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Topic: Simplistic GNS examples...
Started by: RDU Neil
Started on: 3/1/2004
Board: GNS Model Discussion


On 3/1/2004 at 8:17pm, RDU Neil wrote:
Simplistic GNS examples...

Cut: Realized this should be here... not RPG Theory...



As I've attempted to plow through the varioud GNS articles and the like, I find my non-academic brain needing some clarification. (I have to look up words like brachiate and ontogeny, y'see.) To try and understand the differences between G and N and S, I thought I attempt some simple examples to see if I'm "getting it." Input requested.

Example: Character movement abilities

Take a game where three characters all need to rush downtown to stop a large monster from eating the Levec Lincoln Tower.

Char A) has normal human running

Char B) has a souped up sports car.

Char C) has the inate power of flight.

All three leave at the same time, rushing to the scene... (now we get into the differentiation of GN & S)

Simulationist = Each movement ability has a specific rate, based off of a core rule that establishes cause and effect. Char A spent least amount of points and moves the slowest, Char B has more speed through a vehicle, and Char C spent a lot of points and has the fastest most reliable mode. To this end, staying strictly Simulationist, Char C arrives on the scene much faster, likely long engaged in the battle with the monster before Char B comes screeching up in his Silver-mobile! Char A, huffing along the jogging trail, may never even make it to the scene before the battle is complete. They just aren't fast enough.

Narrativist = It just doesn't matter HOW each character gets there, because the metagame issue, very much at hand, is "Let's tell a story about fighting a monster trying to destroy a city!" Therefore, there might be a brief description of each character, running, driving or flying to the scene, but this is passed over and the game really starts with all three characters engaging the monster (and only if the player and others agree that it is humorous and makes a good story, would the fact that Char A most likely comes trudging up after the battle is all over, even be discussed.)

Gamist = I'm not sure. Having abandoned the D&D style a long time ago, I'm not sure how this would play out, unless a party of generic character types, each with a list of attributes that fills a necessary niche for successful completion of a goal, opened a door to find themselves transported downtown and looking up at a large monster eating a building. (This is tongue in cheek, mind you.)

Anyway... do I have this right? Would this be a good "simple" way to separate the 3 types (at their extremes, of course. I understand that most games have varying levels of all three.)

Thanks,
Neil

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On 3/1/2004 at 9:08pm, Ron Edwards wrote:
RE: Simplistic GNS examples...

Hi Neil,

Boy, this reminds me of conversations with M.J. Young years ago at the Gaming Outpost ...

Anyway, the trouble with your examples is that GNS won't mean a thing in answering your question. What you're asking about is the Technique called Scene Framing. And Techniques do not correspond, 1:1, to Creative Agendas.

The issue of "when do they arrive" may be very important or very unimportant to the priorities of play, regardless of which (G, N, or S) Agenda is top dog. Or to put it another way, you'd have to tell me more about the conflict and what specific sort of G, N, or S is under way. And you'd also have to tell me a lot more about the people playing and how they're interacting.

I really don't intend to be frustrating. But in essence, you've asked a question about how certain imaginary events are established into play, and that is strictly a [System [Techniques]] issue.

Group #1 says, "You all arrive at once," and they do. Case closed.

Group #2 says, "You hear about this at 12 noon. Check your movement rates and the city-travel speed adjustment chart, and tell me when you get there."

Group #3 says, "Roll for your [travel ability]; whoever fails gets there later than everyone else."

But that variety, as well as the myriad of other options, tells us nothing about the actual GNS agenda at work with that group.

Yes, whatever Techniques are chosen (i.e., however the group agrees about how the characters all arrive, and when) should be in accord with whatever GNS goal the participants have. But given what you've said, that's all I can say.

Best,
Ron

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On 3/1/2004 at 9:28pm, jburneko wrote:
RE: Simplistic GNS examples...

Hello Neil,

Welcome!

I can understand that Ron's articles can be a little dense. I eat GNS stuff for breakfast and I had to tackle the three most recent essays in chunks spread out over a few days. However, they are totally worth the effort of muddling through, if you haven't already done so.

Now for your question. You're off base. The main problem being that looking at a single situation and then asking how would a GN or S focused game tackle this situation is not the best way to understand the three modes. On the microcosom scale of individual gameplay moments the three modes of play can look quite similar because they are all built on the same social foundation of Exploration, which is just basically "imagining stuff happening."

I think one the hardest things for people to grasp with GNS is the group-social dynamic and reinforcement. It wasn't until Ron published his Gamism essay that this really began to sink in for me. When Joe throws up his arms and cheers what is he cheering about? When Mary gets a wry little smile on her face and nods knowingly what is she nodding and smiling about? These cues are far more telling about a groups' Creative Agenda (GNS preference) than any examination of a single moment of "how was this handled?"

Now for the three modes themselves.

1) Gamism is based on winning and losing. But that's a lot more subtle than people think. Have you ever seen someone show a friend a character sheet with this kind of wicked grin on his face? The friend then starts reading over the character sheet and then this slow kind of "oh shit" look spreads across his face. You know damn well that the first player has built some kind of power-house character with some awesome and clever combination of rules and the second player is admiring his handy work. That's a component of Gamism. Social-ego has to be on the line somewhere. This isn't threatening or malicious it's all part of the fun. Even in a classic party oriented dungeon crawl it's all about "go team, go!" or "man, I can't believe that dragon HOSED us what the hell were we thinking?"

2) Simulationism is about enjoying Exploration matching up with a set of pre-agreed upon expectations. Be that "reality" or "genre conventions" or "character type" or what have you. Ever seen lots of discussions about superhero rpgs? People are often concerned with system details that will ensure the PCs lose in the begining but triumph in the end. That's because they're concerned with getting play to match their expections of how a superhero story "should" flow. A swashbuckling story ends in a duel because that's how swashbuckling stories end. Captain Kirk gets the woman and does the right thing because that's what Captain Kirk does. And so on.

3) Narrativism is about tackling a real-world problematic human issue called a Premise. It's about getting everyone at the table fired about some aspect of some moral or ethical dilemma with NO preconcieved ideas about what the answer "should" be. Then everyone is thrown headlong into characters and situations that embody this problem and wrestle with it through out play. In a game I'm running now one PC has two children in someone elses care because her husband was abusive and she's been driven insane. Last session it became necessary to decide who the children were with and she ran out some prosibilities but then finally said with great excitement, "It's my Mother-In-Law!" And another player pointed at her and said with equal excitement, 'YES!" Why? Because we recognize that the Daughter-In-Law/Mother-In-Law conflict as being engaging and we want to see how it plays out here.

Does any of this make more sense?

Jesse

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On 3/1/2004 at 9:45pm, RDU Neil wrote:
Ok... bear with me...

I guess I'm trying to get derive some "behavioral tendencies" that would be indicative of each Creative Agenda. I'm a firm believer that only in demonstrable behaviors can any system or attitude or creative desire be examined or fulfilled.

To that end...

Are you saying that the Technique of Scene Framing would be the behavior that only ONE of the CAs would choose? (I don't think you are saying that.)

Or...

Are you saying that each CA...G, N or S... would Scene Frame, but would do it in a very different way. This second is what I'm getting at.

My examples were generalities, rather than behaviors. I appologize.

Try this: Group 1: Each player is expected to match their characters behavior to an incremental time frame that all must adhere to, and to this extent, the events play out "by the rules." Char C arrives first, having faster movement power, and therefore must act alone (or decide not to act) because the core system says that the others are not there yet. This is an example of Simulationist behavior.

Group 2: The group as a whole decides that worrying about the exact amount of time it takes for each character to arrive is unimportant and skips to the "Story now" which is all characters arriving on the scene in such a way that every character has a chance to be "involved in the story." This is Narrativist type behavior.

Group 3: Well, you stated it perfectly. Roll for your travel ability... a game stat with no "reality" measure that a Simulationist would want. It is about rolling the dice, not really simulating the urgent travel to a dangerous encounter... nor is it about the immediacy of telling dramatic stories together. To this point, the character with the best "travel ability" wins.

In the end... is it possible to give "behavioral tendencies" for each CA... and if not, what is the use of the GNS model. Yes, it may allow me to understand why a group is "not on the same page" but if it doesn't give guidance for "changing behavior" to help drive one CA over another, then how is it helpful?

Thanks,
Neil

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On 3/1/2004 at 10:00pm, Valamir wrote:
RE: Simplistic GNS examples...

In the end... is it possible to give "behavioral tendencies" for each CA...


Yes, but only in combination and patterns. Your examples are attempting to map a single technique 1:1 to GNS and this can't be done.

But yes, using certain combinations of these techniques consistantly over time can be a good indicator of CA.

We've only just begun to scratch the surface of this idea, so no, there aren't any lists of example combinations at this point...and may never be.

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On 3/1/2004 at 10:02pm, RDU Neil wrote:
Let me try this...

As a management trainer, we often work with people on Facilitation and Presentation.

A good example for differentiating them can be given as a difference in "behavior" when presented with the same situation.

A participant asks a question.

The presenter answers the questions themselves, as they are the expert in the situation.

The facilitator says, "What do you all think?" and turns the question into a group discussion, perhaps offering her own opinion... but as partner, not "the expert."

Both are acceptable, but serve different needs in different situations.


What I'm looking for is something similar with the CAs G, N and S.

When presented with the same situation... how does the Gamist behavior differ from the Narrativist behavior from the Simulationist behavior.

Is this even possible to answer? If not, then I'm REALLY confused.

Neil

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On 3/1/2004 at 10:36pm, lumpley wrote:
RE: Simplistic GNS examples...

Welcome to the Forge, Neil! (I'm sure others have already said that, but I haven't until now.)

You wrote: When presented with the same situation... how does the Gamist behavior differ from the Narrativist behavior from the Simulationist behavior.

Is this even possible to answer? If not, then I'm REALLY confused.


It's not possible to answer at that scale. It's possible to answer over the course of a session or sessions.

Narrativist play (for instance) is play in which the players comment via play on moral issues. Your Group 2 example doesn't reveal anything about what moral issues might or might not be present, nor who if anybody comments on them. That group might be playing straightforward genre-emulation Sim, or Gamism where "who arrives where, when" isn't part of the challenge or stakes.

The bad news is, there aren't any simplistic GNS examples. When you're talking about GNS, you're talking about the emotional investment and long-term decision-making of the players themselves, and it's complicated stuff. It doesn't reduce to the level you're asking about.

Now, if you want to talk about how GNS-specific games have historically approached scene framing, IIEE and resolution at large, we can do that - but it's the sum of the techniques over time that support a specific CA, not any one applied once. If you want to talk about what a game's rules have to do, over time, to support a given CA - as in my post in context and G/N/S in game design - we can probably do that too. That'd be good stuff, I think.

-Vincent

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On 3/2/2004 at 3:02am, M. J. Young wrote:
RE: Simplistic GNS examples...

I don't know that I can add to what these gentlemen have said; but perhaps I can provide a different angle from which to see it.

When I was writing Verse Three, Chapter One, I created a game world in which the character finds himself on a spaceship, and gradually comes to understand that the ship and its crew are in some sense rebel pirates fighting against an oppressive interstellar empire (more like Blake's 7 than anything else). In the book, the character started to wrestle with ethical concerns. At one point he is wondering whether the people he has killed in this fight were really bad people, or just ordinary people trying to get by in a bad situation who wound up in the wrong place? Then he turns his attention to wondering whether, as a trained fighter whose hope in life is to prove himself a brave warrior, he should even have such concerns. Had this become the focus of play in a game, it would have been very much narrativist. He still fought the federation soldiers and worked with the rebels; he still learned about the space ship and its systems; he still was involved in aspects of the story that could be considered gamist or simulationist--but when he turned the focus of the story on these moral questions, he framed everything that happened within a narrativist context.

I liked the world, so I extrapolated the salient features for use in games. I ran it some time back for a girl whose response to the situation was to see how she fit in. I big Star Trek/B5 fan, for her this world became what would it be like to be part of a spaceship crew? She learned some skills, helped with their missions, learned to use their weapons, thought about whether there was any way she could get home to her family--but this was, it seems, simulationist play, entirely about being there and discovering what it's like to be there.

I used the same world again this weekend for demos at a convention. At the morning session, I dropped a guy into this whom I had really just met. He seemed to be settling into the ship member routine, although he had several times indicated an interest in trading whatever he could (which was mostly his promise to get out of their hair) for some of their technology, and particularly their weapons. Then, near the end of play, he surprised me by attempting to capture the ship and take it with him. As he was killed, his friend who was also at the table (but in a different game world) started telling him what an idiot he was--not that he had "ruined the game", but that he had gone about it all wrong. The idea here was that he could have captured the ship, and boy wouldn't that have been impressive, but he just didn't think it through well enough to succeed at it. These guys were gamist players. Whoever gets the most toys wins. They were showing off for each other, trying to build great tales of their successes they could tell again.

Most of what the characters did in all three cases was very similar. They all met the crew and interacted with them. They all learned to use the weapons and found opportunities to use them. They all explored how things worked on the ship. Most of what the mechanics did was very similar in all three cases. It determined success and failure of their efforts in much the same way (although in the book I didn't roll, but rather attempted to provide the feel as if I had done so). The scenario was the same, even to going through the same events in the same order. The characters were the same, although details were added with each game (and possibly some lost) as the players asked different questions about the characters. What was different was that the character in the book made this a story about his own courage and values, and the moral implications of what he was choosing; the girl on the forum made it an exploration of an experience she could never have in real life but which excited her interests; and the guy at the convention used it to try to strut his stuff, to do something really impressive by outplaying the scenario.

Techniques are subservient to this.

Scene framing isn't really "a technique"; it's a name for a category of play organization which represents many styles and techniques. All it means is that someone decides where/when/how the scene starts and where/when/how it ends. There is a tendency for narrativist games to focus on starting and ending scenes with the relevant action (you're in the restaurant with your new girlfriend when suddenly your ex walks over and throws a drink in your face....so then she storms out, leaving you standing there with the crowd staring at you. The next day....), simulationist games to start with entrances and end with exits (you walk into the restaurant, and the maitre d' asks if you have a reservation....having paid your bill, you leave the building), and gamist games to resemble simulationist approaches superficially, but more quickly get to the challenge (you walk into the restaurant with your new girlfriend, and spy your ex sitting at a table with a hulking brute of a man who could probably rip you in half....smiling at the unconscious brute, you take the arm of your girlfriend, and tip the maitre d' on the way out). However, this is tendency, not definition. There is no reason for any play style to be locked into particular approaches to scene framing; it is merely that some scene framing styles are more conducive to some aspects of creative agenda.

Does that help?

--M. J. Young

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On 3/2/2004 at 4:04am, RDU Neil wrote:
Actually... yes...

Thanks to all who posted. This did a great deal to explain the concepts behind GNS. It makes sense that my behavioral question was not appropriate... or answerable by this model.

I would also say that the most important facet of this whole model is that "story" is (or can be) created by ALL of these CAs. It confused me at first, because the term Narrativist seemed to indicate the creation of a story... seeming to indicate the others did not. That was clarified in Ron's Narrativist essay... Story vs "Story Now"

With that clear, I can at least understand that I am very much a Pure System Simulationist... and even called my style of role playing "simulating" before I ever heard of GNS. Guess I was somewhat on the same track.

Anyway, all these examples really do help for my personal understanding. (I was very unclear about how Narrativist was so overtly "moral" in it's mode. Isn't it possible to have a non GM, group "story now" game that doesn't really beat you over the head with ethical or moral questions? I guess not.)

The struggle now will be to make this meaningful to my play group, who will likely never read, nor care to, any of this theory. (Except Nuadha, who has posted here.)l

Thanks again.

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On 3/2/2004 at 2:24pm, lumpley wrote:
RE: Simplistic GNS examples...

Hey Neil. Sorry to focus straight in on a parenthetical, but.

You wrote: I was very unclear about how Narrativist was so overtly "moral" in it's mode. Isn't it possible to have a non GM, group "story now" game that doesn't really beat you over the head with ethical or moral questions? I guess not.
Being beaten over the head actually blocks you from commenting on an ethical or moral question. Narrativism isn't preaching. A Narrativist game needn't be any more aggressive about its moral issues than a movie, say - did Die Hard or The Royal Tenenbaums beat us over the head?

So yeah, the answer is that if a group is co-authoring story now, it's examining moral issues, even if the players themselves don't really notice. Just like a movie examines moral issues even when the audience - heck, even when the screenwriter - doesn't really notice.

-Vincent

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On 3/2/2004 at 8:49pm, Mike Holmes wrote:
RE: Simplistic GNS examples...

There is one behavior that does tend to stick out as an indicator of mode in a way. It's the social reward behavior. Really this is sorta secondary behavior because it's predicated on having some behavior of the appropriate sort to encourage. But essentially, if the player is giving you a pat on the back because you as a player came up with some interesting tactic that won a political engagement, then he's supporting the Gamist CA. I think that these are the most visible behaviors, and would be perfect indicators if it weren't for the fact that you still have to determine what the nature is of the action being rewarded. Sometimes it's pretty clear, however.

Mike

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On 3/2/2004 at 10:18pm, ethan_greer wrote:
RE: Simplistic GNS examples...

So, if you get a pat on the back for good tactics, maybe you're playing Gamist. If you get a pat on the back for facilitating exploration of theme, maybe you're playing Narativist. And if you get a pat on the back for effectively employing explorative detail, maybe you're playing Simulationist.

Interesting. It strikes me that this is an important observation, and I have no idea why. And that's why I rarely post to theory threads...

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On 3/2/2004 at 10:30pm, Scourge108 wrote:
RE: Simplistic GNS examples...

So is it, then, that the three groups may have all reacted to the situation in the same way, but it is in how they do it and what aspects they focus on that makes the difference? As I would have guessed from my limited understanding of GNS, the gamist bunch would have been competing to see who could get to the monster first, or at least focused on supporting team tactics to defeat the monster enemy and "win." The Narrativist bunch would have rushed off while reflecting on what moral and personal issues are involved (does the monster have rights? Is it true that if you battle with monsters you will become a monster?).

Sim is where I get confused. I think I am a simulationsist, but I seem to take a narrtivist route to get there. It seems to me that there are 2 kinds of Sim (maybe the beeg horseshoe is more of a beeg doughnut). In one, the characters would rush to fight the monster, checking all the modifications, rolling for red lights and car malfunctions, and trying to make the chase as realistic as possible. The other kind seems to take a more cinematic approach. To simulate an over-the-top action movie, they would have the cars doing all kinds of stunts on the way to the monster, crash into a sidewalk fruit stand, spout one-liners and kill the monster as he falls screaming off the top of a building. Or is this a kind of Narrativism? Am I wrong in considering a game that simulates the lack of "realism" in a particular genre as a form of Sim?

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On 3/2/2004 at 10:31pm, jburneko wrote:
RE: Simplistic GNS examples...

Hello,

It's an important observation because that's precisely why GNS is a useful diagnostic tool for gaming dysfunction. If two players are high fiving each other after some moment of play and a third player across the table is rolling his eyes and given them dirty looks there's a problem. What are the two players high fiving each other so excited about? What normally gets the person rolling his eyes just as excited as them? Are they compatible? If not then perhaps its time to split the group.

Jesse

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On 3/2/2004 at 10:34pm, Doctor Xero wrote:
RE: Simplistic GNS examples...

I ~think~ I understand . . .

Two questions :

Is it possible for one to be simultaneously S and N? In both games in which I play and games which I run, I am interested in both the experiencing of the character and his/her world and in ethical questions.

Forgive my inexperience with the G approach, but the only gamists I recall ever meeting have been male twinks/munchkins/power gamers into "nerd machismo" -- bragging about their character's hypermasculinity because they have none of their own -- the sort of people I avoid in all aspects of life and not simply RPGing. (Yes, I know there are dysfunctional sorts of S and N as well.) If the G approach is popular, I'm certain there must be other sorts. Could someone please enlighten me on this by providing me with examples of gamism which do not involve nerd machismo?

Doctor Xero

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On 3/2/2004 at 10:50pm, Ron Edwards wrote:
RE: Simplistic GNS examples...

Hello,

I'll field the Doc's questions. But I caution everyone to start considering that this thread is beginning to sprout little spawn, sticking off its body and independently waving their own limbs ...

1. S and N together are often uncomfortable pals, just as S and G together can also be difficult. There are very specific sections in the essays Simulationism: the Right to Dream and Narrativism: Story Now which deal with this issue in detail.

I suggest that what you describe may be Narrativist play with a strong Explorative chassis, and perhaps not S at all. Or rather, since I don't play with you guys, what I'm saying is that such play is a possible explanation based on your description.

2. I also draw a distinction between Gamist play as a general category and a version of Gamist play called the Hard Core. The latter tends toward throwing the Explorative chassis to the winds and revelling in power-tripping one another, and I will agree with you about them, speaking personally - in fact, your phrases echo precisely what I use to say about Gamists in general as well.

However, there's a difference between a power-tripper who cannot bear to lose and a competitive sportsman. Speaking judgmentally, real competitors do not need either to brag or to whine, nor constantly to Calvinball the rules. I submit that most role-players who prefer this sort of play are not especially public about it, and also that since they probably have the highest satisfaction-rate in the entire hobby, are rarely found on the internet talking about play. It's ruthless, strategic, demanding, imaginative, highly social, and rewarding - very much like people who enjoy pickup basketball among a neighborhood community, with "imaginative" perhaps replacing "athletic."

I've tried to enjoy this form of play quite a bit over the last year, especially with Tunnels & Trolls, and I think it works very well. If designers would turn their attention to designs of this sort without the hobbyist trappings of guys-in-armor and monsters-to-fight, I submit that a mainstream breakout game would be in their hands.

Best,
Ron

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On 3/2/2004 at 11:01pm, Mike Holmes wrote:
RE: Simplistic GNS examples...

Xero, ever play a good game of chess against a fun opponent? Just convert that sort of competition over to RPGs as the format, and you have an example of one small sort of functional Gamism. Very simply, to these gamists, it might be something akin to a complex board game to be won or lost either to the GM or to each other.

Again, that's just one small example. But it's fully functional and quite common. Arguably, gamism is the most supported and played mode, given that D&D tends to produce this sort of play.

Scourge, the basic theory says that Mode is defined as what you're prioritizing. So Narrativist doesn't mean that you don't do anything that's supportive of exploration. It just means that when there's a potential conflict that you'll tend to select the choice that makes it obvious that you have the narrativist priority. So, if your goal is narrativist, no amount of sticking to detail or anything can be considered sim play in the process.

OTOH, I do believe that one can be closer to a balance and that something approaching Hybrid modes is possible. To be very precise that's to say that I think my mode of play is like yours, and I understand what you're getting at. It's precisely describing this sort of phenomenon that makes me go through all the Beeg Horesehoe theory gyrations.

Mike

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On 3/3/2004 at 2:14am, Doctor Xero wrote:
RE: Simplistic GNS examples...

Ron Edwards wrote: there's a difference between a power-tripper who cannot bear to lose and a competitive sportsman. Speaking judgmentally, real competitors do not need either to brag or to whine, nor constantly to Calvinball the rules.

Mike Holmes wrote: Xero, ever play a good game of chess against a fun opponent? Just convert that sort of competition over to RPGs as the format, and you have an example of one small sort of functional Gamism. Very simply, to these gamists, it might be something akin to a complex board game to be won or lost either to the GM or to each other.


I think I understand.

If I wanted to apply G/N/S on a micro-gaming level, I might be able to get away with stating that I'm being a bit of a gamist when I take pride in an elegantly constructed character which finesses the rules or when I enjoy "gamer war-stories" about tactically outwitting a game master's elaborate puzzle through distanced strategy rather than psychological drama with the NPCs, with stating that I'm being a bit of a simulationist when I become highly "genre fiend" (as Aaron Allston puts it) about a campaign setting and/or my character in it, and with stating that I'm being a bit of narrativist when I plumb the depths of my character's ethical and emotional uncertainties and questions.

However, the G/N/S schema is not intended for application to particular moments in an individual's repertoire, but rather it is used to analyze the overarcing approach of a particular gaming communities or campaign communities to RPGing. Some players may prefer G or N or S overall, but other players may be G in gamist-oriented communities and N in narrativist-oriented commmunities and S in simulationist-oriented communities.

Have I (basically) got it?

Personally, no, I have seldom encountered gamists who were not power-gamers in my RPGing experience. There was a sometimes-vitriolic division of powergamer-vs.-roleplayer/artiste divisions in most of the areas in which I have RPGed, and you were expected to ally yourself with either pure strategist (all utility, no dramatic aesthetics, anti-characterization except when said characterization worked as intimidation tactics) or with pure dramatist (all characterization, a proud rejection of tactics in favor of dramatic aesthetics, an effort to construct characters who innately fulfilled story/genre obligations without having to be meta-gamed once game play began -- S + N through meta-gamed character construction?). I have difficulty imagining that most of the people on these fora have not dealt with similar animosities in their RPGing communities.

When I want that kind of friendly competition, I have always turned to chess, traditional card games, collectible card games, war games, and of course traditional board and knowledge games (such as Risk or Facts on Five). I've never found it among the RPG players I've known. And since I turn to RPGs for the interactivity and dramatic characterizations impossible in chess et al., I admit I haven't really looked for it there, either, in a number of years.

Doctor Xero

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On 3/3/2004 at 6:38am, RDU Neil wrote:
RE: Simplistic GNS examples...

Xero my friend (not that I know who you are, but I feel friendly toward you at the moment) I think we are cut of the same cloth.

My gaming experience almost completely mirrors yours, and I have long taken steps to distance myself from Gamist (especially Hard Core, as Ron describes them) players.

I am also a Simulationist, in that my priority is always, first and foremost, that during a scene, the players and GM "feel like they are there." I want a car chase to "feel breathtaking" to the players, because they are tense with every swirve and intersection. I want a fist fight to reflect (genre wise, or realistically depending on the game) actually being in a fight, where every second a decision must be made quickly, and instinctively, and each swing is a unique blow that would have a unique effect depending where it might hit.

I want a player to "feel like he is flying a Mach 2" if that is what his character is doing at that time.

To me, nothing has every made me feel better as a GM, than a couple of weeks ago when a new player to my group really experienced his first, detailed, intricate, flavorful, intense combats... and right in the middle he just crows "Holy Crap! Champions combats are so COOL!" because the description and system support for intricate maneuvers made the scene so visible... tactile even.

BUT... while this may be my main priority... the campaign I have run for 17 years has always had a Narrativist theme. From the beginning, the supers campaign was not about emulating genre, but about asking the questing "If you have power greater than your fellow man... what do you do with it? Can you remain part of society, or can you care about those to whom you are godlike, in comparison?" It has been a question of what is ethical and moral... and when does a level of inate personal power change your ethics and morals... or does it?

So, moment to moment... I want a consistent, causal SIMULATION of an internally consistent and causal world that the players and GM explore and develop over time... and often the question of "power" is lost in the exhiliration of the moment... but it always comes back in the long run. There is almost always a moment when the players start to say, "Oh my god... what have we done? What might we do? What will happen now?" because the use of their power changes things and effects the world, and repercussions are important.

See... I can't break the S from the N (and now I'm going to get it confused with the MBTI Sensing and Intuation dichotomy... damn) because I don't think I could properly explore from an Nar perspective, if there wasn't a verisimilitude created by a strong Sym (consistent cause & effect) game play.

Anyway... that's my .02 on a thread that has drifted quite a bit... but hey that doesn't bother me, even though I guess it's against the rules here.

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On 3/3/2004 at 7:44pm, Mike Holmes wrote:
RE: Simplistic GNS examples...

Xero, Neil, you guys are portraying yourselves as if your experiences are far different than ours. Realize that GNS exists because of the sorts of issues that you guys are talking about. Of course we've all encountered powergamers, etc. Where did we say that we didn't?

GNS doesn't say anything about the proportion of players who play a mode coherently or not. It just describes the coherent mode, and what incoherence looks like. In other words, everything that you've been saying is simply support for GNS. GNS is there to fix the precise problems that you've encountered.

As to your personal experiences. I can say that I have seen coherent Gamist play. So we have differing annecdotal evidence. Which doesn't mean much at all, either way. My experience could be atypical, yours could be atypical. Who knows.

But even if my experiences are atypical, and coherent gamism is less common than I think (and I already think it's uncommon), that doesn't mean that there's no such thing as coherent gamist play.

So nothing you guys are saying is contradicting anything anybody else is saying. All I'm hearing are typical experiences, support for GNS, and some mention of personal preferences. Nothing at all controversial here at all.

Mike

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On 3/3/2004 at 9:51pm, Doctor Xero wrote:
RE: Simplistic GNS examples...

Andrew Norris wrote: Frustration ensues, even though neither of you are wrong, but there's a disconnect between modes of play there. You're not sure why he's wanting to break immersion so blatantly, and he's not sure why you won't let him do this cool scene he'd like to have happen.

Someone once asked me about the volatile roleplayer/powergamer divisions of the 1970s/80s. Using Andrew Norris' language, I can encapsulate a large issue in that nasty war.

Roleplayers/dramatists were pro-immersion. Meta-gaming considerations of tactics were therefore condemned as disruptively vulgar.

Powergamers/tacticians were anti-immersion. Sacrificing tactics for the sake of theatre was dismissed as self-indulgently effeminate.

As you can see, each side became more extreme in reaction against the other side. (And nasty gender slurs and class warfare entered into it at times as well.)

I think that division may be one reason for some G/N/S problems as well, both the approaching G/N/S within that roleplayer/powergamer dichotomy and the leftover negative vibes from that nastily divisive time.

Doctor X
cross-posted http://www.indie-rpgs.com/posting.php?mode=reply&t=10051

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On 3/3/2004 at 10:11pm, Mike Holmes wrote:
RE: Simplistic GNS examples...

Yep, this is often refered to as the Role-playing vs. Roll-playing dichotomy. And yes, it's classic GNS. Even without the rancor, play during these times was rife with these problems. I personally was looking for more in the way of in-character play in the late 70's, and can even remember wondering why my players were so "bad" at RPGs. I litterally thought that they lacked some talent for it that I had. Only decades later did I realize that they were persuing a legitimate reading of the rules we were playing by. That it was the system, not the players, that was to blame for this specific problem.

Mike

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On 3/3/2004 at 10:32pm, John Kim wrote:
RE: Simplistic GNS examples...

I think Andrew Norris' post that Doctor Xero refers to is pretty appropriate to this subject. I'll include the full quote:

Andrew Norris wrote: Let's take a hypothetical example. We'll say you, Neil, have a player with Narrativist leanings, and wants to be able to set up scenes in which his character could explore a moral premise. Maybe they'll propose, during the game, a scene between two NPCs that leads to a crisis, and have his character walk in on the scene at that moment.

Now that's Narrativism in Author stance, but from what you've said, you might very well describe that as "talking about roleplaying" -- not playing at all. My guess would be that you'd be unlikely to take this player's suggestion. Frustration ensues, even though neither of you are wrong, but there's a disconnect between modes of play there. You're not sure why he's wanting to break immersion so blatantly, and he's not sure why you won't let him do this cool scene he'd like to have happen.

The GNS model doesn't fix that kind of situation at all, but it makes it pretty explicit where the disconnect lies.

So here's where I see differences. To me, the disconnect here doesn't seem to lie in GNS at all. This is a split over technique -- i.e. using immersion-breaking director stance vs immersion-maintaining actor stance. Now, there might be an underlying GNS split -- but from RDU Neil's comments in this thread, he identifies with Narrativism as the agenda of his game.

Now, there is something of a split in how this is approached in practice. In theory, it is often said that Narrativism rests on an Exploratory foundation, and that it is 100% compatible with immersion. However, in discussion of game design, the designs cited when discussing Narrativism are almost inevitably non-cause-and-effect ones like My Life With Master, Trollbabe, The Pool, and so forth. Thus, as an example someone will cite wanting to use director stance as indicating Narrativism.

I'm not sure what to do about this. While in principle GNS modes aren't supposed to be matched with specific techniques, people do make associations with simple visible techniques and use those for examples. It seems almost inevitable.

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On 3/3/2004 at 11:29pm, RDU Neil wrote:
RE: Simplistic GNS examples...

For some reason, I don't see a post from Andrew Norris here... and he seems to be referring to something I said in another thread, not this one. (You guys are quoting something I just don't see.)

Anyway... reading AN's full quote, here is what I would say.

I have a "chit" system in place that if you have drawn certain chits, you can spend them to shift scenes or act "in character" but outside the normal rules limitations... essentially allowing the players to give input and mini-GM, but at a limited amount. They are not equal to the GM... DURING THE GAME.

Now... anytime before or after the game, I'm totally up for "I'd like this scene to happen... and my character would really like to pursue X, Y & Z for the sake of theme or story." We have those conversations all the time, and then I take their suggestions and work them in to the presentation as I feel appropriate to the current causal/appropriate/plausible events.

So, yeah, I'd think it odd if players were to speak out of character a lot during a game... but they can do the same "in game." If one wants to talk to an NPC, then have them describe "In the few moments before we leave, I grab my cell and call Frank. If he answers, I ask if he is available to meet me for dinner. We need to talk about his sister."

That kind of thing happens all the time... I just ask that they keep it "in character" and reasonable/plausible for the current storyline/events going on in the game. I ask that they do it in character, and only step OOC if they need to explain "character intent" not player intent.

Ah HA! That's it. I don't have a problem with a player setting a scene or driving the game from an Actor stance (if I'm using that correctly) but players engaging in the Director stance should do that before and after the actual game play.

Does that make sense?

(And where is Andrew Norris' post that I could read it fully?)

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On 3/4/2004 at 12:01am, John Kim wrote:
RE: Simplistic GNS examples...

Sorry. Doctor Xero put in a "cross-posted" note with his post, but I think it's bad etiquette. I would say one should post on one thread or the other, and then put a note in the other thread pointing to where you continue discussion.

Andrew Norris' post was in an "RPG Theory" thread. Here is a link: http://www.indie-rpgs.com/viewtopic.php?p=105461&highlight=#105461

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On 3/4/2004 at 4:41am, M. J. Young wrote:
RE: Simplistic GNS examples...

John, I think perhaps that games that use those techniques are presented as examples because they are more obvious and easier to see; the techniques facilitate the play mode, but are not synonymous with it. The best counter example (if I understand correctly) is Donjon, which is heavy with director stance but strongly gamist. Donjon isn't generally cited as an example of gamist play precisely because despite being gamist it uses director stance techniques which are more common to narrativist play--so if you are not more familiar with the game you're likely to be confused by the description.

There are narrativist games that do not have strong use of these techniques, but they are easily drifted, so they don't serve well as examples.

Neil, there is a lot of talk around here about hybrid design; what is confusing is that people assume this means there is such a thing as hybrid play. Now, it has yet to be agreed whether there really is such a thing as hybrid design--a game design which promotes multiple agenda without creating incoherence--but hybrid play as such is not possible.

The problem with this idea that "I play narrativist with a heavy underpinning of sim" (that's a paraphrase) is that it misunderstands the core notion of what an agendum is. You can't have an agendum as support for another agendum; you're either trying primarily to do A or to do B (or to do C). You can't be trying primarily to do A and B, because you have to choose one over the other.

Hybrid design would mean that if we were playing the game and chose N the game would support us, or if we chose S the game would support us (in a theoretically N/S hybrid). In extreme cases, it would mean that if you chose N and I chose S, we could play together like this without conflict because the narrativist and simulationist choices would be compatible with each other. My example of a three-way hybrid system is a game in which the players are all members of a platoon in Viet Nam: gamist, narrativist, and simulationist choices are all going to be close enough that as long as the game system does not oppose any agendum players could pursue conflicting agenda without creating incoherent play beyond possibly some boredom (as one player wants to take time to dictate his letter home, another wants to prepare for the next fight, and a third wants to make sure they portray the problems of trying to keep watch and get sleep in the jungle).

However, hybrid design doesn't mean you're going to have multiple agenda yourself; it only means that whichever agendum you do have the game supports. If you are playing simulationist, you are there to learn about things, to understand situations, settings, characters, the elements of exploration. As Ralph said somewhere, if the rules say that you can survive jumping off a fifty-foot cliff, that means this is the physics of this world, and exploring system means discovering that the physics of the game world are different from those of the real world. You're there to learn about these things, to experience them. If you are playing narrativist, you are there to create theme from premise, to provide answers to moral and ethical and personal questions.

You're confusing one of the techniques of game play with one of the agenda. Verisimilitude, in-game causality, consistency, realism, genre emulation--whatever you want to call it--is not about agendum. It's about technique.

Now, I haven't seen your games; but from your statements, I suspect you are playing narrativist within a system that demands high levels of verisimilitude and in-game causality, and demands actor stance of its players most of the time. Those are techniques, a framework within which the roleplaying occurs. The question is, are you primarily about looking at issues and wrestling with hard questions, or are you primarily about discovering this other reality? You can't be primarily about both.

The other possibility is that you have drift; this is possible, but thus far I think it's generally a slow process. I see a lot of drift in Multiverser play, but it's usually either that each player is in a different agendum and the game accommodates them individually, or that a player's agendum shifts to fit a new universe as he becomes aclimated to the change in setting.

Does this help at all?

Some discussion of techniques supporting different agenda is in my article Applied Theory in the articles section here.

--M. J. Young

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On 3/4/2004 at 4:51am, Andrew Norris wrote:
RE: Simplistic GNS examples...

Hey, guys. Sorry for the confusion. (By the way, feel free to just call me Andrew! I'm still getting used to the use of real names here. Two years of running games online means I constantly expect to hear myself called "SweeneyTodd".)

I'm going to summarize what I said in the other thread in context here. Neil's comment was that he was trying to see how GNS was prescriptive in describing how people should change their behavior.

My response was essentially that GNS as a model is wholly prescriptive, and not descriptive. Here's the full text. (I think John quoted *most* of it above -- if he included it all, I will be happy to edit this out.)

From what I've seen of GNS's use to help dysfunctional games, it is descriptive rather than prescriptive. You don't do anything because the model tells you to. Rather, the model may help you understand why two good friends who game together might experience deep frustration during the actual act of play (because their Creative Agenda priority is different but they don't realize it.)

Let's take a hypothetical example. We'll say you, Neil, have a player with Narrativist leanings, and wants to be able to set up scenes in which his character could explore a moral premise. Maybe they'll propose, during the game, a scene between two NPCs that leads to a crisis, and have his character walk in on the scene at that moment.

Now that's Narrativism in Author stance, but from what you've said, you might very well describe that as "talking about roleplaying" -- not playing at all. My guess would be that you'd be unlikely to take this player's suggestion. Frustration ensues, even though neither of you are wrong, but there's a disconnect between modes of play there. You're not sure why he's wanting to break immersion so blatantly, and he's not sure why you won't let him do this cool scene he'd like to have happen.

The GNS model doesn't fix that kind of situation at all, but it makes it pretty explicit where the disconnect lies. That, hopefully, means it's easier to discuss and iron out between the human beings involved.


To the extent that that post helped anyone, it was probably just that I tried to describe how the lightbulb came on for me the first time the GNS model finally clicked with me. If that helped anyone grappling with it, then I'm glad, but please just think of it as synthesis -- the ideas are all from other Forge posters.

I also now understand why cross-posting is discouraged here. I know Xero had the best intentions, but I was pretty confused.

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On 3/10/2004 at 10:23pm, RDU Neil wrote:
Sorry about the delay...

... in responding. I was on vacation. Florida Keys, and no thought of GNS at all.

Anyway... I wanted to respond to M.J. Young's quote

The question is, are you primarily about looking at issues and wrestling with hard questions, or are you primarily about discovering this other reality? You can't be primarily about both.


To this I say I understand where you are coming from, but I disagree.

The reality of this other reality must encompass the issues and hard questions important TO that reality.

Example: A sci-fi campaign that has humans in first contact with aliens. The meat of this would be about "what do you do? How do you represent humans meeting aliens? What does alien mean? What does human mean? How does living in deep space change humans? How does contact with aliens change humanity?" etc. But these questions can't have any meaning or impact if the world doesn't have a deep, causal reality of the utmost consistency. You have a hard s-f sub-light spd, space is cold and harsh world... you can't just throw in laser blasters and death stars without undermining the whole context.

On the flip side, what I really get my jones on, is "feeling like I'm there!" Being that pilot sitting in the cracked plastic seat while the ship rattles and the crimson light of re-entry fills the cabin... sweat pouring down and stinging the flash burn left after he had to stop the Fercops Priest from killing the SS'sslythern ambassador with a combat torch.

To have that scene come alive in the most vivid and almost tactile sense... THAT is why I game... but it CAN NOT come alive unless there is a consistent, ethical, social backdrop that gives meaning to my character's actions.

I just can't seperate the two. Can you tell ME which I prefer? I see them both as essential for my enjoyment... EQUALLY.

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On 3/10/2004 at 11:02pm, Valamir wrote:
RE: Simplistic GNS examples...

No one can tell you which you prefer. Only you can judge that.

But I can point out some of the stumbling blocks you're having.

You see this:

But these questions can't have any meaning or impact if the world doesn't have a deep, causal reality of the utmost consistency


and this

what I really get my jones on, is "feeling like I'm there!"


and this

but it CAN NOT come alive unless there is a consistent, ethical, social backdrop that gives meaning to my character's actions.



Is not Simulationism. Therefor your requirement of these things does not make you a Simulationist.

These things are basic fundamental Exploration. Setting, Characters, Situation, System, and Color.

Exploration is the box that ALL agendas are in. Gamists and Narrativists like and require this stuff too.

What people have had trouble grasping since the very early days of this forum is that merely saying "I like this stuff" does not make them a Simulationist.


Similarly these:

what do you do? How do you represent humans meeting aliens? What does alien mean? What does human mean? How does living in deep space change humans? How does contact with aliens change humanity?


Do not automatically represent Premise. The fact that in hindsight you could review your memory of the game and note that you made some pretty powerful commentary on how living in deep space changes people does not in itself indicate that you were actively engaged in addressing Premise. The mere existance of Theme does not Narrativism make any more than the mere existance of Exploration makes Simulationism.

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On 3/11/2004 at 1:08am, RDU Neil wrote:
So...

... what you are saying is that it doesn't matter what I DO... or what SYSTEM I play... or what the RESULT/OUTCOME is of the game...

... GNS only is concerned with what I WANTED to be the focus of the game. It's only about the focus of my desire in the game.


What use is that? I don't need a model and a lot of esoteric, academic speech to sum up the phrase "People want different things when they game, so talk with the group about what you want."

GNS comes across as much to dense and detailed to be boiled down to that. If it is to be of any use, it should proscribe actions and behavior to take, once you have determined Nar or Sim or Gam play.

It's like a reduction of analysis past the Exploration point is kind of ridiculous, since everything I care about you say exists above the CA level in this theory. By your statement GNS is irrelevant to my gaming experience. The game could take place IDENTICALLY... but if I was thinking "I want to question the meaning of humanity" then I was NAR... and if I was thinking "I really want to make sure this experience is internally consistent and causal" then I was SIM.

That makes GNS kind of pointless unless one of these is significantly stronger in desire than the other. To me NEITHER is stronger... I want them both, equally... and get satisfaction of desires only if BOTH are met... and neither will be met equally in any given game. One will always end up... resulting in... a stronger experience.

How you can disconnect a Creative Agenda from the result of the game played... well that just makes no sense to me.

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On 3/11/2004 at 1:21am, M. J. Young wrote:
RE: Simplistic GNS examples...

Ralph is exactly on target.

You speak of the importance of a solid underlying reality; but that's not simulationism. It is certainly useful (I won't even say necessary) for simulationism, but it is equally useful for gamism and narrativism.

For example, let's imagine a gamist player who knows the enemy is coming so he takes the high ground, sets up some defenses, and prepares his missile weapons, in full expectation that it will be easier for him to shoot down on his opponents than for them to shoot up at him. If the game supports that, he's happy; if it doesn't, he's not happy--but it has nothing to do with "simulationist tendencies". It has to do with an expectation that the system will model reality in a manner which supports the expected outcomes of his choices.

So, too, you're clearly thinking that having the reality seem real makes it simulationist. What makes it simulationist isn't that the reality seems real, or that the seeming reality of the world is something you want, but that you, as a player, are invested in exploring that reality. Is your interest really involved in what is cold, harsh space with sub-light travel limitations and rationally practical weapons (based on current science) really like? Is meeting the aliens just one of the factors here, just another part of being in space?[code]We diverted to pass through a hydrogen cloud, so we could scoop more fuel for the engines. It was a gamble, as it was going to cost a lot of energy to slow down from 87% light speed and set the directional vector appropriately, but it looks like it paid off, as we gathered enough to compensate for the expense several times over.

It appears that this system may be inhabited. The captain is trying to decide whether to reverse engines, slingshot around the star to absorb our momentum, and try to achieve orbit around the fourth planet, from which radio signals appear to be emanating. This isn't supposed to be an exploratory mission, but the possibility that there actually is someone else out here has got all of us excited. Decrypt haven't yet unraveled what is being sent, but they insist it is neither random nor repetitive, and appears to be an intelligently organized signal.

It would certainly delay our arrival at the colony; but then, three generations have already passed away while we've been in time distort, and another generation or two either way isn't going to be a big deal.[/code]
Simulationism is about those choices, deciding whether to explore the possibility of alien life or continue to the colony, paying attention to whether changing course an near light speed to pick up more fuel is worth the effort--the nature of the world, itself, the inhabitants, the physics, the knowledge, the flavor, the elements of exploration, is the focus of play. Sure, those kinds of things are present in other forms of play, but they're not the focus of what we're doing--they're the support structure.

Similarly, "feeling like I'm there" is common in one approach to simulationist play (although "watching it all from a godlike position outside it" is equally simulationist), but it's not definitive of simulationism nor exclusive to it. You can play gamist in pawn stance, moving your character around like he's a playing piece on a chessboard as you try to figure out how to beat the challenge, and even sacrifice him with no more thought than you would a knight to bring the king into checkmate. You can play gamist with the feeling that that adversary is going to kill you in a moment if you don't think of how to do this, and you can consider whether you're willing to sacrifice yourself to save the others, so that your side can win the game.

Example: there's a great board game making the convention rounds; if you can sit in on a game, do so. It's called Vanished Planet, and it's one of the best cooperative board games out there. Players play against the game, all together. More than once in games I've played, one of the players has sacrificed his world so that another player could finish a final quest which defeats the entity. You can do that with a casual detached attitude, or you can be very involved in being your people, watching your world consumed by the adversary, feeling like you have been destroyed--but you're still playing gamist here, regardless of the level of immersion, because you're trying to win the game.

Immersion is a red herring. It means nothing in GNS.

Ralph is also correct that narrativism is not proved by the presence after the fact of theme. The question is whether in play the players are addressing premise--is this game about exploring those moral issues? Their presence in play does not make it narrativist; it is the prioritizing of them as the important aspect that makes it so.

This is (as is often the case) longer than I intended; I hope it clarifies the matter some.

--M. J. Young

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On 3/11/2004 at 2:04am, RDU Neil wrote:
RE: Simplistic GNS examples...

Taking your very usefull example of an s-f game, I agree that I think I'm Sim because those are the very questions I find important in the game... but they are not so dispassionate. There are moral/ethical elements of these choices. How will the decision be made? Is the ship a democracy, or does the captain just decide? What happens if the captain goes against the desires of the crew? Would it be moral to risk the crew on first contact? Would it be immoral to ignore humanities chance at first contact?

Those are ethical/moral questions that are important to the game world, and to some extent the real world. It is not only important WHAT you decide to do, but WHY.

If you could give me the SAME example written to describe NAR play... maybe that would help.

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On 3/11/2004 at 2:21am, M. J. Young wrote:
RE: Simplistic GNS examples...

I cross-posted with Neil; I hope I can address his new comments.

First, you're still confusing the desire for a consistent underlying reality with simulationism. Simulationism does not require such a consistent underlying reality. You can have a simulationist approach to a cartoon world, or a simulationist surrealism. These are uncommon, but they are not inconsistent with simulationism. Similarly, consistent underlying reality is not exclusive to simulationism. You can have it as foundational for gamist or narrativist play. Whether you want high detail and strong causality in the world is a red herring; it's a separate question from what your creative agenda is.

Now, let's assume (as it seems may be) that what you're looking for is a narrativist game that has strong support for causality and immersive "being there" play. The "narrativist" part of that is what is most important in the creative agenda level of the theory. The rest of it is still part of the theory and important to play, but is not definitive of creative agendum. The narrativism aspect means that you want to be able to address moral, ethical, and personal questions through play.

That means you probably don't want to play Hackmaster. Hackmaster is designed to support gamist play, strong player-vs.-referee challenge. If you're trying to pursue questions like "what does human mean?" this game is going to get in your way. It relentlessly pushes you to answer the question, "can I beat the monster, and will it have enough treasure to push me up to the next level?" You might also have trouble with GURPS, where the emphasis on realism in some areas is so strong that unless you particularly want to address premise through character death you're going to find your efforts thwarted.

You want a game that uses techniques which support your play objectives.

The particular value of the creative agenda level of the theory is that a tremendous amount of player conflict arises here, because it is here that most people have objectives for play which they cannot easily articulate. It's relatively easy to say "I like the feeling of being my character, immersed in the world so I can taste it." It's a lot harder to say "I like being able to address moral and ethical questions through the events of play, and think that beating the villain should be incidental to that" versus "I want to beat the villain; if that raises moral and ethical questions, fine, we'll deal with those along the way, but ultimately we'll find a way to get around these so we can beat the villain". (This is much the same as the Prime Directive in the original Star Trek: it existed to create a greater challenge for the characters, something they had to work around to win the day. It didn't exist as a moral question to explore. Sure, the characters gave lip service to whether it was right to do what they wanted to do, given the Prime Directive, but ultimately they found a way to do it, because the point was to save the day, not discuss the morality of interfering in other cultures. They discussed it, but the answer was a foregone conclusion--they were going to find a way to win the day, and this was just another problem in the path, not the point of the story.)

So now we know that you want something with strong internal causality that supports immersion and does not interfere with a narrativist agenda.

I'm given to understand that The Riddle of Steel fits that description; I haven't read it, so I don't know. I would say that Multiverser can go that way, if the players are comfortable with it and premise is loaded through setting. I suspect that Universalis has the capability to be played thus (probably would have picked up a copy from Luke at Ubercon III if he'd had one, but he was out).

I'd also say that there isn't a lot of game development in this direction. there's a strong emphasis on light rules systems running concurrent with the rise in narrativist design. The two are not necessarily correlated, but occur together frequently because of emphasis on both concepts at the same moment in game development history.

I've been interrupted several times here, and have to run off again, so I hope this is coherent, and more that it is helpful.

--M. J. Young

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On 3/11/2004 at 3:39am, Gordon C. Landis wrote:
Re: So...

RDU Neil wrote: ... what you are saying is that it doesn't matter what I DO... or what SYSTEM I play... or what the RESULT/OUTCOME is of the game...

... GNS only is concerned with what I WANTED to be the focus of the game. It's only about the focus of my desire in the game.

Hi,

In case another angle on this bit proves helpful - to my eye, there's some communication failure going on here, as Ralph would NEVER make the claim you seem to see him making.

ALL that GNS looks at is what you DO when you play. It actually couldn't care less about what you "want" to be the focus (in an analytic sense - as a tool for getting the play you enjoy, what you "want" enters in, but that you want it means nothing in terms of looking at what actually happens). What did you demonstrate to be the focus - what did the PARTICIPANTS (players and GM), the real people, show to be the thing they cared about most?

As folks have pointed out, you will always care about the Explored elements - otherwise, you aren't RPing. But do you care about that MORE than you care about examining the moral issues? Where "care" means "demonstrated to be the priority in play", "moral issues" is Premise, and "examing the moral issues" means Address of Premise (looking at the issues as issues, not resolved situations and/or established barriers) while you play? If so, cool: that's Sim, you're prioritizing The Dream, and while moral stuff (or challenge stuff) might be there - and it might be important to you that it be there - it's not the demonstrated priority of play. Or maybe you do demonstrate that as the priority - fine, that's Nar, and the Explored stuff is also there, and also important - but not the priority.

Hopefully my or someone else's explanation gets across the idea that Exploration will ALWAYS be important in RPing, but even with that established, some people still want to say "but I don't just *have* the Exploration, I *Prioritize* it - AND the theme (or challenge), too!" The GNS claim (which my experience sees as basically true, if a bit more flexible than it sometimes comes across as) is that you just CAN'T have more than one Priority. They become mutually antagonistic - optimizing one inevitably harms the other. Harms the other as a Priority, not as an element.

My way of thinking about this is to include a "little g" game and a "little n" nar as sort of optional elements along side the Big 5 Explored elements (Setting, Situation, System, Character, Color). There's problems with that, as little-g and little-n aren't really the same kind of thing as the Explored elements, but it makes clear (for me, anyway) that what we have is a set of equal-valued (in terms of "appropriateness" for attention from the RPG participants) things that we then look at and say "OK, which of these is Prioritized?" The Five are absolutley required to EXIST, but need not be the priority Little-g and little-n are (IMO) unavoidably present because of the way a human "mind" works, but they sure don't have to be the priority.

Hope that's useful,

Gordon

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On 3/11/2004 at 3:48am, M. J. Young wrote:
RE: Simplistic GNS examples...

Again I have cross-posted with Neil, and I seem to be getting into a conversation here--well, I hope I can answer a bit more.

He wrote: Taking your very usefull example of an s-f game, I agree that I think I'm Sim because those are the very questions I find important in the game... but they are not so dispassionate. There are moral/ethical elements of these choices. How will the decision be made? Is the ship a democracy, or does the captain just decide? What happens if the captain goes against the desires of the crew? Would it be moral to risk the crew on first contact? Would it be immoral to ignore humanities chance at first contact?

Those are ethical/moral questions that are important to the game world, and to some extent the real world. It is not only important WHAT you decide to do, but WHY.
Sorry to quote so much of the post, but I think this just about screams narrativist, at least to me.

Why is a difficult word, because it has too many different meanings--or rather, it elicits too many different kinds of answers. All of these might be the answer to the question "Why did we divert in the direction of the star system to pick up hydrogen gas."

• Because we had used more energy than we expected at this point, and decided it was worth the gamble to try to pick up gas from the cloud we'd detected. Note that this answer seems to be entirely from the character perspective.• Because it was a plausible reason for us to head toward this star system where we would detect life. Note that in a game with strong director stance this could be a group decision (let's postulate that we detect a cloud of hydrogen gas which leads us to the inhabited star system), but in more traditional play this could be a referee hook (if I put the cloud of hydrogen gas there, it will draw them to the star system where the aliens are located).• Because from a strategic standpoint the probability that we would get more energy than we expended was worth the risk that we had miscalculated. This, too, has a character-related feel, but is detached to a degree, suggesting that someone is making decisions divorced from the reality. To see it, consider that if the assessment is mistaken, the choice has just cost the characters their lives. It might be that the desire to have this extra energy leads to a decision that most people would not make were they actually in that situation.• Because we've established a pattern of picking up hydrogen along the way whenever we see it. This suggests a "what the character would do" approach.• Because the referee must want us to go that way, and he's clearly using this patch of hydrogen gas to show us the right path. This represents trailblazing play, where the players are trying to find the referee's story by following his clues.

There are probably other answer to the question "why".

However, your particular use of that word in that context screams issues. I expect that for you, the answer would either be

• It would be nice to have the extra energy, and if it turns out to cost more than we gain, well, we're all right, so it's not a problem;

or
• It is doubtful whether we will reach our destination if we don't find some energy somewhere, and this is the best chance we've got, so faced with the decision between hoping our reserves will hold until we get there and risking failure in the hope of increasing those reserves, we'll take the chance to increase them.

That is, either the decision is made in a context in which it doesn't particularly matter (the first choice), or (the second choice) there's a significant issue here, and players through their characters are going to wrestle with it.

If the example I gave was narrativist, the same events could easily have happened, but the emphasis would now be on the issues behind them--the gamble they took, what the significance of reaching the colony is and whether the delay is warranted. Also, to some degree, given that our premise (drawn from your previous statement) is "What does it mean to be human?", this is mostly preliminary stuff. We've enjoyed playing with it, but it's not what's important. Yes, we'll pick up the hydrogen gas, slingshot around the star, come into orbit over the planet, and attempt to decrypt their transmissions--but those things are preliminaries to the real event, which has to do with meeting these aliens and starting to explore our own definitions of humanity.

One could watch Star Trek solely to figure out how everything works--the control layout of the consoles, the function of each station on the bridge, the operations in the engine room. There is a book given to writers on the series that explains all this in great detail, because the detail has to be right. However, a great Star Trek episode isn't one in which they reveal more about how the ship works. It's one in which they come to grips with a moral question and attempt to find an answer, or at least to make the audience look for an answer.

That doesn't mean there aren't fans of Star Trek who love the detail of how the ship works. There clearly are. Galaxy Quest makes fun of this phenomenon, as its version of trekkies know how the ship works better than the actors who played the roles on the series. I run a Blake's 7-like space-opera sort of world for Multiverser sometimes. Some of the people who land in it want to learn how everything works; some want to build up their characters with powerful skills and equipment and prove themselves against the enemies; some want to wrestle with the gray area of being essentially a member of a rebel pirate crew fighting against a legitimate if repressive government. What do you want out of the game?

Again, I hope this helps.

--M. J. Young

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On 3/11/2004 at 11:11am, Storn wrote:
RE: Simplistic GNS examples...

The struggle now will be to make this meaningful to my play group, who will likely never read, nor care to, any of this theory.


No. I'm here. Just lurking, because I haven't gotten a good handle on all the terminology, language and definitions to put forward useful dialogue. Neil is much smarter than I and better pointman on this and I let him "forge" ahead.

I came in the back door from some articles on RPGnet about a week ago. So I understand I'm going over similar ground that many who are smarter than I have tread before.

IF GNS is
ALL that GNS looks at is what you DO when you play. It actually couldn't care less about what you "want" to be the focus (in an analytic sense - as a tool for getting the play you enjoy, what you "want" enters in, but that you want it means nothing in terms of looking at what actually happens). What did you demonstrate to be the focus - what did the PARTICIPANTS (players and GM), the real people, show to be the thing they cared about most?
... as stated by Gordon....

I guess my reaction to that is "why is GNS so tough to "get""... isn't that just advice to watch a person's tells... like at a poker table?". Maybe that is overly simplistic.... but I got to start somewhere.

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On 3/11/2004 at 12:52pm, Valamir wrote:
RE: Simplistic GNS examples...

It's like a reduction of analysis past the Exploration point is kind of ridiculous, since everything I care about you say exists above the CA level in this theory.


Actually Neil, I'd be inclined to say that everything you care about* exists below the level of CA in the realm of techniques. See Exploration is important to every roleplayer, but I strongly suspect that you wouldn't view your playstyle as being compatable with every role player. There are certain approaches to Exploration that you would find intolerable. There are certain methods of doing things that you quite likely do automatically in actual game play because you've found those methods to lead to the type of Exploration you prefer. Those methods are the Techniques and Ephemera of the model, they exist below the CA.


* I caveated this part because I wanted to return to it and point out that I believe this is what you think you care about, because you seem like someone whose spent some time self analysing his role playing preferences and the most common out come of such self analysis is to identify with techniques..."I like it when there is an actual defined reality behind the GM screen, better than when the GM is playing shell games with reality"...that sort of thing.

Saying you like this (or something else in the same vein) is something shared by alot of Simulationists, but its not, in itself, definitive of Simulationism. As a %age I'd venture that more Simists would answer "yes" to the above than Gamists or Narists, but there'd be some number of the other CAs who'd also prefer this. No Technique maps 1:1 exclusively to a CA, but several techniques used in combination can be potential pointers towards a likely CA.


So we've only begun to scratch the surface in exploring how different Techniques combine to support different CAs so I can't simply look at a chinese menu of your play style and say "yup, your sim".

What can be done is for you to step out of body a little and observe your own play around the table. Certain elements that occur in a session are going to make you smile. Certain elements might make you shout "yes, totally cool" (or whatever). Certain elements might make you frown and perhaps label the guy or gal across from you as a "bad roleplayer". Identifying those elements is currrently the best way to hone in on what your Creative Agenda is.

You can't have everything in your game all the time. For any given instance of play there will come a time when the 3 Agendas...which may well have existed in perfect harmony up to that point...will become mutually exclusive. How you choose to proceed at that time, and which of the 3 you pursue and which you are willing to step around (at least temporarily for that moment) is where you will see CA come to light.

And I would argue (as would most here I think) that even if those moments are few and far between where the agendas don't nestle comfortably with each other, they are responsible for the lion's share of group dysfunction and feelings of disatisfaction with a roleplaying session or campaign.

That's why CA is so important.



Oh,

Storn:
... isn't that just advice to watch a person's tells... like at a poker table?". Maybe that is overly simplistic.... but I got to start somewhere


Yup, that is indeed the best way to identify CA.

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On 3/11/2004 at 10:46pm, Gordon C. Landis wrote:
RE: Simplistic GNS examples...

Storn,

Just to reinforce what Raplh said - yup, it really is that simple! Of course, the implications get more complicated - GNS says things about what "categories" the tells fit into, and how those categories interact, but . . . fundamentally, as a tool to get peple to look for GNS in the "right" place, your poker/tells analogy is (it seems to me) GREAT - I'll be trying it out in my non-jargon GNS dicsussions.

Typical poker advice is "play the person, not the cards." But - the game is in the cards, right? You can't be playing the game unless you're playing the cards! Well, "tells" are ABOUT the person playing the game - that's why they're so valuable in playing the game. That's just like GNS - GNS is ABOUT the person playing the game, not about the charcaters in the game. Yet, it's (pardon the hyperbole) the absolute KEY to playing the RPG game, just like tells/playing the person are absolutely KEY to playing poker well.

(As you can tell, I like the analogy . . .)

Gordon

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On 3/11/2004 at 10:50pm, Ron Edwards wrote:
RE: Simplistic GNS examples...

Hi there,

Storn, you wrote:

I guess my reaction to that is "why is GNS so tough to "get""... isn't that just advice to watch a person's tells... like at a poker table?". Maybe that is overly simplistic.... but I got to start somewhere.


... and you nailed it in one.

Best,
Ron

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