Showing posts with label Table Stories. Show all posts
Showing posts with label Table Stories. Show all posts

Friday, October 10, 2014

Puzzle Box

The Puzzle Box

During a recent session of Rise of the Runelords, an attempt to teleport from a remote region back to Sandpoint went awry. According to the rules, the misfired spell was supposed to send the PCs to a similar area, defined as an area that's visually or thematically similar to the target area.” As they were aiming for the Rusty Dragon Inn, it seemed clear that they should be in a tavern somewhere, but where? I pulled out the Inner Sea World Guide and had them generate a random number using some wacky zocchi dice. A few rolls later, we determined that the hapless adventurers had somehow landed in the city of Katheer, the capital of Qadira (gateway to the east). What would a startled, pseudo middle-eastern barkeep do if a few adventurers materialized in his business? Try to sell them something, of course!

 

When I was in Turkey, one of my favorite memories was browsing through the wares of the various shops in the area known as “the alley” just outside the Air Force base there. So, adapting my best Turkish accent, I began to recreate that experience at the game table. Recovering quickly from his initial shock, the friendly merchant launched right into a sales pitch. While his son brought hot tea to these new customers, the man began to demonstrate the quality of his many fine, hand-carved puzzle boxes. I must have done a fairly convincing impression, because one of my players immediately gave up some of his hard-won gold for his own, authentic, Qadira puzzle-box.

 

Presented below are the stats for the item, more a curiosity than a useful hiding place. The flavor text is written for my own home-brewed world of Terren. For a Pathfinder campaign, assume these items come from Qadira rather than Hzar. There are two versions below, with stats for different rule sets.

 

D20 VERSION

 

Puzzle Box: This carved wooden box can only be opened using a specific combination of twisting parts, hidden buttons, and sliding panels. Puzzle boxes are one of the many exotic wares for sale in the Hzari caravans that travel the great trade route merchants call the River of Spices. The overall complexity and number of steps required to open each box varies, from two steps for the simplest puzzle boxes to hundreds for particularly intricate versions. Most puzzle boxes are of the five-step variety, as the Hzari consider five to be the luckiest of all numbers.

Opening a puzzle box requires one or more rounds and a successful Disable Device check, as shown below. A character makes this check with a +10 bonus if he knows the correct pattern for that specific box.

 

Complexity

Disable Device

Time to Open

Cost

Simple

DC 10

1 round

25 gp

Moderate

DC 20

1d6 rounds

50 gp

Complex

DC 30

2d6 rounds

250 gp

 

 

5E VERSION

 

Puzzle Box: This carved wooden box can only be opened using a specific combination of twisting parts, hidden buttons, and sliding panels. Puzzle boxes are one of the many exotic wares for sale in the Hzari caravans that travel the great trade route merchants call the River of Spices. The overall complexity and number of steps required to open each box varies, from two steps for the simplest puzzle boxes to hundreds for particularly intricate versions. Most puzzle boxes are of the five-step variety, as the Hzari consider five to be the luckiest of all numbers.

Opening a puzzle box requires one or more rounds and a successful Dexterity check, as shown below. A character makes this check with advantage if he knows the correct pattern for that specific box.

 

Complexity

Dexterity Check

Time to Open

Cost

Simple

DC 10

1 round

25 gp

Moderate

DC 15

1d6 rounds

50 gp

Complex

DC 20

2d6 rounds

250 gp

 

 

 

Sunday, July 17, 2011

Thoughts on Marvel Super Heroes RPG (Part 2)

I have a long-running joke with a friend of mine. It basically boils down to mocking the way one creates characters in the Marvel Super Hero RPG. The version that I owned really pressured players to assume the role of the established heroes of the Marvel comic books (at least, it seemed to 12 year old me that it did). The trouble is, no one I know wants to do that in a super hero game. They want to make their own guys. It's more than half the fun.

Don't get me wrong. It's neat to bump into established supers from time to time. While powerful NPCs are vexing in D&D, in a comic book game it's a treat to battle Doc Ock or meet the Human Torch at Applebee's. As far as running those characters, though? Heck no! I want to make my own.

In Marvel Supers, at least the version that I owned, character creation was relegated to a back section. It was written as if the authors never expected you to actually use it. It was also completely random. Everything from how fast or smart your character is, to what powers he has, is determined by the roll of the dice.

That's where the joke came in. Whenever I would sit down and roll up a Marvel Supers character, it seemed that every time I'd come up with a guy with the stupidest combination of powers. Underwater Breathing, Electricity Manipulation, and Rotting Touch. It's Zombie Eel! Damn it, I wanted to play a guy with super speed!

I must say, my opinions have changed a little. I've become more a fan of purely random characters. Randomness in an RPG forces one to exercise the imagination, to roll with the punches that fate is throwing and try to bring everything together in a logical (at least comic book logical) fashion. One caveat, though. The random is much more fun as a GM. When you're behind the screen, rolling on charts can make you feel less like a referee and more like a player in the game, getting surprised by what the dice tell you and trying to make things work out.

The version of Marvel Supers that I played today was far more complete. Rather than devote a few pages of an appendix to character generation, the game put custom characters front and center. The GM gave us a set of house rules that let us game the probability a bit, picking powers here and assigning dice rolls there.

You know what? I ignored all that and let the dice decide EVERYTHING about my character. I was really happy with the results. It was a lot of fun taking these results and mixing them together, like a cook trying to make a gourmet meal of the stuff tossed to them by the Iron Chef. Say what you want about Zombie Eel, but I still talk about him 20 years after I randomly rolled him up, and I never even used him in a game.

If only Marvel had a faster, more intuitive system, I would probably rate it as a much better game. Still, I'll probably go back next Sunday. After all, there are bad guys out there that need to be stopped. I leave you with my completely random character. Ignore the stats you don't understand (unless you do) and just read the flavor text.

To start you out, keep in mind that I began by rolling my powers. I got Claws, Shape-shifting (Imitation), and Corrosive Missile. Huh. I wouldn't have chosen a single one of those powers. Here's what I came up with. Forgive the Comic Sans font but, well, I hope you can understand why I used it.
EIDOLON

Into the Caves
It took John Doppler two hours, crawling on his belly through the mud and grime, to reach the end of the tight crawlspace. Spelunking was dangerous enough, but spelunking by yourself was borderline insanity. Still, John had to reach the other side. If his instincts were right, the crawl-way would lead to a vast network of caverns, perhaps the largest in North America. Althea Cobb would have no choice but to let John onto her land then, once he could prove the significance of his find.

When John finally emerged from the tiny space, what he saw went beyond his expectations. A vast domed ceiling, like the roof of a cathedral, stretched past the range of his flashlight. A narrow, slow-moving stream split the entire massive cavern in two. Beyond the water, a dozen side-passages split off in every direction.


John didn't dare go any farther alone. He turned around and began the arduous crawl back through the narrow tunnel. When he emerged, John was shocked to find the same large cavern that he had just left. How could he have gotten turned around in a claustrophobic tunnel barely big enough for a man on his belly? It wasn't possible. Slightly panicked, John again returned to the crawlspace. His heart beat with fear as he made his way, painfully, through the tunnel. Finally, he reached the end. He was still in the same vast cave.


Exhausted and covered in filth, John began to question his sanity. There was no way he could have gotten turned around twice. Something unnatural was happening. Swallowing panic, John walked deeper into the large cave. As he waded across the ankle-deep river that bisected the cave, John suddenly stopped. The cold water began to seep into his boots, soaking his feet. He stood rooted like a statue, the will to move leaving his body like heat draining from a man dying of exposure.


“Wouldn't it be better to just lie down and rest?”


The voice came unbidden into the man's mind. What was his name again? J...something. It didn't matter. All that mattered was the water. And sleep. And oblivion. The man obeyed the voice, dropping slowly to his knees.

Then the ghosts came. Transparent apparitions with hollow eyes and blank, smooth faces. They seemed to grow more solid as they approached, as if they took substance from the man kneeling in the river. Smiling hungrily, the nearest spirit reached out its misty hand.


Something deep inside the man sparked as the spirit touched him. A thought. A memory. A name. John. With all his will, John Doppler stood up. The ghost-thing recoiled in surprise and fear. Then it screamed in unearthly rage as John turned and fled down the river.


* * *

John Doppler emerged from the small cave behind Jakobs Field a changed man. His memory of the past week was hazy and jumbled. John vaguely recalled a pale man, a dark boat, and a pervasive, clinging mist. He couldn't remember how he had escaped the endless cave.


John was certain of one thing, though. He knew where he had been; Hades, the underworld of Greek myth. Somehow, the land of the dead had infected John and taken a piece of his soul with it. It had altered his body, leaving his skin gray and nearly featureless. John's hands were now sharp, boney claws. His eyes were empty black pools. All around him, a thin purple fog hung like an aura.


John Doppler had spent a week in hell. He decided that he was never going to back. Swearing an oath to every Olympian god that he could remember, John Doppler became a hero. He took the name Eidolon, a Greek word for a phantom that can appear as a living person. With hell at his back, Eidolon went looking for trouble.


CHARACTER INFORMATION SHEET

Hero's Name: Eidolon
Origin: Altered Human

Identity (Secret): John Doppler. Eidolon can use his Shapeshifting-Imitation power to disguise his altered appearance. As John Doppler, he is a an average-looking man with dark hair and brown eyes.


PRIMARY ABILITIES
Fighting: Incredible (40)
Agility: Incredible (40)
Strength: Good (10)
Endurance: Remarkable (30)
Reason: Good (10)
Intuition: Excellent (20)
Psyche: Incredible (40)
SECONDARY ABILITIES
Health (F+A+S+E): 120

Karma (R+I+P): 70
Resources:

Popularity: 5

(Secret Identity): 10

POWERS
SHAPESHIFTING (IMITATION): Monstrous (75)
Eidolon can channel a tiny thread of the life-force of any person he touches, mentally projecting it onto the mist that always surrounds him. Doing so creates a powerful illusion that allows Eidolon to duplicate the targeted person exactly.

CLAWS: Remarkable (30)
Eidolon's fingers end in boney claws, a side effect of his time in Hades.

FOG OF LETHE – CORROSIVE MISSILE: Remarkable (30)
Eidolon can project the purple fog of Lethe, the river of oblivion, whose condensation disintegrates matter.

TALENTS
Judo (Martial Arts A): Stun or Slam an opponent regardless of their comparative Strengths and Endurances.
Electronics: +1 CS on matters involving electronic devices, including their creation and repair.

Thoughts on Marvel Super Heroes RPG (Part 1)

As I posted a while ago, I ran into a group of guys playing the old TSR Marvel Super Heroes game down at the food court. They invited me to play, but work commitments kept me from accepting their offer until today.

Let me preface by saying that I had fun. The GM did a great job of making me feel like I was playing in a living, breathing comic book world that was unfolding all around my character. There was a lot of sandbox gaming going on, with a whole bunch of leads popping up all around us. We could have gone and investigated any of them and I'm sure they all would have turned up a bunch of adventures.

I say that because I don't want it to seem like I didn't enjoy gaming with this friendly group of guys. I really did. However, I'm not sure that Marvel Supers is my favorite game. This is likely to be a longer post than it needs to be. I'll try to keep it to two parts.

I used to own the Marvel Super Heroes Basic Boxed set. Man, did I save up and work hard to get that stupid thing. I was a kid and there was no internet, meaning that not only was it hard for me to scrape up the funds, I then had the added challenge of trying to find a copy of the game. I probably spent more time trying to get Marvel Super Heroes than any other game, toy, or “fun” thing I own. You can imagine my disappointment when I didn't like the game.

To be fair, I only actually played it once, running some of the sample characters against a mini-adventure that came in the back of the book. I couldn't have been much older than 12 or 13, no expert on either RPGs or comic books. The rules really encouraged you to play existing characters from the Marvel Universe and came with stats that seemed to cover every comic book super hero I could think of (minus Superman and his DC friends, of course). With that in mind, I let my neighbors and my cousin pick whatever characters they liked and we just went at the scenario as written.

They picked Spider-man, the Incredible Hulk, and Silver Surfer. For those of you not familiar with comics, let me help you out. You know Spider-man, of course. He's sort of a moderately powerful guy in the world of supers. Then, there's the Hulk. You also know him, but it's important to understand that, depending on how angry he is, Hulk is potentially the strongest character in the universe. A universe that includes people who can literally throw the moon at you. Finally, the Silver Surfer. Without getting too deep in needless detail, one can argue that Silver Surfer is more powerful than Superman or Thor. That's the most famous hero EVER and a deity, respectively.

Going against Spidey, an infinitely strong monster, and a guy who can stand in the middle of a supernova and not bat an eye? Two crooks and a guy dressed like a scorpion. 

Hey, it's not my fault! I didn't know that much about the game and didn't give a lot of thought to the relative strengths of these characters. I was used to level-based systems, where every character had a number that showed how powerful he was. This game rated abilities with adjectives, for crying out loud! Spidey's agility was something like “Amazing” or “Incredible.” The Silver Surfer's main ability was rated as “Shift Z” or some other abstract description, proving that even the authors of this game couldn't think of as many adjectives as they had power levels.

There are many people who claim they loved the Marvel attribute system. I'm not one of them. I get the concept here. They're trying to make the system feel less gamey and more like a comic book by removing numbers and replacing them with descriptive words. The trouble is the words themselves. I challenge the casual reader to tell me which is better, “Amazing,” “Monstrous,” or “Incredible.” Yeah, you might guess correctly. The order that the authors placed these stats might make perfect sense to you. But, then again, they might not. Change them into numbers, and there is never a chance you'll get it wrong. 8 will always be more than 5.

Anyway, the fight went something like this. Spider-man drops in on a couple of jewel-thieves mid-crime. After a few seconds of witty banter, Spidey wraps the bad guys up in a web and the battle is over. But wait! There's a surprise! The Scorpion is hiding in the back of the getaway van. Bursting from his hiding place, Scorpion raises his poisonous tail and...notices the Silver Surfer floating above the alley. The Surfer snaps his fingers and the Scorpion is blasted into oblivion. End of adventure.

As stupidly simple as that was, I remember that it took a long time. You could chalk some of that up to inexperience, but I remember the Marvel system being kind of slow. Tonight, I got to experience it again, a much older and more experienced gamer.

You know what? It was still slow.

Everything in Marvel is resolved on a chart. It's not the worst system in the world. You cross reference your stat or power, roll d%, and look on the chart. The results are color-coded with white as a failure, green as a success, yellow as a better success, and red is the best result. That's not hard, I know. I used to play Rolemaster; I don't mind a chart.

You know what's faster than a chart, though? A number. It's the same as the ability score thing. I can learn the difference between Monstrous and Colossal, I can also learn what a yellow means when attacking vs a green. With a number, though, I don't need to learn anything. If my sheet says, say, roll d10 and add 5, I can do so easily. Then, depending on the system, the GM can tell me whether my action worked or not.

It might sound like I'm picking nits here, but I don't think so. Remember that we're talking about a game that is trying to emulate the action of comic books. If any game system should be fast and easy to use, it's a super hero game system. Comic books feature lots of fights. These fights, for the most part, are divided up into large illustrations that tell the story in a kind of snapshot style. Comics don't feature a lot of characters missing, panel after panel, dragging on through seeming stalemates. The Marvel Super Heroes Roleplaying Game does.

I will forgive a supers game for slow, detailed character generation. A truth about almost every supers RPG I've ever played, even if I didn't care for the system, is that character generation is a lot of fun. It's a big part of the game, coming up with your own super hero. Also, in a game that faithfully emulates comics, character death should be rare. That makes me more forgiving of a drawn-out character creation. This isn't OD&D, where you're making new characters all the time.

Combat, though? It should be all WHAM! ZAP! SLICE! Done. Charts slow things down, at least until you learn to use them, and have no place in a super hero game. I have a theory about the chart. It feels like the product of a second or third generation of roleplaying games. It can only exist in a world where roleplaying game concepts are already firmly rooted in the minds of the designers. It feels like being different just for the sake of it. I can imagine designers asking themselves, “What would a game be like if it had a single chart to handle all the mechanics?” and then writing a game around that.

Instead, a better product would have come from looking at the source materials and trying to translate them into a game that remained as faithful to their feel and spirit as possible. Sadly, I don't think this was done here.

Sunday, June 19, 2011

Found Gamers

I'm running solo playtests of the upcoming DCC RPG on weekends here on post. Since I don't have a gaming group to speak of, I run everything myself; the player characters and the monsters. Last time I ran things in the comfort of the post library. For a change of scene, I decided to play in the food court today. As I was sitting there, rolling Game Science dice and scribbling notes on a piece of loose leaf paper, I looked at the table across from mine and noticed a bunch of percentile dice surrounding this:


“Are you guys playing the Marvel Superheroes Roleplaying Game?” I asked.

They were. Not only did I chance encounter a trio of gamers, but they were playing the last game I expected to see anyone playing over here. I've been searching for a month for people playing the most likely games: Pathfinder, 4E, even Warhammer 40K. But Marvel Supers? From 1985? That's unexpected. It turns out, one of the three players (one was even a GIRL!) does run Pathfinder. Emails were exchanged. They pointed me to a Facebook gamer group. I know there are gamers in the military, they're just hard to find. I'm glad I stumbled onto these three, even if I'm not a Marvel player.

We made small talk for a little while, which served to remind me that I think about this hobby and know more about it than anyone I ever meet. They've never heard of Labyrinth Lord, Mutants & Masterminds, the OSR, retroclones, DCC RPG, DCC Adventures in general, or Icons. I'm puzzled how someone can play Marvel Superheroes since 1985 and never even catch a whimper about M&M. People, I don't search around obsessively for information about games. Hell, I'm not even actively playing or even living in the United States right now. I learn about these games just by being involved in the online community of RPG players.

Oh well, at least I found some more gamers. Maybe I'll roll up a random superhero next Sunday.

Tuesday, May 24, 2011

D&D Kayfabe

There is an important lesson that RPG players of any stripe can learn from the “sport” of professional wrestling. Before I make my central point, allow me to share some of the similarities that wrestling and tabletop roleplaying share. Wrestling, like roleplaying games, is often very silly. The storylines are over-the-top, the violence is sometimes cartoonish, and the outcomes of the matches don't really matter. At its best, though, wrestling (and gaming) is a lot of fun for both the performers and the audience, who all experience many of the same kinds of emotional highs and lows associated with a legitimate sporting event.

The key to making all of these unbelievable parts come together into a cohesive, entertaining whole in wrestling is a concept called kayfabe. The word itself dates back to the secret trade language of carnival workers; It is basically a pig latin way of saying “fake.” The simplest definition would be to say that kayfabe is about suspending disbelief, but it goes farther than that. Years ago, before wrestlers openly admitted that wrestling was predetermined, they used to protect this secret jealously, and not just with their words. Two wrestlers who hated each other on-screen would be careful never to be seen together in public, lest it spoil the illusion. Many wrestlers tried to live their in-ring gimmicks as much as possible, going as far as faking an accent or speaking in a different voice in front of strangers. Wrestling fans, often the butt of a great many jokes, would rally in defense whenever others called their favorite sport fake.

With the exception of the very young or not very intelligent, no one really thought that wrestling was legit, not if they watched it with any regularity. The wrestlers, I imagine, knew that the fans were on to them as well. How could they not? So, what was the point of closely guarding the secret if everyone knew? Why “keep kayfabe” when no one really believed it? The reason, I believe, was that kayfabe is a huge part of what makes wrestling fun. Even in this modern era, where kayfabe is by and large dead, wrestlers and wrestling fans still play along as though they have no idea that what they're watching is a predetermined spectacle. A wrestling fan will assure you that “of course it's fake, but so are sci-fi TV shows, so what?” Put him in the audience, though, and he'll scream for the good guys and boo all the bad guys. This is where D&D players can learn a lesson for their own favorite pass time.

There has been a lot of talk lately, especially among the “Old School Renaissance”, praising the open-ended, or sandbox campaign. The strength of this style of play is that, by not planning out every little detail in advance, the GM leaves himself room to adapt to what the players want to do. If I'm the GM and I bother to stat out and describe every square inch of the Tower of Ill Repute, I'm going to be up a creek (and annoyed) if the players make a beeline around the place and head straight to some forest I haven't had time to even map.

In order for this kind of campaign to work, the people on both sides of the table have to suspend disbelief that the world is a bigger, more detailed place than it actually is, and the GM has to play along while actually making a bunch of it up on the spot. That's D&D kayfabe. Like wrestling fans, the players know that the GM couldn't possibly have created all of this beforehand. He might have some very detailed notes but at least some of the time he's just pulling things out of thin air. The GM has a similar responsibility to maintain the illusion of a complete and living world. If either side breaks kayfabe, it hurts the fun.

That doesn't mean that the GM should never let his guard down and pause the game to say “Hey, guys, I didn't think of that. Give me a few minutes to figure out what's going on.” That kind of thing is fine when it's appropriate to the pace of the game or when it results in a more fair or entertaining outcome. In my opinion, though, the GM should never admit that he hasn't thought up the big, plot-affecting decisions. To do so cheapens the whole experience for everyone involved. It would be like the Rock getting on camera right before a match and telling the crowd “me and Steve Austin, I mean Steve Williams, are going to go plan out the finish of this match. We'll be back in a few minutes to pretend to fight. Get ready to cheer, because I'm going to be playing the good guy...if you smell what I'm cooking!”

Kayfabe isn't just needed for open-ended adventures, either. The opposite of the sandbox campaign is the railroad campaign. In this style, the players' actions are limited to places and events that the GM has carefully planned in advance. The advantage of the railroad style is that, within the constrains of what the GM has developed, there is usually a lot of detail. If you can guarantee that the players are heading to the Tower of Ill Repute, you can spend all your prep time describing the place in novel-like minutia.

A railroad works best when the players maintain D&D kayfabe and willingly bite onto the GM's adventure hooks, while the GM must give the players at least the illusion of free choice. For example, if the PCs are given a choice between two different paths in the dungeon, it breaks kayfabe and kills the fun if you clue them in to the fact that they'll face an ogre no matter what route they take. It's better to keep the untraveled road a mystery than spoil the illusion.

Here's an example of breaking kayfabe from my own gaming experiences:
Between regular campaigns, a friend of one of my players thought to try his hand at GMing. As one of those guys who is almost always behind the screen, I jumped at the chance to roll up a character and actually play for a change. We sat down, jotted down some stats, and within a few hours were ready to start playing.

The adventure was set in a small town in which several citizens had gone missing. Suspecting foul play, we searched around the town for clues. The disappearances, it turned out, correlated with the nights of the full moon. Further research turned up a witness who saw a large wolf lurking about one of the victim's farms shortly before his disappearance. The answer was obvious: someone in town was a werewolf!

Maybe it was because I hadn't gotten to play very often, but I was really enjoying this adventure. We identified three likely suspects, based on clues we'd gathered at the scenes of the crimes. Before we could make our accusation, however, we had to be sure that we had the right man. The wrong decision would mean personal trouble for us, as each suspect had powerful, vengeful allies. Even if we did manage to find the guilty party on the first try, we knew we'd likely face a fight against a desperate, cornered lycanthrope.

The players decided to take a break and resume the game after dinner. A bunch of us piled into a car and headed to a nearby McDonalds. We were all excited, discussing our next course of action while we gobbled down fries. What if we pinpointed the wrong person and the werewolf escaped? We hastily assembled a plan B in which we would trick all three suspects into gathering together in one location. Perhaps, if we were clever, we could bluff the monster into revealing itself. It was a dangerous plan because we'd be putting two innocents in potential harm's way.

At some point during all this planning the GM, motivated by guilt or a sense of camaraderie with me as a fellow referee, leaned over and quietly told me a secret. “You know what's crazy?” the GM asked, “I haven't even decided myself who the werewolf is. I'm just making it up.” With that one little revelation, that one breaking of D&D kayfabe, the GM killed my emotional investment in his game.

As cliched and hastily created as the whole adventure was, I probably could have figured out that he was making most of this up as he went along. In retrospect, the clues he left for us were mostly based on what we expected to find where we expected to find it. It was all very flimsy and unrealistic. At the time, though, I didn't notice. I didn't notice because I was having fun. I was riding high on the emotions of a good game and playing along with the reality of the story this GM had created. By violating his end of the suspension of disbelief, by breaking kayfabe, the GM took me completely out of the adventure. From that point on, I was just going through the motions.

We didn't even have to implement our plan B. When we visited the very first suspect, we found his front door curiously ajar. Entering his house, we found the bodies of several victims half-eaten in his basement. In other words, we found the werewolf on the very first try. Surprise, surprise.

Don't get me wrong here, I'm not trying to suggest that D&D players should go along like sheep with whatever adventure the GM has cooked up, even if they aren't enjoying themselves. Nor am I saying that GMs should pretend as though they have reams and reams of notes, maps, and plans when they clearly don't. What I'm trying to do is define the unspoken contract between players and referees that allows us to turn down the volume on the logical parts of our brains just a bit so that the more emotional parts, the parts that I think carry a lot of the fun, can be heard from. I think it's useful to give this concept a name, and I think that kayfabe is as good a name as any.