It began, as these crises invariably do, with combat.
In its early days, Imperium Offtopicum seemed to defy easy
categorization. "Geopolitical role-playing game" seemed an overly
generous moniker for the loosely-structured tabletalk culture of
2010–2011. Rules were virtually nonexistent: the Game Moderator was a
moderator, responsible for updating the map, guaranteeing
decorum, and little else. They were games that emphasized
co-operation, not competition; that held themselves together by
a mutual respect amongst their participants. They had no goal; the
adventure was the journey, not the destination. The idea that such a
free-range, open-ended game could govern itself, let alone maintain
enough enthusiasm to keep running, is nigh-unthinkable to the latest
generation, and a tragic testament to how perversely the tradition has
mutated from its humble roots.
Veteran players often look back on IOT IV as the pinnacle of both the
"old school", and even the series entire; yet I hold the original
sequel, the ironically-named IOT III, as the true high-water
mark. Granted, at its peak, IV was the most popular and most
active iteration, and the changes I introduced provided much-needed
structure for elements just a bit too critical to be left to
players' whims; but III was imbued with a spirit that I have never seen
demonstrated as strongly in any subsequent installment. It was perhaps
the only game in which the map didn't matter: until its final stages,
the setting was carried exclusively through the story as written by the
players. Conflicts were more internal than not; crises were those of
intra-governmental squabbles or international criminal conspiracy, and
what state-to-state flashpoints did emerge were resolved with words
rather than swords. IOT III accomplished what every other game has only
purported to do: champion the art of diplomacy.
Part of the reason for this was that the early games had not discovered
a suitable mechanic for conducting warfare. The dice rolls in the first
IOT were held to be too random, Mad Man's dance video competition too
bizarre, and my attempt at actual combat simulation fell through once
the scattered skirmishes exploded into world war. Even as the players
yearned for the opportunity to finally crush Mathalamus, out of spite or
otherwise, the black hole of combat remained a surprisingly effective
deterrent. Whenever war finally did erupt, especially on a
large scale, the game could be reliably predicted to fold shortly
thereafter. Early IOT may never have held any victory conditions, but
the unspoken rule was that the mere start of war symbolized
global defeat.
That defeat has now claimed the series in its entirety.
Reconciling the hard numbers of a combat mechanic with the limitless
imagination of a roleplay world became the focus of the sequels and
adaptations that emerged after IV. The "main" or "numbered" line has
more or less adhered to a simplistic approach with a set "balance" of
attacks, sometimes arbitrated, sometimes based on a crude economic model
tying provinces to points. The myriad of spin-offs built upon this
framework, progressively refining and specifying economics into
statistics encompassing national industry, military technology,
international trade, espionage, and so forth. This evolution, while
gradual, has proven monumental in scope: what began as a supplementary
means to provide objective and quantifiable military strength
fundamentally rewrote the character of the game, and in doing so,
destroyed its unique identity.
"Roleplay is the essence of IOT", Taniciusfox's photocopied rulesets
repeat over and over. The truth, deplorably, is that this statement has
been a lie for at least a year. Sure, almost every opening post you'll
find makes some encouraging statement; and yes, games generally reward
players willing to invest the time into garnishing their little worlds;
but roleplay has only truly remained at the heart of the
"original line" of games, a line that seems doomed to die out, if it
hasn't already. Economics has usurped the throne, spontaneous creativity
replaced with cold, hard statistics. IOT these days more closely
resembles a Paradox Interactive strategy game than a friendly pastime at
the lunch table. And because the environment is now defined by set
numbers and formulae, victory and defeat can be expressed in tangible
terms. Games are no longer about co-operation, but competition; not
about building one's own world as much as tearing down those of one's
neighbours; war, once a rarity, is now commonplace. The GM no longer
mediates disputes; he rationalizes the destruction. In the economized
IOT, roleplay is nothing more than a monetary incentive, the fading
flame of imagination rendered subservient to mathematical logic.
Predictably, this hostile atmosphere sells itself to a different player
mentality. The original band of IOTers, the participants in the first
six to eight games, were strongly adverse to complex mechanics: the
sessions they knew were casual affairs; they played to have fun—"IOT is
not a wargame!" we chanted to Domination3000—and I don't think it's any
coincidence that all but a precious few of the old club are no longer
seen on the premises. The generation that has come to replace them plays
to win. It scours the rules for any loophole or ambiguity it can exploit
for self-advancement. It bickers amongst itself over technicalities
realized too late to abuse. As it wheels and deals with its fellows, it
is ever calculating how best to dispose of its partners. Ignorant of its
own history, it expresses incredulity at the possibility of a
"self-governing" game, a "diplomatic" game, dismissing such a simplistic
design as "boring" and inherently destined to fail. It is a cruel
people, for an equally cruel age.
What went so horribly wrong? choxorn, one of the original participants
now virtually anonymous to the community, posits that the game
unintentionally sold itself out to the "problem players". Early IOTs
were marked by their self-discipline; it was only a small fringe that
chose the war drum as its first recourse. Despite repeated calls for
these players to be kicked, the GMs reluctantly held them on in order to
remain 'fair' to the CFC moderators. The consequence was that the
disease festered; unable to shake ourselves loose of them, we were
forced to bend the rules to accommodate their aggressive playstyle. As
early as IOT3, the idea of roleplayed combat had been tossed around; as
soon as IOT4, any such hope had been dashed against the rocks. Roleplay
requires subjectivity, something impossible to uphold in good faith when
players are driven by absolute victory. choxorn concludes thusly: "I
think that the proliferation of the mechanics to fight wars is almost
entirely their [the problem players'] fault- because they wanted a way
to win, and everyone else wanted a way to conquer them so that they'd
leave."
Rightly or wrongly, Imperium Offtopicum is likened to another CFC
culture, Never-Ending Stories. In its infancy, IOT was derided as an
"even lazier LazyNES", an unwitting imitation that eschewed hard
mechanics and dumbed down diplomacy. Today, IOTers cling to the notion
the camps remain distinct by claiming IOT is "gameplay-oriented" while
NES is "story-oriented". I freely admit that despite repeated attempts
at research, my understanding of NES is cursory at best; but I would
argue that IOT and NES are now much more similar than ever
before, that the pursuit of increasingly complex mechanics renders the
games practically distinguishable only in their respective decorum. NES
may be much more verbose in its daily discussions, but at the end of the
day, in both games the roleplay is a façade, mere decoration for
computations seeking the maximization of statistical advantage. Perhaps
the moderators are right: perhaps it's time the forums were merged and
the communities combined. At least then we would get postcount.
IOT was unique, once. It was the sort of game played with a
wink and a smile by a community that trusted each other enough to leave
the particulars of its world open to the fates. It was a story more than
a game, a leisurely saga of make-believe politics told under an umbrella
of mutual respect. Today it's little more than an inefficient session of
a multiplayer strategy game, every sentence milked for profit, every
order the result of meticulous cost-benefit analysis. I have followed
the tradition almost from its inception, watched as the games of the
mind turned into attrition of the chessboard, witnessed our
indescribable little pearl devolve into a dime-a-dozen strategy game. I
have always endeavoured to support that original simplicity wherever it
manifests, but with the old guard long gone and the new régime
crushingly apathetic, perhaps it's time to admit defeat.
The king is dead. Long live the king.
The Death of IOT by @Thorvald (El Thorvaldo)
Originally published as a DeviantArt journal in October 2012, and subsequently to CFC proper roughly two weeks later incorporating commentary from choxorn, this was my lament for the realignment of Imperium Offtopicum from largely freeform roleplay to wargaming over the course of 2011–2012. A tribute to the original player base that had already largely sloughed off at the time of writing, it was, expectedly, received affirmatively by the 'Old Guard' and contemptuously by many of their successors, as well as the NES ruling clique that seized on any opportunity to aggravate the kulturkampf.
I was proven right in the long run, as the next two years saw increasing mechanization of gameplay, spearheaded by Sonereal channeling his college economics courses to the point you nearly needed to be a chartered accountant just to understand the rules. This stats-heavy approach reached its apotheosis in Taniciusfox's ATEN, a game so dense that even Sone criticized it as obtuse, and fomented the "storyist" backlash of 2014 that revitalized more narrative games. While this essay was emotional by design, I would critique the structural roots of the militant shift in detail a year later in "The Cult of the Offensive".
RIP whatever description I'd made for Buzzly.
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