Stack · 14 cards
Social Structure
Who plays with whom – and against each other?
Belongs to the term
- Ludic Social Structure
- The Ludic Social Structure orders the agents of a game towards one another - with whom: with, against, in a team.
Social Structure
What it is about
The Social Structure stack orders the agents of a game in relation to one another. It asks how many take part, in which basic relationship they stand to one another – against each other, with each other, half and half – and how they group: each person alone, in fixed teams, in shifting alliances, or one against all. What counts is every seat in the game that someone takes and on which decisions are made; the chess computer in Black’s seat as well. The dragon in the dungeon or the disease in Pandemic, by contrast, occupy no seat; they are moved by the rules.
The 17 cards come in two parts. The six basic configurations are the starting points: Solo, Duel, Free for All, Team vs Team, Cooperative and One Against Many. The eight modifiers change a basic configuration: Asymmetric Roles, Secret Roles, Scalability, Semi-Cooperative and four cards on a counterpart who is not a fellow player. The resistance then comes from entities with their own behaviour, from the rules themselves, from the space, or from a built agent such as a chess computer. A guide card with combination rules, a separator card and a blank card belong to the stack.
Familiar games can be read as combinations: Chess is a duel without a modifier, Pandemic cooperative and scalable, Werewolf One Against Many with secret roles, Dead of Winter cooperative with semi-cooperation and secret roles.
How to use it
Method: (1) Lay out the basic configurations. (2) Discuss in the team which one fits the desiderata and the target group – what the players can do, what they look for and how they tend to play. (3) Choose one basic configuration. (4) Go through the modifiers: does one or more of them apply? (5) Transfer the combination to the worksheet.
Note for facilitation: The stack is deliberately short. The social structure is a decision of direction that is specified in more detail later in the rules; in ideation a rough decision is enough. To go deeper: compare your own combination with a familiar game, and ask what changes if a modifier is dropped.
Time: 5 to 10 minutes.
Sequence: after the Agent stacks that describe the target group, and before Form, Activities and Frame – the stack connects the understanding of the players with the design of the game.
Relations
The Agent stacks prepare the choice. The Capacitas set limits: the more agents take part, the less the game may demand of each individual person. Motivation gives a direction – whoever seeks community tends to play cooperatively or in teams, whoever seeks challenge rather in a duel or everyone against everyone –, and so does Habitus. The Situation narrows things down in practice: alone at home means solo, a large group requires scalability. The Social Frames – alliance, guild, family – lead one to expect relationships; whether the teams are fixed or shifting is only determined by the Social Structure. The Organisational Structures order what happens between the agents: how alliances come about and break, how fights are decided. The stack touches the Spatial Structure at the layout – who owns which place is set there.
The cards
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