My next Essay on Gaming and Game Design, since this is my post for Design of Things to Come.
ESSAYS ON GAME DESIGN
Essay Eleven: Luck Be Not Lazy
“High Fortune is the Good Wife of the Brave Husband.”
“Our survival kit is within us…”
“Good Luck befriend thee, Son…”
Synopsis: “Boldness makes you luckier.” Boldness and risk taking make you more likely to survive and succeed than timidity and cowardice. This is true both in life, and in-game.
Recently while reading the book The Survivor’s Club (I am a survivalist and often study various aspects of survival art and science) I came across a very interesting equation by Nicholas Rescher.
The equation is as follows:
λ(E) = ∆(E) x [1-pr(E)] = ∆(E) x pr(not-E)
Rescher was attempting to mathematically illustrate how conclusions are drawn about the conditions and functional nature of “luck.” I have not had the time to examine the mathematics in detail for myself since I have only the basic equation formulation and a basic interpretation by the author of the book (not the author of the equation). I plan on looking up the entire background of the equation when I have the time.
Basically the equation states that how lucky an individual (or theoretically an event, with variable exchange) is considered to be depends upon a number of factors, but not least is the level of sufficient risk associated with any endeavor. That is to say the greater the risk taken by an individual, when success is finally achieved (though success is not guaranteed), then naturally the “more lucky” such an individual is considered in relation to others. This is of course only logical, and can be illustrated in the following way.
Two men decide to cross a chasm. One does so by a secure wooden footbridge with a safety railing, another along a length of tightrope. If both men make it safely across then most objective observers would say that the man walking upon the tightrope was “luckiest.” His risk was greatest and when (if) he succeeds then luck has been said to play a greater role in his crossing (in spite of any personal skill he might possess in wire-walking) than in the guy who has crossed the chasm on a relatively secure footbridge (in which case chance or luck plays a much smaller, if any, role as regards the crossing). This is self-evident, though perhaps often ignored or not noticed in this way in most circumstances by some observers.
But I suspect that an even more interesting underlying and basic assumption fundamental to the structure of the equation (though it may not necessarily be overtly stated, when considering “normative variables”) is this: the greater the risk you take the more lucky you are likely to be. Not merely as a matter of relative comparison to others in different circumstances, but as a practical and fundamental matter in most any circumstance. And by extension then the more risk you assume in your given situation then the more likely you are to eventually succeed within that given situation. (Also this implies that luck is not a matter merely to be judged and quantified after the fact, or after the conclusion of the endeavor, but as a functional force, and likely an indirectly measurable force, operating throughout the course of events.)
Think about that for a moment. For the idea may just very well be fundamental to the nature of what many consider “good fortune.” Whether most people realize it or not.
The implication is that with great risk comes not only great danger, but also a greater probability towards actual and more capital success. (I think that there are several reasons for the likelihood of this conclusion, some physical, some psychological, and a few of which I will discuss here). The equation actually states that if you succeed then a larger level of risk can be said to include within the nature of the success a greater degree of good fortune, expressed colloquially as “luck.” But underneath the equation, if you examine it closely, is a sort of sub-structural formulation that implies that the greater the level of risk you assume in attempting any given or particular thing, the more likely you are to actually succeed, but that this does not become absolutely mathematically obvious until after the events are actually concluded.
In short the equation is covertly implying that all things being equal, and excluding the impossible (of course, as well as the intentionally foolhardy and reckless), it is the one who assumes the greatest risk who is far more likely to be lucky and in the end, to succeed as a result of the advantages bestowed by luck. (Is luck the only factor in success? Good Lord no. Preparation, skill, cunning, cleverness, drive, desire, etc. – all of these factors and more, or even less, can help to assure success. But what it is saying is that among roughly equivalent situations and/or competitors it is the more daring and less risk averse who is mathematically far more likely to “get lucky” and win the day, other factors not withstanding. Risk is therefore, as counter-intuitive and paradoxical as the idea may seem, one of the open and golden gateways to good fortune. Or as the old maxim goes, “Fortuna favet fortibus.” There is far more to that observation than mere Latin wit.
We all know that boldness is a fundamental aspect of the nature of Heroism. (Indeed, I personally would not attempt the execution of the function of anything heroic lacking the mettle of individual bravery as my guide. There is neither room for in most risky situations, nor likelihood of success in most dangerous situations for the ‘timid hero.’) Heroes therefore are universally bold. Or on the royal road through hardship and risk to becoming universally bold. Yet often heroes also triumph over seemingly vastly superior opponents with vastly superior resources. Why? Because they are bold. Because they are daring, and audacious, and brave. They also almost universally, whether in real life, or in myth or literature, “get lucky” or at least luckier than everybody else around them. Why? Because fortune does indeed favor the bold. The bold risk great things and therefore fortune is a natural and interested companion along the way. Fortune is attracted to bravery and risk-taking. (This does not imply that all risks are equal, or even equally fortunate, only that fortune prefers boldness to a lack thereof.)
Now it might appear on the surface that the heroic individual, or group, is often both bold and lucky. But the actual truth is they are lucky precisely because they are bolder than everyone else. Hence luck does not make one bold, being bold makes one lucky. There is a direct, if not always immediately observationally evident, correlation. That man who takes the most risk is that man who is likely to be luckiest and to be most successful. Even if bravery does not create good fortune in a particular circumstance it at least maintains and augments what good fortune already exists within that circumstance.
There are several reasons for this I think, some derived from my own personal observations, others I have gathered from anecdotal evidence, some taken from historical studies, still others implied by the equation I listed above.
First, the psychological ones:
1. The man who is audacious and daring tends to impress others with their vision. Small visions do not attract interest or followers. Bravery impresses and heroic visions and examples evoke imitation. Courage inspires devotion. And devotion inspires more courage as well as more of itself, which thereby tends to augment good fortune through cooperative enterprise and shared labor and objectives. Making success far more likely.
2. The individual who is brave tends to impress even dangerous creatures and animals, which will sometimes flee a man who the animal could easily kill because the man exhibits no fear. So if something or even someone thinks you’re crazy enough to be unafraid (regardless of whether you really are or not in that situation) when they think you should be then this gives them pause about their own chances of success against you. Courage in yourself can often inspire caution in an enemy or dangerous opponent, tipping the scales of good fortune, as well as the initiative and control of the situation in your favor.
(This has happened to me on more than one occasion with animals, men, and situations. For instance I’ve been shot at and drawn on on more than one occasion. Most recently this happened to me about two weeks ago. Yet I managed to defuse that particular situation without bloodshed or anyone being harmed because I walked towards the gunfire instead of freezing or fleeing from it when guns were drawn. Not that walking into gunfire is the most impressive or important kind of courage, it is far from it. Other things are often far more dangerous. I know that from personal experience. But the policeman in this case had the wrong location and the wrong target and he was obviously afraid of attack himself and so he drew and fired when he thought he was under attack. I don’t blame him by the way, he did indeed think he was under attack and may have even thought he could possibly be killed. He was also a young fella and a bit of a rookie. I doubt he had ever drawn his weapon before in the line of duty, but that’s just an assumption mind you based upon my observations of the boy, I didn’t really ask him. But he didn’t do anything really wrong; he was just surprised and scared by the situation, not knowing what was really going on. So I supported him when his commanding officer came out to do the in-the-field inquiry about why and how he had discharged his weapon. But I was able to prevent any real harm during the incident by walking into his line of fire [he wasn’t shooting at me, but I caused him to pause by interjecting myself] and taking control of the situation with my voice. Thereby stopping any further firing. I don’t think most people realize how effective an instrument the human voice can be in controlling a dangerous situation but those of you with law enforcement or military backgrounds probably know exactly what I mean. Your voice is probably often your most effective tool of courage and control. So I wasn’t afraid at all when it was happening, though my wife later yelled at me, as she often will, by saying “you stupid white guys run towards gunfire instead of away from it.” But obviously it has got nothing to do with being white, I’ve known a lot of brave men from all kinds of backgrounds, or even really with being stupid I would argue, but with training. I wasn’t afraid at all and so acted as I have trained myself over time, to walk towards danger and not away from it, and to attempt to command any given dangerous situation by not panicking, but by trying to assume control of the circumstances. I also wasn’t scared at all in this situation because I wasn’t thinking about myself at all. Over time I have basically trained fear for my own safety out of myself so that when others are endangered I think about others and not myself. Which eliminates the occupation with “self-fear.” It has become a matter of habit by now, and I never consciously weigh dangers for myself in my mind in that way anymore. However this does not mean the elimination of fear, if my children or wife had been under fire or endangered then I would have been afraid, I would have been thinking of their survival. I do not think though, and thank God this has never occurred, that even in that situation it would have paralyzed me, but I would have been afraid. Afraid for them. Indeed after the shooting I spoke about before was over and I realized just how bad the situation could have become for everyone – there was another officer who could have drawn and started shooting but he remained basically calm and watchful – I had about two minutes where I needed to sit down. To prevent my legs from shaking. But that was about 15 to 20 minutes later. Various friends and some people at church heard about this little adventure from my wife and the police and they all said I was a lucky fool. Just shook their heads. But I wasn’t a lucky fool; I was lucky because in that situation my training allowed me to be bold enough to prevent the situation from becoming completely out of control. I guess what I’m saying is that training yourself to move towards danger may seem apparently crazy, and so the assumption is that you just get lucky that nothing bad happens. Actually you get lucky because you act boldly. The crazy is only relative to those who do not understand that boldness enhances good fortune, not detracts from it.)
3. Bravery does not allow for panic, especially not debilitating panic. Courage is usually prepared for most situations (through exercise, practice, training, and habit) or at the very least does not panic and make situations worse. Boldness has “faith in itself.” Because boldness and enterprise are habits and skills that can be learned through practice. Perhaps some people are naturally born fearless or bold. But regardless of the veracity of that statement a person can become bold and daring through the exercise and practice of courage, just as is the case with bodybuilding through resistance training. You become muscularly and physically stronger by working ever-heavier resistance against weak and inexperienced muscles. You become more courageous by placing yourself in dangerous situations and exercising control against your fear. Eventually your “courage physique” will increase and it will take more and more danger to cause fear any real friction or resistance against you.
That’s all I’m gonna say about the psychological factors because it is not my intent in this essay to discuss all possible psychological variables. But merely to present basic possibilities.
Now for some of the physical factors:
1. I suspect that on the physical level there is an “Entrainment of the unlikely” but nevertheless “necessarily possible” whenever boldness is a factor operating upon the physical environment. That is to say that boldness has both a physical and a quantum effect upon the surrounding environment much as it does on the psychological environment in which courage is in operation. Though the effect may be subtle, it nevertheless positively influences events in favor of the party operating “boldly.” The apparent physical effect is displayed as a tendency of events to move favorably in relation to the “bold party.” Though of course more than one party may be simultaneously operating in a bold fashion. It is not my intention in this short essay though to discuss competitions or conflicts between separate parties acting against each other each in their own bold fashion. That subject can be taken up by another if they so desire.
2. I suspect boldness is probably also a “quantum excitement” to the local environment, causing obstacles and frictions to move away from or bend away from the “bold party.” Friction and resistance does not build up in the environment against the bold, but rather boldness acts as a sort of overlaying energy field that slightly tilts the operational environment in the favor of the bold. You might think of daring and risk as exciting the local environment in such a way that it acts as a sort of simultaneous lubricant for good fortune, and as a sort of barrier against misfortune.
Now if all, or indeed if any of this is true, then this idea has large scale implications for human activity and work in the real world. It also has large scale gaming implications, because heroic gaming could therefore be used as a sort of imaginary training ground for the development of higher and higher states of mental and psychologically habitual (behavioral habits begin in the mind after all) boldness, which could then be effectively transferred outside the self-contained environment of a given game and exported to the wider world.
But for the moment, since this is a website and forum dedicated to gaming let’s examine how we might exploit the idea encapsulated by the statement: “Boldness makes you luckier.”
So I’m going to make a few suggestions as to how to use this hypothesis within your game and/or game setting.
1. If you use some factor, variable, or attribute in your game that represents or expresses Luck (I use several in my games) then (given that my previous statements and hypotheses above make sense to you) anytime your players display real courage this should have a corresponding and even compounding “Luck Effect.” If they are brave, and bold, then their level of Good Fortune should naturally increase, or be augmented in some way. Good luck is never lazy, and it is rarely risk-averse. Rather the braver the character the more likely he is to be lucky in any given situation (assuming he or she does not face impossible odds or an inescapable situation).
So acts of courage and heroism are more than likely to have a direct and positive corresponding effect upon factors of good fortune and the benefits bestowed by luck. I can’t tell you how to do this exactly in your game or setting (because I don’t know the details of your setting) but it is my recommendation that you bind together in some way acts of heroism and boldness to corresponding gains in good fortune. (However these things might be expressed, as bonuses to saving throws, or as “luck advantages,” or as gains to certain types of abilities or skills, or whatever the particular case may be in your situation.)
2. I would also suggest that acts of cowardice and timidity have a corresponding suppression upon factors involving luck. The risk averse would also be averse to natural good fortune. After all the obverse of my proposition, that bravery makes you luckier, is easily demonstrable. No great thing was ever achieved by timidity. The timid do not attempt and therefore naturally do not achieve great things. That is self-evident. Therefore good fortune can hardly be considered a close ally of timidity or cowardice, for achievement is the opposite of being retiring and timid. And achievement against great odds can be called one of the potential proofs of good fortune. So the bold often achieve where the timid will not go. And good fortune goes where the bold dare to lead her. Therefore fortune is long time friend of the bold, but always the stranger to the timid.
3. Courage might not only affect “Luck Factors” but even attributes like Charisma, Wisdom, and leadership. Courage should and will increase luck and overall good fortune but it might also temporarily or even permanently increase attribute scores like Charisma, Wisdom, Intelligence, or leadership abilities.
4. Courage causing increases in luck and good fortune might also have a corresponding positive effect upon things like intuition or even psychic abilities (I use the term psychic to reflect both mental abilities and spiritual capabilities.)
5. Courage would make one “fortunate” in the types and quality of the individuals you attract to yourself as friends, allies, and followers.
6. Another suggestion I might make is that in game terms at least allow for a sort of generalized and conditional reaction to acts of heroism, bravery, and boldness on the part of the surrounding environment. This could take any number of different forms but the overall effect would be that the environment “acts lucky” towards the person exhibiting bravery, initiative, and enterprise.
7. Courage and luck might have a beneficial effect upon the degree of power and level of control one may exercise over magic, magical items, artifacts, and devices, and/or more mundane types of tools/technology.
8. If courage increases good fortune and good fortune makes survival more likely then heroism and bravery should likely have direct and positive effects upon any useful survival mechanism or skill within your game.
These are but a few simple ways that the relationship between boldness and good fortune could be exploited in game, and could also serve as a sort of “reward system” to your best and bravest role-players. I could go into other related matters such as the possible mathematical relationship between boldness, confidence, and chance mechanisms, like gaming dice. But I’ve explored pretty much what I personally wanted to explore as regards this subject, and since I am presenting this post as an Interactive Essay others can add related or peripheral content as they see fit.
But in summation I would also like to encourage you all to make better use of heroism, enterprise, initiative, and boldness in your own situation(s), both in real life and in-game. I suspect that given time you will find yourself more and more inclined to boldness through practice (assuming you are not already), and as a result of that more likely to find yourself enjoying an ever increasing level of good fortune and definite luck.
Good luck to you then.
THE WRITE GAME – THE FORGE
Aug 13
Posted by occu77
Indeed. It has been a seminal influence on my fictional writings, but not just upon my writings. It also greatly influenced many other things I did or am still doing in life, everything from detective work to my inventions.
I also learned a great deal about things like map-reading and ambush setting by playing D&D.
A Game as Literary Tutorial
Dungeons & Dragons Has Influenced a Generation of Writers
By ETHAN GILSDORFJULY 13, 2014
When he was an immigrant boy growing up in New Jersey, the writer Junot Díaz said he felt marginalized. But that feeling was dispelled somewhat in 1981 when he was in sixth grade. He and his buddies, adventuring pals with roots in distant realms — Egypt, Ireland, Cuba and the Dominican Republic — became “totally sucked in,” he said, by a “completely radical concept: role-playing,” in the form of Dungeons & Dragons.
Playing D&D and spinning tales of heroic quests, “we welfare kids could travel,” Mr. Díaz, 45, said in an email interview, “have adventures, succeed, be powerful, triumph, fail and be in ways that would have been impossible in the larger real world.”
“For nerds like us, D&D hit like an extra horizon,” he added. The game functioned as “a sort of storytelling apprenticeship.”
Now the much-played and much-mocked Dungeons & Dragons, the first commercially available role-playing game, has turned 40. In D&D players gather around a table, not a video screen. Together they use low-tech tools like hand-drawn maps and miniature figurines to tell stories of brave and cunning protagonists such as elfish wizards and dwarfish warriors who explore dungeons and battle orcs, trolls and mind flayers. Sacks of dice and vast rule books determine the outcome of the game’s ongoing, free-form story.
For certain writers, especially those raised in the 1970s and ’80s, all that time spent in basements has paid off. D&D helped jump-start their creative lives. As Mr. Díaz said, “It’s been a formative narrative media for all sorts of writers.”
The league of ex-gamer writers also includes the “weird fiction” authorChina Miéville (“The City & the City”); Brent Hartinger (author of “Geography Club,” a novel about gay and bisexual teenagers); the sci-fi and young adult author Cory Doctorow; the poet and fiction writer Sherman Alexie; the comedian Stephen Colbert; George R. R. Martin, author of the “A Song of Ice and Fire” series (who still enjoys role-playing games). Others who have been influenced are television and film storytellers and entertainers like Robin Williams, Matt Groening (“The Simpsons”), Dan Harmon (“Community”) and Chris Weitz (“American Pie”).
With the release of the rebooted Dungeons & Dragons Starter Set on Tuesday, and more advanced D&D rule books throughout the summer, another generation of once-and-future wordsmiths may find inspiration in the scribbled dungeon map and the secret behind Queen of the Demonweb Pits.
Mr. Díaz, who teaches writing at the Massachusetts Institute of Technology, said his first novel, the Pulitzer Prize-winning “The Brief Wondrous Life of Oscar Wao,” was written “in honor of my gaming years.” Oscar, its protagonist, is “a role-playing-game fanatic.” Wanting to become the Dominican J. R. R. Tolkien, he cranks out “10, 15, 20 pages a day” of fantasy-inspired fiction.
Though Mr. Díaz never became a fantasy writer, he attributes his literary success, in part, to his “early years profoundly embedded and invested in fantastic narratives.” From D&D, he said, he “learned a lot of important essentials about storytelling, about giving the reader enough room to play.”
And, he said, he was typically his group’s Dungeon Master, the game’s quasi-narrator, rules referee and fate giver.
The Dungeon Master must create a believable world with a back story, adventures the players might encounter and options for plot twists. That requires skills as varied as a theater director, researcher and psychologist — all traits integral to writing. (Mr. Díaz said his boyhood gaming group was “more like an improv group with some dice.”)
Sharyn McCrumb, 66, who writes the Ballad Novels series set in Appalachia, was similarly influenced, and in her comic novel “Bimbos of the Death Sun” D&D even helps solve a murder.
“I always, always wanted to be the Dungeon Master because that’s where the creativity lies — in thinking up places, characters and situations,” Ms. McCrumb said. “If done well, a game can be a novel in itself.”
What makes a D&D story different from novels and other narratives is its improvisational and responsive nature. Plotlines are decided as a group. As a D&D player, “you have to convince other players that your version of the story is interesting and valid,” said Jennifer Grouling, an assistant professor of English at Ball State University who studied D&D players for her book, “The Creation of Narrative in Tabletop Role-Playing Games.”
If a Dungeon Master creates “a boring world with an uninteresting plot,” she said, players can go in a completely different direction; likewise, the referee can veto the action of player. “I think D&D can help build the skills to work collaboratively and to write collaboratively,” she added. (Mr. Díaz called this the “social collaborative component” of D&D.)
Ms. Grouling also cited “a sense of control over stories” as a primary reason people like role-playing games. “D&D is completely in the imagination and the rules are flexible — you don’t have the same limitations” of fiction, or even of a programmed video game, she said. A novel is ultimately a finished thing, written, edited and published, its story set in stone. In D&D, the plot is always fluid; anything can happen.
The playwright and screenwriter David Lindsay-Abaire, 44, who wrote the Pulitzer Prize-winning play “Rabbit Hole,” said D&D “harkens back to an incredibly primitive mode of storytelling,” one that was both “immersive and interactive.” The Dungeon Master resembles “the tribal storyteller who gathers everyone around the fire to tell stories about heroes and gods and monsters,” he said. “It’s a live, communal event, where anything can happen in the moment.”
Mr. Lindsay-Abaire said planning D&D adventures was “some of the very first writing that I did.” And the game taught him not just about plot but also about character development.
Playing D&D has also benefited nonfiction writers. “Serving as Dungeon Master helped me develop a knack for taking the existing elements laid out by the game and weaving them into a coherent narrative,” said Scott Stossel, editor of The Atlantic and author of “My Age of Anxiety: Fear, Hope, Dread, and the Search for Peace of Mind.” “And yet you were constrained by the rules of the D&D universe, which in journalism translates into being constrained by the available, knowable facts.”
Mr. Lindsay-Abaire agreed that fictional worlds need rules. “For a story to be satisfying, an audience needs to understand how the world works,” he said. “ ‘The Hunger Games’ is a perfect example of: ‘O.K., these are the rules of this world, now go! Go play in that world.’ ”
Over and over again, Ms. Grouling said, tabletop role players in her survey compared their gaming experience to “starring in their own movies or writing their own novels.”
As for Mr. Díaz, “Once girls entered the equation in a serious way,” he said, “gaming went right out the window.” But he said he still misses D&D’s arcane pleasures and feels its legacy is still with him: “I’m not sure I would have been able to transition from reader to writer so easily if it had not been for gaming.”
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