypothetical ;)), promptly wipe everyone else's pieces off the board in a fit of rage, I would not be cooperating! But Risk is a competitive game, so we can see that in any game where mutual consent is necessary there is a degree of cooperation which is mostly down to behaviour, and the fact that bad behaviour; i.e. bad cooperation, will exclude you from future games. To put it in NS context - does anyone roleplay with Hataria nowadays?

So, in NS roleplay, cooperation is intrinsically necessary. If it is totally lacking then there will be bountiful ignores. Let us then properly define cooperation as a state of roleplay where the prime concern of the individuals roleplaying is to create a cooperative work of literature, and competition the prime concern of the individuals roleplaying to gain an edge over each other. You might then think that alot of your time you devote to NS is competitive and for alot of new players this is true; I certainly viewed, and still do, NS in a competitive manner, as well as a cooperative manner. So what is the whole flesh of this post about?

Since I started RPing on NS, in the november of 2003, the mantra has always been "Roleplaying is about working together to create a good story." I would like to disprove this but simultaneously prove that a healthy mix of competition and cooperation provides equal enjoyment to simple cooperation and far more enjoyment then simple competition.

From personal experience pure competition has not failed. Yes, I am interested in my nation winning wars because I think that NS is a roleplay game and not just a roleplay, but also because I don't think that removing competition would be a good idea. Last year, I launched what is now known as the Four Day War - it in fact lasted, OOCly, three or so months and gathered about two hundred posts (and over 100,000 words in the first forty posts). It was a purely competitive RP launched because I was interested in changing the balance of power in Haven. I did not consult any of my enemies beforehand to 'plan out' this war. It turned out that I was defeated (in the short term at least), but in three months I do not remember a single OOC disagreement between anyone involved.

Despite the fact it was purely competitive, the natural instinct of the roleplayers involved led us to cooperate on matters of technology and orders of battle because we both thought that we could win and therefore would gain an advantage ICly. There are other reasons why people accept competitive RPs. If my enemies were to ignore me on the basis they thought they might lose, they would lose some large degree of credibility. I would like to think that the Four Day War was an experience in which the people who played a part in it enjoyed to some degree; but I would like to also think that it was the competition that helped that.

There is enough creativity in 'writing a story' to gear anyone's mind into action. But competitive RP requires a different kind of thinking; on the tactical, strategic and operational levels, on how to out-think your enemy, and how to out-play him. I have fought five conflicts with Doomingsland that I can count, yet, we have never had a falling out and remain good friends to this day. We never once pre-planned an RP and we never once said to each other "we must cooperate here, to write a good story." All our roleplays together have been strictly competitive, and while other people (he knows who I'm talking about) may have a problem with him, we have never had issues with our strictly competitive roleplaying.

Yet of course there can be cooperative wars. I am not going to doubt that. Currently I am RPing with a number of people in a war in Alacea. The consensus is that this is an enjoyable RP. However, I, at least, have maintained contact with him to make sure our posts flow on a competitive level and not on a cooperative level. My temporary allies concern is evacuating civilians, but when that is done, we may turn upon each other. I trust that myself and Velkya are friendly enough (at least I hope so, even if he is a blood-pissing Italian) to need no cooperation in achieving a good rping experience.

I have many friends on NS, which is the reason I'm still here; and some of them are on the opposite side of the fence, and some are on the same side. I think that we are friendly enough that we would need no planning or cooperation to establish a fun RP. We wouldn't need to cooperate any further than providing details on unclear matters to have a good time. This is not to say that cooperative war RP is unworkable. Quite the opposite. I have seen it work many times before and have seen it produce some spectacular results (I'm looking at you, Russkya). What I am saying is that competitive roleplay doesn't need to end in godmodding, OOC bitchfests, and ignores all round.

Military technology is a purely competitive matter. The people who design weapons design weapons primarily in the majority of cases with the intent to produce either something that beats the opponent's equivalent or something that doesn't need to rely on foreign technology - both IC advantages. Over the years I have invested at least, approximately, four hundred pounds (that's eight hundred dollars) worth of models (that's Tamiya, Agrandov, not bloody warhammer), books and such to understand better military strategy and technology. I haven't met anyone of my age who has come close to that (although Macabees trumps me with the amount of reading material), although it has to be said if I was given 400 pounds my immediate concern would be cigarettes, alcohol, and gratuitous amounts of pizza, in that order.

I'm not saying that cooperation shouldn't form the crux of relationships on NS. What I am saying is don't get pulled into the trap of believing that cooperation should come before your country's interests. This also isn't to say that single line posts saying "I fire my missiles. post losses." is good. Nor is it to say that you should claim unrealistic losses because it is in your IC interest to lose less materiel and manpower. There must be some degree of humility, accepting when one is defeated, and taking losses when necessary in wars, for competitive RP to work. Those things have nothing to do with cooperation. They have everything to do with how good you are as an RPer.

And at the end of the day; if you don't like Risk and I don't like Axis and Allies, there is no point in us playing either game. It will just end in tears. And nobody wants to cooperate in producing tears, and neither do they want to compete to see who can make the most tears. Furthermore, competition is about your IC nation winning. It is not about your OOC personality winning. That is called being an arsehole. We are all arseholes from time to time, some of us more so than others (myself included), but being an arsehole is not something to maximise your time doing.

If you wholeheartedly agree, if you wholeheartedly disagree, or if you think I'm a fucking dumbass, or an arrogant moron, or whatever, please, fucking post something, because I didn't just write this so noone could give a fuck.

- Matt / Hogsweat / Questers / Britfag
Ursava
23-08-2008, 20:14
Pretty good man. True too.
Skgorria
23-08-2008, 20:24
True that Questers, true that. One of my most fun military RPs was one of healthy competition - a struggle between me and a poster whose name I have forgotten over a nation as I sought to colonise it and he RP'd the resistance forces. It did end in silly escalation and n00ks, but goddamn was it great. I have had plenty of RPs that were co-operative and just as fun, but a different kind of fun. Co-operative RPers and competitive RPers do not mix, like America and Iraq.
Velkya
23-08-2008, 20:24
I trust that myself and Velkya are friendly enough (at least I hope so, even if he is a blood-pissing Italian) to need no cooperation in achieving a good rping experience.

Your mother doesn't seem to mind my blood-pissing, Matt. :D
Scandavian States
23-08-2008, 20:26
Can't help but agree.
Questers
23-08-2008, 20:30
Your mother doesn't seem to mind my blood-pissing, Matt. :D Oh Velkie, ever the witty one :P

Yay, people posting. <_<
Volzgrad
23-08-2008, 20:33
This should be stickied.
Ursava
23-08-2008, 20:35
I second that.
Isselmere
23-08-2008, 20:38
A good healthy cooperative competition is best for the game and, hell, for one's personal development.

More than a few good RPs have been ruined by people pulling fecal material out of nowhere simply to win. I've idiotically tossed my toys out of the pram on a couple of occasions (generally in response to the former circumstance), and sincerely regretted each time.

Good work, Matt.
Stevid
23-08-2008, 20:41
Too true Matt, I guess we get on cuz I like both Risk and Axis and Allies (Warhammer is just fun though). But yeh, all true mate these days I can RPed with some mates from these forums and only spend a hour or so planning the jist of it and then letting the writing to the actual talking from then on.
Questers
23-08-2008, 20:42
^_^

Good to see people can relate to this.
Uiri
23-08-2008, 20:43
This is basically the OOC equivalent of AMF's Guide to War. It was a great read, and helped convince me that just because a war ain't planned doesn't mean that I won't have fun. Quite frankly I have yet to find one of those.
Kahanistan
23-08-2008, 20:50
True that Questers, true that. One of my most fun military RPs was one of healthy competition - a struggle between me and a poster whose name I have forgotten over a nation as I sought to colonise it and he RP'd the resistance forces. It did end in silly escalation and n00ks, but goddamn was it great. I have had plenty of RPs that were co-operative and just as fun, but a different kind of fun. Co-operative RPers and competitive RPers do not mix, like America and Iraq.

[Tahuantinsuyu Empire?]

I do tend to be cooperative, perhaps a little too cooperative. I think that probably works against me more than tactical errors - someone less cooperative would take fewer losses and that would be that (e.g. Hataria) or take a shitload of losses and keep on swinging good as new. I personally like the idea of downtrodden, outgunned, starving old grunts fighting heroically against impossible odds and coming out on top, I guess because steamrollering the opposition isn't fun for me. The trouble comes when I get questioned on "How do you still have troops in fighting condition? How do you have food? How do you have weapons?" etc. etc. etc. and in the interests of cooperation I tend to concede when called on it.
Third Spanish States
23-08-2008, 21:12
Military technology is a purely competitive matter. The people who design weapons design weapons primarily in the majority of cases with the intent to produce either something that beats the opponent's equivalent or something that doesn't need to rely on foreign technology - both IC advantages. Over the years I have invested at least, approximately, four hundred pounds (that's eight hundred dollars) worth of models (that's Tamiya, Agrandov, not bloody warhammer), books and such to understand better military strategy and technology. I haven't met anyone of my age who has come close to that (although Macabees trumps me with the amount of reading material), although it has to be said if I was given 400 pounds my immediate concern would be cigarettes, alcohol, and gratuitous amounts of pizza, in that order.

I'm not saying that cooperation shouldn't form the crux of relationships on NS. What I am saying is don't get pulled into the trap of believing that cooperation should come before your country's interests. This also isn't to say that single line posts saying "I fire my missiles. post losses." is good. Nor is it to say that you should claim unrealistic losses because it is in your IC interest to lose less materiel and manpower. There must be some degree of humility, accepting when one is defeated, and taking losses when necessary in wars, for competitive RP to work. Those things have nothing to do with cooperation. They have everything to do with how good you are as an RPer.

There are exceptions to that rule. I design tech because the existing technologies would never fit with the sort of different military strategy employed by Third Spanish States(basically Guerrilla Warfare adapted to regular military strategy), and because of the propaganda factor of "by anarchist freedom fighter, for anarchist freedom fighters". In fact, I have not claimed that my full stealth air superiority fighters are invincible against something as old as a Su-27, and I believe there is only one way for a competitive roleplay to work.

I won't give names, but unfortunately there are lots of people in II more worried about waving their dicks and claiming they are invincible than many think, and some of them are quite old and known RPers.

My war RPs are somewhat competitive, and of course, although I shall never wank for it, I will not play to lose, but I usually reserve a much larger quantity of lines for character roleplay and development amidst the war than for describing the strategies and tactics like if I was playing a text-based strategy game. Because inspiring in a movie like Das Boot to write about war is much more interesting than posting "blah sends # bleh using x tactic with y details" and ignoring the human side of it.

I don't like planned outcomes though. I prefer to have it as something where the end result will not be certain to be the one I would like to have, for it makes things far more interesting than saying "we are going to win or x is going to lose in the end, this is just about writing how it happened".

And yes, this deserves a sticky.

PS: My only investment with warfare were online articles, playing Hearts of Iron 2 with Poland, and asking occasional advices from people in the NS Community that I trust and are more knowledgeable than me.
Oseato
23-08-2008, 21:17
I have to say I agree completely agree with this.
Faxanavia
23-08-2008, 21:26
Too true. In my experience, RPing is too often about just winning, and never enough about having a good experience too.
Vrak
24-08-2008, 03:02
I think cooperation can be applied to agreement on the tech and XX amount of military troops one brings to the table or at least if an OOC thread is set up so that everyone can come to some kind of agreement. Not everyone pulls out of an rp because they think they might lose, but because another person or persons are being unreasonable. Since there is no standard on military size (although the calcs offer some form of guidance and there have been several posts on this before) a certain level of cooperation is needed in order to be competitive. I think this is where many potentially good rps break down because at least one person cannot give in a little.
Southeastasia
24-08-2008, 11:22
Well, I say that in a role-play game like this, there is always a degree of competition and a degree of cooperation. Both are required to make a role-play work. It's being co-writers, working on multiple, distinct angles to form a frame story. A Passion Play is a good example of what I'm talking about. And even though I never finished my Second War of Corporatist Aggression role-play, I competed with Kraven and his allies militarily as well as politically. In summary, yes, I agree with this post of yours Questers, as it speaks volumes about fundamental items for NationStates role-play.
Stoklomolvi
24-08-2008, 12:06
There are those times when you want to murder a nation ICly, and those times tend to end in great disagreement on both sides. I am guilty of this, as some know to be the "Canedian" conflict. Some sought to satellite him, others sought to seize his land, and I sought to nuke him until he was nothing. I was successful to a point, but nothing was really gained out of it except angry mixed OOC IC posts.

Wonderfully written post, Questers. 'Tis something we can all relate to.
Trostia
24-08-2008, 12:48
ut competitive RP requires a different kind of thinking; on the tactical, strategic and operational levels, on how to out-think your enemy, and how to out-play him. I have fought five conflicts with Doomingsland that I can count, yet, we have never had a falling out and remain good friends to this day.

Huh. Well. If your "enemy" is the player, as you seem strongly to imply here, then count me out. I'm not here for OOC competition no matter how nicely it works for you. That way leads to the dark side and maybe if everyone else here agrees so much then perhaps I'm at the wrong site, with my naive views that this is an unwinnable 'competition' with no way of determining 'winners' and nothing to 'win' nor to 'lose' and the point was to roleplay. In my experience you can't play a role if that "role" is just yourself and your own desire to ascend some social hiearchy.
Sarzonia
01-11-2008, 00:45
A good healthy cooperative competition is best for the game and, hell, for one's personal development.

More than a few good RPs have been ruined by people pulling fecal material out of nowhere simply to win. I've idiotically tossed my toys out of the pram on a couple of occasions (generally in response to the former circumstance), and sincerely regretted each time.

Good work, Matt.

Hard to believe I'm just now reading this, but Matt's post highlights a lot of my thoughts about what RPs should be.

My all time favourite war I've ever been involved in was my war against Pantera. Not just because Sarzonia held its own against a much larger opponent, but the players involved cooperated to the extent that we tried to tell a great story, but we also did our best to get one over on our opponent.

I enjoyed going from posting about hatred and invectives in an IC post one minute to asking Pantera's player about his daughter, the Houston Texans or Fleetwood Mac over AIM the next.

I also enjoyed RPing my country's army being disastrously inexperienced during the Inkana Civil War. That one was more planned than the war against Pantera was, but I'd like to think Doom and I cooperated pretty decently, at least when I wasn't suffering from bouts of writer's block.

I think you absolutely need a mix of cooperation and competition to make a RP really work well, though the RPs I've seen that haven't worked were the ones that had a lack of cooperation by one or more players.
Third Spanish States
01-11-2008, 02:02
If your "enemy" is the player, then you should look for a strategy game, not for a roleplaying game.

First I apologize for the quote-edit, but I agree with Trostia's point. If I wanted a purely competitive experience, I would rather RL sports, a board or multiplayer computer game with a very clear set of rules, like let's say Hearts of Iron 2, over a Play-By-Post role-playing game. When 75% of a post is to detail how awesome one's military is and to pull Command & Conquer grade "strategy" like rushing, then something is lost regarding the quality of the RP, and even when someone cedes to the superlative-ridden and wank-ridden posts, there was already much lost into the potential of such RP being more of a fun experience for all audiences than of an ego trip.
Jagada
01-11-2008, 03:29
Good piece. The only problem is with military technology -- I am not a tech-wizard, nor do I have the time or ability to buy military technology books and study up the way Macabees and Questers and others do. The way I RP is simple stratgey-based, with technological references, but its not a clash over who's targetting system is superior.

Anyway - I just wanted to put my two-cents in.
Rechburg
01-11-2008, 21:42
I totally agree with the main thrust of this thread and agree it should be a sticky.

From my own perspective I RP to benefit my nation second to that of the characters within my nation, I do not RP to win, but I need a reason to RP a real loss. In accepting setbacks such as a loss it usually offers you previously unseen opportunities to change the direction of your state.

To me the characters within my nation take precedence over the final outcome, in my last "game" my most beloved Duke was assassinated and believe me that one hurt.
But from his "death" I have seen a whole new line of opportunites open up for my nation, opportunites I was previously blind too.

Good thread guys.
Googlewoop
01-11-2008, 22:32
I agree entirely with Questers as well as with nations like Trostia who point out the obvious difficulty in competing for a ‘win’ when there are no rules. However, I think taking the ‘to much fucking effort’ approach and refusing to use any imagination like Trostia suggests is if anything detrimental to the quality of the story and not the answer for most RPers. Questers is absolutely right in saying that a mix of competition and cooperation are needed and this is exactly why we have the concept of IC/OOC. Competitive RPs do not necessarily have to be dominated by pages-long orders of battle. I think it is possible to tell a good story and use your writing to defeat your opponent. Kraven is an excellent example of this. Military technology and nation stats then become a guide which I think is what Jagada is trying to suggest. In furthering his comments I would also like to point out that when comparing two different targeting systems/weapons/entire vehicles even a military analyst couldn’t tell you definitively which would win in a fight, purely due to the nature of modern warfare.

Having said all that I think most people agree with what Questers wrote anyway. When played properly NS is a ‘game, with rules, albeit very loose, that you can ‘win’. The issue is that unlike a board game, it’s a lot easier to ignore those rules and throw the pieces off the proverbial board.
Trostia
02-11-2008, 19:11
However, I think taking the ‘to much fucking effort’ approach and refusing to use any imagination like Trostia suggests

I never suggested that. On the contrary I think imagination is very good.