There are a lot of
misconceptions about the concept of realism.
Often, folks tend to
think of realism in terms of the observed, as the concept of receiving reality.
It can be a tough concept to fully articulate, but you might be surprised that
almost every decision you make while playing a game of Magic can be considered
realistic in nature.
For students of
history, philosophy, and politics, you might know of realism as a school of
thought in international relations. Some of the same concepts that you
unconsciously recognize and base gameplay decisions on can be found in Hobbes’ Leviathan, or in Machiavelli’s The Prince. Without necessarily being cognizant of the fact, we apply a framework first articulated nearly 400 years ago to help us make decisions while playing Magic, particularly multiplayer varients.
Think back to a game
of Magic you’ve played recently, particular a multiplayer game. I’m a Commander
player, and so most of my own examples will be drawn from such games, but
ultimately, the format doesn’t matter.
Can you recall an
instance where you managed to convince someone not to attack you? Maybe a
bluff, maybe misdirection, maybe convincing someone that another player was a
bigger threat. While I’d argue that the method in which we approach doing these
things can matter, all of the begging, pleading, bluffing, eyebrow-raising, and
knuckle-cracking we do comes from a basic understanding of realism, and the
four beliefs that exist at its heart.
These are:
1. The world exists in a state of chaos, or
anarchy.
This one is pretty
straightforward. The game of Magic contains a set of rules, and so the argument
can be made that a game of multiplayer Commander isn’t pure chaos, but I’d liken the game rules of Magic to the physical
laws of the universe (gravity, relativity, cause and effect, etc.). Earth obeys
the laws of physics, but the nations of the world go to war, oppress their
subjects, or attempt to improve the world in which we all reside. So while
we’re all bound by the physical laws of reality, each part of the world tends to perceive the world
differently. So we have natural order, but people add a layer of chaos to a game. This segues nicely into the next point:
2. States are the actors.
If a game of Magic is
“the world,” and the rules (“the laws of the universe”) apply, then each player
is a sovereign “state.” Each player has their own reason for playing, their own
philosophy for deck construction, their own definition of “fun” (a hotly
debated topic). They also bring things to the table that aren’t Magic-related
per se. Some people are quiet, and others have a tenuous grasp on the rules.
Others still are confrontational and openly hostile, and some people can adapt
the way in which they’re perceived to great effect and greater benefit. Others bank on their reputation in a given "meta," a metaphor here for the international community. Each player is unique.
While the game's rules apply, the format is determined,
and everyone is playing with legal cards, we sometimes cannot adequately
prepare for our opponents themselves. And for the unprepared, differences in
conduct and perception can impact how effectively we can play Magic together.
3. States are self-interested and pragmatic.
This is what players
tend to forget, in my experience, often after losing a game. “Why did you
attack me and not him?” is a common line. The person who asks often forgets
that they had no creatures, or a suspended Kozilek with one time counter, or
had antagonized the winner the entire game. That individual would often make the same
decision you did, and yet criticizes you for making it. Players can forget that
all players tend to act, wherever
possible, in their own best interests.
4. The number one goal of states is to survive.
Survival is often in
one’s best interest. If convincing the active player that attacking a third
player is a better choice than attacking me, then I’d certainly consider it, if it kept
me alive. Now, as I mentioned before, the way in which we approach influencing
others can matter, as we don’t want to hurt feelings. Intimidating somebody
over a card game is going too far. But if we can keep these four points in
mind, all of us, then losing might not hurt so badly. It’s worth remembering that it’s just as okay for your opponent to try to win as it is for you to try to win. I’ve played against some people that focused so hard on their own enjoyment that when I countered a key spell or flashed in a blocker they reacted poorly. The spectrum is a broad one, and ultimately doesn’t matter, but the game is interactive, and it’s worth keeping in mind.
So, with all of this
in mind, how do we use this knowledge for our gain?
Well, I’d suggest
remembering that people come from different backgrounds, learned to play in
different ways and at different speeds, and have different ideas of what “fun” and
“fair” are. While this sounds obvious, it can be easy to forget. For years, I
played Commander with the same 5 guys. We had our unspoken rules, and had a
mutual understanding for what was okay (giant boss monsters, ramp, spot
removal) and what was not okay
(Sundering Titan. He’s gone now, and good riddance). Now, we recognized that
removal of lands is necessary, but going overboard was unnecessary. And we had
established what “overboard” meant. Going from this group to another group
(across Canada, even!) was a bit of an eye opener. It wasn’t a huge shock, but it really drove home
that different people, and playgroups, have their own views. I ended up fitting
in, after a while, but understanding this concept helps keep you flexible. If a deck is poorly received, then you can switch it up for the next game. If you're too aggressive, you can adjust. While it's unfair to constantly be the only one to adapt, on a short-term basis this flexibility will enable you to at least play Magic.
Of these 4 core concepts, it’s the last of the
four beliefs that I’ve personally struggled with. More accurately, my fiancée
struggled with this, and I didn’t know how to rationalize it in a way that
helped, so it bothered me, too.
The ultimate goal of
states, or players, is survival. We’ve talked about convincing players who to
attack; this, and “peace-offerings” (allowing players to draw cards, untapping the occasional creature, etc.) are the two most often-cited examples
of tabletop politics. Politics is generally considered a part of multiplayer
Magic, and rightly so. Subtly suggesting to Player A that Player B has larger
creatures than you, or that Player C just tutored for a hand of answers with
Conflux is fine, and a good laugh can be shared over such antics. Allowing a
player in a good position to draw a card with Jace Beleren’s second ability?
Maybe you just convinced them to attack someone else.
I hope this piece
helped to shed a little light on why players make certain decisions, and
pointed out things you can remember to put player behaviour into context.
Everyone’s trying to win, so if we’re all on the same page, we can keep the
salt to a minimum. At least, up until the point someone crosses a line in the
name of winning. Realism shouldn't be used to rationalize unacceptable behavior, but understanding one's opponents is the first step in defeating them, and so should be consciously understood.
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