Topic: The hard question...
Started by: RDU Neil
Started on: 3/30/2004
Board: GNS Model Discussion
On 3/30/2004 at 9:15pm, RDU Neil wrote:
The hard question...
From Narrativism: Story Now
The hard question
I suggest that both Gamist and Narrativist priorities are clear and automatic, with easy-to-see parallels in other activities and apparently founded upon a lot of hardwiring in the human mind (or "psyche" or "spirit" or whatever you want to call it). Whereas I think Simulationist priorities must be trained - it is highly derived play, based mainly on canonical fandom and focus on pastiche, and requires a great deal of contextualized knowledge and stern social reinforcement. This training is characterized by teaching people not to do what they're inclined to. No one needs to learn how to role-play, but most do need to learn to play Simulationist, by stifling their Gamist and/or Narrativist proclivities. Such training is often quite harsh and may involve rewards and punishments such as whether the person is "worthy" to be friends with the group members.
If the typical role-playing preferences among humans are Gamist and Narrativist, then play based on these modes should be easy to pick up, easy to spread, and easy to sell, and I think it is all three. However, since the typical role-playing text and typical training is Simulationist, the net effect is to bump the majority of interested people away from the hobby after first contact, and to consolidate the Simulationist primacy in all evident features of the hobby, as opposed to the potential ones. This is one of several reasons why the hobby remains decidedly fringe.
So the first question is, how about you? Are you Simulationist-by-habit, which is to say, well-trained to this mode by the first group you encountered? If so, is that what you really want? If so, then excellent. But! If not, if you'd rather be addressing Premise, then you have a lot of habits to break - perhaps even those which, in your mind, originally defined the activity.
This is where I really get lost. If the Gamist and Nar play is so friggin' easy, why is it so hard to explain what they are and demonstrate them in a FUNCTIONAL game. I've never encountered a functional (by this I mean, long lasting, continuous, integrated story over a significant number of gaming sessions) game that wasn't based in what is defined here in disparaging language as Simulation-by-habit.
I also disagree that Gam and Nar are natural proclivities that have to be suppressed.
I know that wasn't what I wanted when I first started. It wasn't like I felt the Sim nature of AD&D that was my first intro to RPGs was alien. Nothing else could be further from the truth. It was like coming home, and I didn't even know I had been gone. My first thought, I can remember distinctly, was, "You mean I can BE this person... this character. I can not just read about walking in a dark forest full of monsters, but actually BE in that forest, walking in the shoes of the warrior, squinting through torchlight, feeling the fear and apprehension as my sword ways heavily in my sweaty grip?"
That, to me, has always been, and always will be what playing an RPG is about. I want it to be virtual reality. To say this is unnatural and needs to be trained... well, I find that a problem...
... but as I type this, maybe not. Maybe that is why I have had to work so hard to find good long term players. Why I used to be so frustrated at the lack of compatibility in my style and others. What I felt so naturally was clearly NOT the same thing as what others wanted. Issues with gamists I understood. It was natural to take anything called a game, and try to figure out how to "win."
Nar play baffles me. While I enjoy a game with subtext and meaning... such content LOSES all meaning to me, if it doesn't come about organically within a Sim environment.
It seems to me that it is the GMs job to provide the illusion of Sim for the others, while staging appropriate situations for addressing Premise, but in a way that flow organically from the imaginary world, or at least appears to do so. The better the GM, the better the experience.
A video game example is most appropriate. If I am playing FPS, and I shoot at a window in one game, and nothing happens, I'm probably disappointed, because I wanted the window to shatter. The game that provides me with this more complete simulation is much better, even if that is the only difference in the game.
GTA is a great example. As brilliant as GTA3 was, simple things like being able to fall out of a moving car in GTA: Vice City, compared to always having to stop the car to get out as in GTA3, was a massive improvement in the enjoyment of the game. The simulation was more complete.
That is what I want in my games... as a player to be convinced by the simulation that I AM that character for a little while, that I exist in a world that exists whether I'm there or not.
It is as a GM that I've had to train myself to not enact it the same way. I have to see a big picture, as the question, "Why does this world exist? What is the meaning of this existence? Why do things happen... not just cause and effect." I have to provide meaningful decision and questions that allow for events to be "a story" but I have to do it from the non-immersive Director stance, and make sure that the players see behind the curtain as little as possible. As a player, I don't want to see behind the curtain... in fact I want the curtain to cease to exist... this has always been my natural stance, and for my part I think might be the main issue with my grasping GNS. GNS supposes that I've had to learn to ignore the curtain, when that was always my first inclination. I have to learn to even see the curtain (as a player) let alone move behind and in front of it freely. THAT requires training.
To the extent, is GNS flawed because it presupposes a specific mental preference (Gam and Nar, but not Sim)?
On 3/30/2004 at 9:25pm, RDU Neil wrote:
In the same vein...
From Narrativism: Story Now
Ouija-board role-playing
Here's another outcome for the faulty Simulationist-makes-Narrativism approach. Actually, it's the same phenomenon as Simulationism-makes-Gamism, which I discussed in "Gamism: Step On Up" (http://www.indie-rpgs.com/articles/21/) as "the bitterest role-player in the world." I consider the Narrativist version to be the "most deluded role-player in the world."
How do Ouija boards work? People sit around a board with letters and numbers on it, all touching a legged planchette that can slide around on the board. They pretend that spectral forces are moving the planchette around to spell messages. What's happening is that, at any given moment, someone is guiding the planchette, and the point is to make sure that the planchette always appears to everyone else to be moving under its own power.
Taking this idea to role-playing, the deluded notion is that Simulationist play will yield Story Now play without any specific attention on anyone's part to do so.
Not "without any specific attention on anyone's part"... but not necessarily on the part of the player. The GM, absolutely, must give attention to this, in the scenarios they present, in responding to character actions, and in discussions with players (metagame) before or after the actual play.
Just not as much for the players "in the game"... because damnit, it ruins the friggin' mood! If it is going on insider their head... fine for them, but don't spoil it for the others. Staying "in character" and only acting "based on information their character has" does not diminish making choices. If it does, it is probably because the player has chosen to try and simulate a character that doesn't address the issues the player finds important. If that is the case, they need to change characters. (This could be an point on the "Charcters that Click" thread as well.)
The disparaging of the Ouija board is basically denying that the illusion is important. The desire for that particular illusion is my primary reason to be a player in an RPG... though I won't enter synecdosh (sp?) by saying it is THE way to role play.
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On 3/30/2004 at 9:25pm, Valamir wrote:
RE: The hard question...
I've never encountered a functional (by this I mean, long lasting, continuous, integrated story over a significant number of gaming sessions) game that wasn't based in what is defined here in disparaging language as Simulation-by-habit.
???
This is like saying "I've never encountered a functional fruit that wasn't an orange (by functional I mean round, covered in a thick orange rind, and full of vitamin C).
I mean really, your definition of funcitonal play requiring a continuous integrated story over many sessions is bizarre. Kind of stacks the deck there, no?
On 3/30/2004 at 9:46pm, RDU Neil wrote:
RE: The hard question...
Valamir wrote:I've never encountered a functional (by this I mean, long lasting, continuous, integrated story over a significant number of gaming sessions) game that wasn't based in what is defined here in disparaging language as Simulation-by-habit.
???
This is like saying "I've never encountered a functional fruit that wasn't an orange (by functional I mean round, covered in a thick orange rind, and full of vitamin C).
I mean really, your definition of funcitonal play requiring a continuous integrated story over many sessions is bizarre. Kind of stacks the deck there, no?
Maybe, but this may be why I don't go to Cons or enjoy that kind of experience. A single play session, no matter how interesting it might be, is very unsatisfying (and therefore, not functional for my needs) because it is not part of a larger story, a larger world, a piece of a larger simulated existence. I just find it hard to care.
Maybe it does stack the deck, but forget that for a moment. If this forum is about discussing GNS and exploring it, then answer my question. Is GNS flawed because it presupposes that G & N are natural, and S is not?
On 3/30/2004 at 9:55pm, Valamir wrote:
RE: The hard question...
I think you've already found the answer to that question right in the material you first quoted from.
So the first question is, how about you? Are you Simulationist-by-habit, which is to say, well-trained to this mode by the first group you encountered? If so, is that what you really want? If so, then excellent. But! If not, if you'd rather be addressing Premise, then you have a lot of habits to break - perhaps even those which, in your mind, originally defined the activity.emphasis mine.
So is that what you really want? If so Excellent!
Wheres the flaw?
On 3/30/2004 at 10:06pm, rafial wrote:
RE: The hard question...
Valamir wrote: Wheres the flaw?
I think the flaw for Neil is the suggestion that Gamism and Narrativism are "intuitive modes" where as Simulation requires training, which does not jibe with his self assesment as a "intuitive simulationist".
On 3/30/2004 at 10:07pm, coxcomb wrote:
RE: The hard question...
RDU Neil,
I totally sympathize with you.
I think a lot of people get into role-playing because of the simulationism.
In a lot of cases, it is a natural choice. If you are a budding geek in junior-high, chances are you don't like your life too much. I know I didn't. I found comfort in RPGs because: a.) they weren't competitive b.) they let me escape reality for a bit and c.) I was encouraged to imagine and create.
Were those early games derivative pastiche? You bet.
Did I enjoy them? Hell yeah!
Did I have to be taught to function in Simulationist mode? No way.
Later on, after playing with some groups that were mired in dysfunction, I started to long for what I now see as Narrativism. I was older, more cynical. But the point is, I "discovered" Nar goals after long years of happy and natural Sim play had faded.
Perhaps people like you and I are just the exception to the rule.
On 3/30/2004 at 10:10pm, John Kim wrote:
RE: The hard question...
RDU Neil wrote: If this forum is about discussing GNS and exploring it, then answer my question. Is GNS flawed because it presupposes that G & N are natural, and S is not?
You should have a look at the recent threads (from January):
The Roots of Sim (Response to Nar Essay), and
The roots of Sim II.
Basically, others have also questioned whether S is "not natural", and I think it remains a controversial point. Personally, I think that S is something of a catchall. It is often characterized as "Exploration for Exploration's sake", whereas I think that there is most certainly processes underlying that enjoyment which are not yet well understood.
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On 3/30/2004 at 10:14pm, jburneko wrote:
RE: The hard question...
Neil,
I don't know if I can answer the question in general but I can relate a usefull anecdote. The other day I was talking to my girlfriend about Sorcerer and I mentioned that I think a difficulty some of our players have is realizing that Sorcerer not only asks you to player your character but to be art director and stunt coordinator for the environment around them.
Players don't summon demons in Sorcerer because in their brain they don't know what demons they CAN summon; as in what demons already exist out there in the setting for them to contact. Rather than imagining a demon and then acting like it's been out there for their summoning the whole time. On top of that they are used to thinking that magic and what it looks like is something that exists outside their character so creating all the color details of what a ritual consists of, what the air smells like, how the world contorts when a demon enters it and so on feels awkward.
I mentioned all this to my girlfriend and she said "I don't understand why. It's MY demon after all." You see my girlfriend was not a gamer when I met her. To her, on a natural gut level instinct, she not only owns her character but everything that is IMPORTANT to her character. Her character's appartment belongs to her, the player, because it is an extension of her character. Her character's sister belongs to her because that too is an extention of her character. She takes ownership and authorship very easily of anything she feels is important or an extension of her character concept.
She does this very naturally and yet when I started describing GNS to her she self identified as a simulationist because "plot logic" is very very very important to her but she's very much a Narrativist because her character and her character's issues (Premises her character embodies) are the focus of her play. In fact I was very Simulationist focused when we first started playing and the games were very frustrating for her because she kept talking about how her character was being underminded all the time. By that she meant everything that was important to her character concept was being swept aside in favor of the current "adventure" or "scenario" at hand.
Does that make any sense?
Jesse
On 3/30/2004 at 10:15pm, pete_darby wrote:
RE: The hard question...
It also pre-supposes that long lasting, coherent gamist and nar campaigns never happen.
Now, I know the former happen. Dear god, do they happen. Round here, the longest lasting D&D campaigns are gamist in character, as are the big RIFTS campaigns. The same guys, with the same GM, iterating over challenging each other.
I'm pretty sure the latter happen: god knows how many articles I've read over the years on running campaigns like Soap Opera's or ongoing serials, specifically talking about running cmapaigns on addressing the character's personal issues, which is not necessarily nar, but strongly supports it.
Also, any long running campaign, in order to maintain coherence, must be developing a body of history and information that informs the play, and pressurizes the players to acknowledge it, but this, again, is not necessarily sim, if all that information is doing is helping to establish the shared imaginary space in which gam or nar play is the purpose.
"Being" the character, acting as a 3-fold model simulationist, doesn't map 1-to-1 with simulationist play in this model. Even depth of simulation doesn't. "Being" the character can be as much about addressing premise as exploring character.
Just becuase theme & subtext arise from internal cause, it doesn't necessarily follow that play must be sim in this mode: in fact, the model is predicated on theme & subtext being necessarily addressed within a simulated, imaginary space, otherwise it's not an RPG. If the premise isn't addressed within the shared imaginary space, it's not an RPG, it's a literature discussion.
The Ouija board is disparaged in the Nar essay, because it's a metaphor for players who want to address premise, but instead of thinking about the issues of the character as issues per se, they pile on more and more detail to the character description, in the hope that making the character more "real", with more detailed history, and physicality, and associations, premise will be magically addressed by simulating the character with more and more systems and rolls and checks and attributes...
And all it takes is to look and say "What are this guys issues? Why do they matter to him? What's he going to do about it? What does that say?" and boom, narrativism.
It doesn't sound to me like this is happening with the play you're talking about: you're happy to look back at the session and see where the GM has put theme to work within the world, but detailing the world, deepening the detail of the dream, takes precedence over the story or the game when push comes to shove.
Now, I don't know if I agree with Ron over the source of Sim being an artifact of the history of RPG's. I think it's a natural by-product of human curiosity (which to me is the soul of this model's version of simulationism), the urge to explore the "worlds of what-if", to rip-off an old comic book. To me, though, the fact is that conventional RPG's, given their heritage, are actually an odd form of Sim compared to that seen in other avenues (fantastic literature, frex), in that it's bound up with mechanical rules, funny dice, saving throws, etc etc etc, rather than the wonder of curiosity, and the application of "common sense" to what's going on.
But that's just me. And I think you adequately answered Ron's hard question for sim players. If I can take the liberty of paraphrasing you: "Nuh-uh, Ron. Ya got me all wrong."
But I also think you're identifying any game with a long lasting, solid basis of exploration as sim by definition, whereas, to my eyes, any long lasting game has a solid base of exploration by aggregation.
On 3/30/2004 at 10:23pm, coxcomb wrote:
RE: The hard question...
jburneko wrote: I mentioned all this to my girlfriend and she said "I don't understand why. It's MY demon after all." You see my girlfriend was not a gamer when I met her. To her, on a natural gut level instinct, she not only owns her character but everything that is IMPORTANT to her character. Her character's appartment belongs to her, the player, because it is an extension of her character. Her character's sister belongs to her because that too is an extention of her character. She takes ownership and authorship very easily of anything she feels is important or an extension of her character concept.
She does this very naturally and yet when I started describing GNS to her she self identified as a simulationist because "plot logic" is very very very important to her but she's very much a Narrativist because her character and her character's issues (Premises her character embodies) are the focus of her play. In fact I was very Simulationist focused when we first started playing and the games were very frustrating for her because she kept talking about how her character was being underminded all the time. By that she meant everything that was important to her character concept was being swept aside in favor of the current "adventure" or "scenario" at hand.
I think You are confusing player control over character-related elements with Narrativism. It is my (possibly incorrect) understanding that GNS has nothing to do with how much player control is involved. In fact, many of the things you mention (player specifying details about character homes and relations) can crop up in any creative agenda.
On 3/30/2004 at 10:25pm, greyorm wrote:
RE: The hard question...
The point isn't that no one gets Simulationism intuitively, but that for the majority of people (ie: people as a demographic group), Gamism and Narrativism are more intuitive. What do most people do best? Act, or tell stories about something?
Grandpa always tells stories about Vietnam, and you think, as a listener, "Damn, that event was cool!" or "terrifying" or "sad" -- rarely do you think, "Damn, I wish I'd been in Vietnam!" The emotional experience-event is the interesting part, not the event itself without that end investment.
Or to get really mystical for a moment, for most people, the destination is the point, rather than the journey.
Act, or compete?
To make this point by example, think about need for all the "enraged horror" at munchkinism, power-gaming, et al? Unless it is a real, actual "problem" -- meaning that people are trying to "Step On Up" naturally -- and another segment of gamers is trying to stop it from cropping up? If it weren't a common occurence, would so much of the text on the play of RPGs be devoted to correcting common Gamist behaviors in players?
The point is not that people can't act naturally, but that less people act than tell stories or compete. And yes, this is a gross oversimplification. Let's not analyze it to death as a metaphor, please.
On 3/30/2004 at 10:29pm, coxcomb wrote:
RE: The hard question...
greyorm wrote: Grandpa always tells stories about Vietnam, and you think, as a listener, "Damn, that event was cool!" or "terrifying" or "sad" -- rarely do you think, "Damn, I wish I'd been in Vietnam!" The emotional experience-event is the interesting part, not the event itself without that end investment.
I would argue that Grandpa's stories would rarely address any premise. The tendency for people to tell stories relates not to Narrativism in my book, but to role-playing in general.
But I do take your point about Gamism. It is not hard to see that at least a vocal majority of folks are about the challenge. I just think that Sim is more natural than was represented by Ron's essay.
On 3/30/2004 at 10:51pm, Storn wrote:
RE: The hard question...
Sorcerer not only asks you to player your character but to be art director and stunt coordinator for the environment around them.
Sounds like MY kinda game!!!
sorry... I love coordinating fights... I love thinking visually while I play, both as player and GM. I just spent all day today coordinating a fight for a L5r CCG card, kung fu craziness like you wouldn't believe!
Sorry, that is a bit flippant, but using art muscles is a very similar process to using RPing muscles... getting back to the topic at hand...
I know Neil pretty well, we've gamed a long time. Only two campaigns have stood the test of time. His champions game and my fantasy game. Others have been tried, but tend to go by the wayside after awhile. And while I laughingly bristle at "hard to get dedicated players"... since I've been there a long, long time.
I THINK what has gone on long term is that each campaign has constantly shifted from G to N to S (or in any combo order you wish to put them in). Each new player shifts balance at the table. Each player who can't make it that evening shifts balance. Each new story idea shifts balance. If we've been doing weeks and weeks of hard ass politics, soul searching and the repurcussions & responsibilities of Power, seems like a good ol' Gamist shoot 'em up is sure to follow.
But I think both campaigns are COMPLETELY and SUCCINTLY about GM (a element of the world... What does it mean to the overall picture? What does it mean to the Player Characters? What does it mean to the Players (although that is a question I'm only starting to ask since being here with any lucidity).
Heck, Champions presumes "folks have superpowers"... how does the individual react. How does society react. How does the world change. One can be a Gamist or Narrativist or Simulationist and find fun things to do within this context and answer some of those questions.
I guess what I'm sneaking up and asking myself is this: Does it matter what the GM is? As long as she/he is respectful and provides enuff playing blocks and different types of blocks at the table to accomodate the Players.
Maybe I'm stubborn... and this has been my problem... I react as I see fit, with the character at hand, regardless if the GM is out to provide Combat Hurdles (Gamist for example sake) or Neat Bits and Customs (Sim) or Foreshadowing, Denoument and other literary/story techniques (Narr). No matter what the world is, it is my job as Player to react to it...
On 3/30/2004 at 10:53pm, Storn wrote:
RE: The hard question...
Grandpa always tells stories about Vietnam, and you think, as a listener, "Damn, that event was cool!" or "terrifying" or "sad" -- rarely do you think, "Damn, I wish I'd been in Vietnam!" The emotional experience-event is the interesting part, not the event itself without that end investment.
I would argue that Grandpa's stories would rarely address any premise. The tendency for people to tell stories relates not to Narrativism in my book, but to role-playing in general.
Okay, my follow up question is this; I wouldn't want to be in Viet Nam firefight or be up to my waist in Zombie parts in some dungeon crawl... But I sure want to put my character there!
On 3/30/2004 at 10:57pm, Valamir wrote:
RE: The hard question...
I just think that Sim is more natural than was represented by Ron's essay
For whom?
Tendencies equally represented among the general populace?
Tendencies equally represented among the gamer populace at the instant they first became gamers?
or Tendencies among people who are already firmly entrenched sim players.
Who is it more natural for?
I mean Neil has already suggested that his immediate connection to sim desires is pretty unique among his group of players.
So who is more natural for?
Seems to me that what the article says is that far more people in the general population easily identify with gamist priorities or narrativist priorities than Sim priorities. Given the relative popularity of Monopoly and Chess and that of reading of novels over non-fiction are you really going to argue against that?
Look in the general non gaming population. Where do you really see entrenched Sim priorities reflected in leisure activities? Seems to me the words "canonical fandom" come to mind. Are you really going to try and suggest that that doesn't represent a fringe interest in the general populace?
Yet look at the traditional game text and even the number of gamers who would immediately (if non-reflectively) agree with Neil's description about what's important in an RPG. Are you really going to argue with the idea that Sim gaming occupies an extremely prominent place in the RPG hobby?
So given that Simulationist agendas are a minority in the general populace, but a majority (at least by habit) in the gaming populace, are you really then going to try and argue against the idea that there is some pretty dramatic indoctrination going on?
If you're not going to argue against any of these points...which are taken right from Ron's essay...then what is really being discussed here?
On 3/31/2004 at 12:05am, montag wrote:
RE: The hard question...
Valamir wrote:I may not be understanding your point correctly, but it seems to me that the "general non gaming population" is not particularly relevant in this context. For by that measure, LARP, which involves actual physical activity would be far more "natural" than table-top RPGs. After all, how many people in the general non gaming population spend their spare time doing some form of physical exercise or other? A lot. And, again by that reasoning, railroading is also most "natural", given that passive consumption of stories others made up is widespread. So I'd say the general non gaming population is not an appropriate standard of comparison.I just think that Sim is more natural than was represented by Ron's essayFor whom?
SNIP
Seems to me that what the article says is that far more people in the general population easily identify with gamist priorities or narrativist priorities than Sim priorities. Given the relative popularity of Monopoly and Chess and that of reading of novels over non-fiction are you really going to argue against that?
Look in the general non gaming population. Where do you really see entrenched Sim priorities reflected in leisure activities? Seems to me the words "canonical fandom" come to mind. Are you really going to try and suggest that that doesn't represent a fringe interest in the general populace?
SNIP
So given that Simulationist agendas are a minority in the general populace, but a majority (at least by habit) in the gaming populace, are you really then going to try and argue against the idea that there is some pretty dramatic indoctrination going on?
If we focus on people new to the hobby, I'd say the chance to re-experience the joy of "play-prehend" is actually the main draw, since it is pretty much the only CA only RPGs can provide. Gamist challenge: play monopoly or chess or a video game. Narrativist premises: write stuff, join a writing circle or a debating club. But Simulationist: play-pretend, find out what it might be like to be someone else or to be somewhere else. With that goal in mind I can only think of RPGs and theatre.
edit: ... and there's not many theatre groups that let you play a wizard or a barbarian or a super-intelligent shade of the colour blue
On 3/31/2004 at 12:41am, beingfrank wrote:
RE: The hard question...
greyorm wrote: The point isn't that no one gets Simulationism intuitively, but that for the majority of people (ie: people as a demographic group), Gamism and Narrativism are more intuitive. What do most people do best? Act, or tell stories about something?
Really? Cool. How was it measured? It sounds a really interesting question to answer. Just my own personal brand of geekiness manifesting.
Claire Bickell
On 3/31/2004 at 12:48am, Jack Spencer Jr wrote:
RE: The hard question...
coxcomb wrote: I would argue that Grandpa's stories would rarely address any premise.
THat would depend on how natural a storyteller Grandpa is. Some people can spin gripping yarns about getting their kids on the bus. Others cannot engage interest with what should be a very emotional event, such as the death of a family member.
This comes back to my current thing about seeing story as an object d'art. Something that is constructed and requires a certain amount of craftmanship to build well.
On 3/31/2004 at 12:58am, coxcomb wrote:
RE: The hard question...
Valamir wrote:
Seems to me that what the article says is that far more people in the general population easily identify with gamist priorities or narrativist priorities than Sim priorities. Given the relative popularity of Monopoly and Chess and that of reading of novels over non-fiction are you really going to argue against that?
I have already said that wide-spread Gamist tendencies are easy to see, and am disputing it.
I don't think the popularity of fiction has any correlation to Narrative agenda. Romance novels sell like hot-cakes, but few of them have anything to do with premise as Ron describes it. Most of them have to do with escapism, which is more like Sim than Nar. Yet, even then, I don't think that has anything to do with anything.
A far greater percentage of the population watches TV and movies than actually read books, fiction or otherwise. It doesn't take very much examination to see that premise is absent from most everything Hollywood cranks out these days.
Valamir wrote: Look in the general non gaming population. Where do you really see entrenched Sim priorities reflected in leisure activities? Seems to me the words "canonical fandom" come to mind. Are you really going to try and suggest that that doesn't represent a fringe interest in the general populace?
Um...role-playing represents a fringe interest in the general populace. Do you really think that there is a 1:1 correlation between what is common in the general populace and what is common in the role-playing population?
Valamir wrote: Yet look at the traditional game text and even the number of gamers who would immediately (if non-reflectively) agree with Neil's description about what's important in an RPG. Are you really going to argue with the idea that Sim gaming occupies an extremely prominent place in the RPG hobby?
No. I'm not even certain what your point here is. Is it that you are saying that game texts have traditionally pushed a Sim agenda? If so, I have made no arguments to the contrary, and am not sure how it even has bearing.
Valamir wrote: So given that Simulationist agendas are a minority in the general populace, but a majority (at least by habit) in the gaming populace, are you really then going to try and argue against the idea that there is some pretty dramatic indoctrination going on?
Is there indoctrination? Yes.
Does that mean that there aren't plenty of people who naturally have a Sim agenda? No.
I will say that I have met and played with far more happy gamers who wanted the dream than those who wanted to address premise.
If you think about little kids playing any sort of make-believe that isn't of the cops and robbers adversarial type, it is more Sim than Nar. Never once have I heard kids playing house address premise. But they do justify their actions as being "what a mommy would do" (or whatever).
So what I am saying is:
Gamism is wide-spread in the general population, and is a clear agenda for many new role-players.
I am not convinced that Narrative goals are any more common in new role-players than Simulationist goals.
On 3/31/2004 at 1:06am, coxcomb wrote:
RE: The hard question...
Jack Spencer Jr wrote:coxcomb wrote: I would argue that Grandpa's stories would rarely address any premise.
THat would depend on how natural a storyteller Grandpa is. Some people can spin gripping yarns about getting their kids on the bus. Others cannot engage interest with what should be a very emotional event, such as the death of a family member.
This comes back to my current thing about seeing story as an object d'art. Something that is constructed and requires a certain amount of craftmanship to build well.
Sure, Grandpa might be an awesome storyteller. He may have you in suspense, make you laugh, make you cry, and so on. But does his storytelling address premise? You can tell a story that is engaging and good without adressing a premise.
Ron, in the Glossary of the Narrativism essay wrote: Premise (adapted from Egri)
A generalizable, problematic aspect of human interactions. Early in the process of creating or experiencing a story, a Premise is best understood as a proposition or perhaps an ideological challenge to the world represented by the protagonist's passions. Later in the process, resolving the conflicts of the story transforms Premise into a theme - a judgmental statement about how to act, behave, or believe.
On 3/31/2004 at 1:44am, Scourge108 wrote:
RE: The hard question...
Storn wrote: Okay, my follow up question is this; I wouldn't want to be in Viet Nam firefight or be up to my waist in Zombie parts in some dungeon crawl... But I sure want to put my character there!
Very true. But I do want to understand what it would be like to be there, if only from a safe distance. But how can you ever really understand something you've never experienced? The best you can do is some sort of simulation of the events. Then you can relate to being in Vietnam or in a dungeon of zombies. Unless it's not a very good simulation. But this is in my mind the purpose of Sim. To really understand what it would be like to be a (fill in character type here). I think this is as natural an inclination as gamism and narrativism.
Greg Jensen
On 3/31/2004 at 2:05am, greyorm wrote:
RE: The hard question...
Hezues almighty, people, I said not to dissect the metaphor because it was grossly simplistic...and what happens? We're discussing grandpa and whether he's a good storyteller...
So, let me restate it without all the metaphor: most stories told to us have an ultimate point; experiencing that point is the reason for listening to the story (funny, sad, terrifying, cautionary, uplifting, etc). This is the crude Narrativist equivalent.
Rambling without a point, without some "end" to the events, without some building up towards an experience, without some highlighting of certain features and ignoring or de-emphasizing others in expectation of that point, is the crude Simulationist equivalent.
Listening to the story to experience the story is rarely the reason, nor is just telling the story the reason stories exist and occur. This isn't to say such stories don't exist, aren't or can't be enjoyed, etc. only that they are in the literary minority of texts produced.
As I said before, with stories, most people are about the destination (Narration -- issue) rather than the journey (Simulation -- experience).
Now, of course, there are vast differences between stories and role-playing games from a number of points (creation method, experience of, authorship, etc), so instead of trying to dissect or agree with the metaphor as it stands, just try to understand what I'm getting at with the metaphor.
Otherwise, we're arguing about how a turtle shell is not hard like a rock, because the densities of shell and rock are different.
On 3/31/2004 at 2:26am, coxcomb wrote:
RE: The hard question...
greyorm wrote: Hezues almighty, people, I said not to dissect the metaphor because it was grossly simplistic...and what happens? We're discussing grandpa and whether he's a good storyteller...
So, let me restate it without all the metaphor: most stories told to us have an ultimate point; experiencing that point is the reason for listening to the story (funny, sad, terrifying, cautionary, uplifting, etc). This is the crude Narrativist equivalent.
Sorry that the metaphor was seen as the object of the point I was trying to make. Please let me make it without the metaphor:
Most stories that folks tell, or read about, or see on TV or at the Movies, engage the audience by setting up a situation, applying dramatic tension, building to a climax, and resolving the situation. What a good many stories don't do is address any premise.
Maybe I'm going batty, but my fractured understanding of Narrativism is that it must address premise, as described by Ron in the essay. A story can be funny, sad, terrifying, cautionary, uplifting, etc. without addressing any premise--without asking any big questions.
Rambling without a point is bad storytelling. That does not equal Simulationism.
On 3/31/2004 at 2:43am, Valamir wrote:
RE: The hard question...
I am not convinced that Narrative goals are any more common in new role-players than Simulationist goals
That's because you're confusing mediums. The very concept of Narrativist Premise was specially adapted to role playing needs FROM analysis of fiction (specifically plays).
The point being is that we humans are intrinsically hard wired to understand the nature and format of a story. We can identify good stories without even trying. We may not be able to articulate what we like about them without exposure to the jargon of lit theory, but a lack of lit theory classes doesn't prevent people from enjoying stories.
Stories don't JUST HAPPEN. The events in stories do not occur "simply because". They occur because they were driven in a very specific way to a very specific reason for a very specific end.
That end has been called drama, and human beings have been intuitively responding to the components of drama since the dawn of communication. The rules of modern drama are not significantly different from what the ancient Greeks would recognize as drama. People get drama...without training, without indoctrination...it touches something deep within us.
Drama is not just a random stream of events that in the end just "happened" to prove to be dramatic. That's why story tellers have to take "dramatic license" with history. Because history almost NEVER produces the elements that make for a good drama just because (and that's from a person who loves history).
Compare period historical texts with modern text book histories. Modern Text Book histories are so obsessed with getting the facts right and presenting them right (or at least presenting them with the desired spin) that they are horribly boring, put even lovers of history to sleep and cause students to hate history class.
Period history books...much different. Read Herodotus or Caesar's histories of Gaul. Drama, Drama, Drama. Those authors aren't reporting history "as it happened", their dramatizing it.
What's the point of this rambling...simply this. People understand intuitively what makes for a good story. That's why playing Nar is said to be natural. Because people telling a story will try...on purpose...to instill that story with drama, they'll do it without even realizing they're doing it because they just know it feels like the right thing. Its automatic.
Sim play requires excising this natural instinct out of your play habits. You are simply not aloud to manipulate story that way in Sim play. It goes against the very purity of simulationism.
And THAT is why Sim play is not natural...must be learned...and requires most people to be indoctrinated in it before they can do it. And THAT is one key reason why this hobby is a fringe hobby. Cause there aren't many people in the general populace who find this fun.
And that includes many people who do it by habit because they've been told that's how its 'supposed' to be.
On 3/31/2004 at 3:27am, Caldis wrote:
RE: The hard question...
coxcomb wrote:
Sorry that the metaphor was seen as the object of the point I was trying to make. Please let me make it without the metaphor:
Most stories that folks tell, or read about, or see on TV or at the Movies, engage the audience by setting up a situation, applying dramatic tension, building to a climax, and resolving the situation. What a good many stories don't do is address any premise.
I think most people get that part wrong, all stories try to have a point. It may not be a deep point or it may not be valid but all stories try to have one. That point sharpened and brought into focus is a premise. Every bad sitcom has one, usually something about the strength of family.
The point of narrativism is that the players have the ability to make that statement. They can decide that Father doesnt know best. Simulationism can still have that point or premise it just doesnt allow the players to address it.
On 3/31/2004 at 3:32am, beingfrank wrote:
RE: The hard question...
Ralph:
I think a distinction needs to be made between what people naturally enjoy/understand/find entertaining and what they naturally do. I'm not getting into the whole question of 'naturally' which is a sticky mess all of it's own.
Valamir wrote: The point being is that we humans are intrinsically hard wired to understand the nature and format of a story. We can identify good stories without even trying. We may not be able to articulate what we like about them without exposure to the jargon of lit theory, but a lack of lit theory classes doesn't prevent people from enjoying stories.
Valamir wrote: What's the point of this rambling...simply this. People understand intuitively what makes for a good story. That's why playing Nar is said to be natural. Because people telling a story will try...on purpose...to instill that story with drama, they'll do it without even realizing they're doing it because they just know it feels like the right thing. Its automatic.
People may enjoy stories, be hardwired to understand their nature and format, identify good stories with their eyes shut, but that doesn't necessarily mean that they have any ability to tell stories.
I think that all you can assume from the points that you made, and assuming your premises to be true, is that people naturally enjoy Nar play more. Not that they are more naturally inclided to actually do it.
People tend to start of rather crap at telling stories. They have trouble identifying the drama in their own stories until they've told them a few times. Good storytelling is a skill that is learnt.
Maybe people would be better off if they naturally did Nar play straight out of the egg, given your hypothesis that people are naturally hardwired to enjoy it more? But I can't see any reason in your argument to suggest that is has to be so, other than 'wouldn't it be nice?'
I don't know what the truth is. It would be interesting to look at studies of storytelling styles and play styles in young children, to get some idea of what people naturally do, but I can't see a huge amount of utility in saying 'Nar is more natural' or that sort of statement. Perhaps I'm missing the point? What would one do with that fact if one could establish it?
Claire Bickell
On 3/31/2004 at 3:34am, Jack Spencer Jr wrote:
RE: The hard question...
coxcomb wrote: You can tell a story that is engaging and good without adressing a premise.
Here, I'm afraid, we'll have to agree to disagree. I think it is impossible to have a well-crafted story without there being some kind of point to it. Point coinciding with the definition of premise. The point may not be conciously chosen, but it is impoosible to have a well-crafted story without it.
We're going to get nowhere discussing a hypethetical grandfather's hypethetical story. We'd be discussing smoke.
On 3/31/2004 at 3:44am, greyorm wrote:
RE: The hard question...
Interjection: Claire, ability has nothing to do with whether it is or isn't. You can create a completely crappy, shallow, awful, horrid story that you're ashamed to talk about ever again, and it would still be Narrativist -- because whether good or bad, the attempt is all that matters, not the ability or the success. Ron's Narrativism essay does make note of this point (and way more clearly than I have).
On 3/31/2004 at 3:49am, Valamir wrote:
RE: The hard question...
Hey Claire, I agree, its certainly not a given that people tell stories well. I know lots of people who bore me to tears telling stories.
But the issue at hand wasn't one of talent, it was responding to posts which questioned why gamist and narrativist tendencies were put forward as being natural while Sim tendencies generally required being learned.
Nar play comes naturally. Good Nar play...like good anything, takes practice.
On 3/31/2004 at 3:51am, coxcomb wrote:
RE: The hard question...
I doubt that arguing about this stuff is doing anyone any good--but I'll offer one more post.
When I started role-playing, I was also starting to write fiction. I was about 10, which was not (at that time and place) an unusual age to get into the hobby. At that point, *everyone* I called a friend was getting into RPGs too. All of us got into it for the exploration, and for nothing else.
It was cool to think about people who were different from oneself. It was cool to imagine how they lived and acted. It was cool to think of the neat abilities and powers they might have.
I think that lots of kids at that age are developing a fondness for imaginative exploration. I have talked to plenty of folks since then that had the same introductory experiences.
So in my mind and (obviously limited) experience, there is plenty of evidence that exploration for the sake of exploration is natural, at least at a certain age. Later on it often ceases to be so important, and people need more to keep them in the game (I thrive on Nar play myself now). But at that certain formative age, exploring the elements of play is enough.
But I have no scientific data to back up this notion, and it seems to be an unpopular one. So I will resign myself to disagreeing.
On 3/31/2004 at 4:18am, beingfrank wrote:
RE: The hard question...
greyorm wrote: Interjection: Claire, ability has nothing to do with whether it is or isn't. You can create a completely crappy, shallow, awful, horrid story that you're ashamed to talk about ever again, and it would still be Narrativist -- because whether good or bad, the attempt is all that matters, not the ability or the success. Ron's Narrativism essay does make note of this point (and way more clearly than I have).
Valamir wrote: Hey Claire, I agree, its certainly not a given that people tell stories well. I know lots of people who bore me to tears telling stories.
But the issue at hand wasn't one of talent, it was responding to posts which questioned why gamist and narrativist tendencies were put forward as being natural while Sim tendencies generally required being learned.
Nar play comes naturally. Good Nar play...like good anything, takes practice.
I'm not talking about whether one does Nar well or badly, but about whether one does it at all. I think it's as possible to make a reasonable argument that when people try to tell stories through roleplay (with no experience of doing so in the past) that they do Sim (or Gam) even if they're aiming for Nar (or should be if they knew what they were doing) as it is to argue that they do Nar.
I don't know what the reality is. My gut reaction is that Sim, in a highly informal unstructured way, is probably as natural as Nar, if not more so. I'm a Girl Guide leader in my spare time, and we use a little bit of roleplaying as an instruction tool with girls who can range from 6-18 in age. In trying to teach them teamwork and such we often ask them to roleplay out situations. Most of this is very Nar is design. "Make up a skit about what makes a good team leader. Make up a skit about why it's important to look after the environment. Make up a skit where your best friend announces she hates you." That seems pretty Nar to me and my limited understanding of GNS. And yet what the girls almost invariably produce is Sim. They get into what they're doing and just noodle about rather than dealing with drama or anything like that. These are not roleplayers. They haven't been exposed to any roleplaying at all. They're probably as good a sample I can think of of people unbiased by the culture of roleplaying (as in 'learning Sim') and yet that's what I've observed. It's just one set of data points. But it does make me reconsider the logic that Nar is more natural.
I think that the statement 'people naturally enjoy Nar play more' is one thing. I think 'people naturally do Nar play' is a much more precarious statement, and certainly not one that can be accepted without challenge. Maybe one day some one will be able to show that Nar is more natural. It would certainly be interesting to see a good case for it.
Claire Bickell
On 3/31/2004 at 4:30am, M. J. Young wrote:
RE: The hard question...
I see this is a long thread, and that I'm going to lose my thoughts if I try to read it all and then reply; so I'm going to start now and hope I don't duplicate too much of what others have said.
The first thing I would want to bring forward is that I think Ron is unduly skeptical of natural simulationist play. I have before noted that "Playing House" seems to be an entirely simulationist activity engaged in as childhood make-believe. I played a great deal of that as a boy, thanks to the girl next door and my own little sister--but I never "got it" then. It seemed a bit boring, like I wanted to do something and this game was all about being something, not doing something. Looking back, though, I see that this was very similar to the simulationist play which I have enjoyed. It's about imagining what it's like to be this other person, just for the sake of understanding what it's like.
Your desire, though, to have the referee make premise-driven story possible suggests that what you want isn't really simulationism, but highly-immersive narrativism--play in which you get to address premise and create theme, but only by doing what your character "would" do in response to what the referee creates. You want to be part of the story, but without ever losing the feeling that you are a character in something larger, not a creator of events. I can't be certain of this, of course, but you seem to lean that way quite a bit in your posts. It's supposed to become a story because the referee is guiding it that direction, but we're supposed to control our characters exclusively as "they" would do things.
(This overlooks the critical point that "they" are only what you want them to be; you have chosen who they are, and as you play you continue to choose who they are. They can change, make decisions that might appear to be out of character, but in the context of themselves making life-changing decisions, deciding to do this instead of that, when every time before they would have done that, because they've learned something, grown in some way, repented or fallen or otherwise shifted their view of the world. You think that they are making these choices, but you are always making the choices in a way that makes them what you want them to be. The difference between actor and author stance isn't really one of what the character would do versus what the player wants him to do; it's a difference between whether the character's choice is based on things already known about him or on things that the player decides to add to him at this moment.)
Front-loaded narrativism, that is, play which addresses premise because the characters and the situation are all designed so that character choices will inherently address premise, is extremely common; it sounds like what you're doing much of the time.
Ralph, I think you missed both points. It is a fairly clear implication of the quote section of the Narrativism article that Simulationism is in essence learned activity, that people are pushed to do it, and don't fall into it naturally. Neil is arguing that some people do fall into it naturally. If that's so (and I agree with him), then the implication that simulationism has to be taught is wrong.
I would also take issue with what you wrote: So given that Simulationist agendas are a minority in the general populace, but a majority (at least by habit) in the gaming populace, are you really then going to try and argue against the idea that there is some pretty dramatic indoctrination going on?It might be indoctrination; it might as easily be negative selection.
Surprisingly, very few people are looking for new forms of entertainment and recreation, and most of those who are are rather young. Games in general have a difficult time getting established, even if they're good games, because the majority of consumers already know what games they like, and they play those--usually games they learned to play when they were kids.
If I'm gamist, there are a lot of forms of entertainment/recreation which will appeal to that aspect. There are sports, board games, war games, card games, video games--enough options out there that I am likely to stop looking long before I get around to role playing games.
If I'm narrativist, maybe the pickings are slimmer; but there's reading, acting, movies, writing, and storytelling, at least. I might never look at role playing games, either.
This is complicated by the fact that we speak of "role playing games" as if they were all one category. We talk about "board games" as if they were all gamist, and most of them are--but the Ungame is a board game without gamist elements, as I recall. People don't think of that when they think of board games, because it's atypical. Yet there really isn't "typical" in role playing games, in this regard. I might come to role playing games and decide that none of them are for me because the one I encounter is not what I want. If the only board game I ever played was the Ungame, I would have no idea that other games actually involved tactics and challenges. It is unlikely that this would be my only board game experience; but most people's only role playing game experience is with someone's home-brew drifted version of D&D, so there's no telling what they actually know of RPGs.
What we do know is that role playing games have always projected the idea of being someone else in another world, and that the text frequently downplays the place of gamism and emphasizes this simulationist aspect. Now we have the fact that simulationists don't really have many other outlets for their interests (reading non-fiction, watching public television documentaries, subscribing to National Geographic and Science, programming computers), and this hobby presents itself as being what they want.
The self-selection seems pretty straightforward to me.
Simulationism is as natural as gamism, and as I argued in one of those threads John so kindly linked above, it is more natural than narrativism, as the first two are commonly done by preschoolers and the address of moral and ethical issues requires the moral/intellectual development levels commonly associated with ten year olds, at least.
House is not narrativist; it is simulationist.
--M. J. Young
On 3/31/2004 at 4:57am, John Kim wrote:
RE: The hard question...
Valamir wrote: That's because you're confusing mediums. The very concept of Narrativist Premise was specially adapted to role playing needs FROM analysis of fiction (specifically plays).
The point being is that we humans are intrinsically hard wired to understand the nature and format of a story.
...
Sim play requires excising this natural instinct out of your play habits. You are simply not aloud to manipulate story that way in Sim play. It goes against the very purity of simulationism.
And THAT is why Sim play is not natural...must be learned...and requires most people to be indoctrinated in it before they can do it. And THAT is one key reason why this hobby is a fringe hobby. Cause there aren't many people in the general populace who find this fun.
This argument relies on the idea that "story" is the exclusive domain of Narrativism -- that GNS Simulationism does not produce story. Of course, in his Narrativism essay, Ron argues the exact opposite: that whether a game produces story-like events tells us nothing about its GNS Creative Agenda.
Further, this also goes from saying "storytelling is natural" to saying "storytelilng is the only possible natural activity". Which is nonsense. I agree that storytelling is a natural format, but I disagree that it is the only possible enjoyable format for human interaction.
On 3/31/2004 at 6:28am, Noon wrote:
RE: The hard question...
I did and still do relate strongly to enjoying the 'experience' of what it's like to fly via magic, shoot lightening from my hands, wield a sword, whatever.
The thing is, I never intuitively got how to play that way. Okay, I've flown, I've shot lightening, I've wielded a sword. What do I do now?
A DUNGEON! YUS! Gamist. And occasionally there would be talking with people...pretty much failed narrativist attempts (that really were just gamist).
Wanting to experience the world was VERY intuitive for me. But how I/we went about getting new experiences was basically gamist (hack hack/tactical tactical...ah, this is what its like to loot 12 gold!). Doing it this way was VERY intuitive as well and generally got more focus (the thrill of holding a sword lasting briefly).
So play itself was gamist, but occasionally bouts of simulationist examination of the SIS (then, having explored all, hopping onto the gamist wagon to get somewhere else interesting).
If Ron's talking about actual play being driven by simulationism, then I think he's right. But I'd say bouts of SIS examination in the simulationist way are very intuitive, yet aren't really the mode of play, just a brief CA change.
On 3/31/2004 at 6:38am, ethan_greer wrote:
RE: The hard question...
But... But... The article is talking about role-playing. It's not talking about telling stories, or playing chess, or watching a play, or reading fiction, or writing fiction, or, or, or. Just. Role. Playing. GNS simply doesn't apply to anything else.
So, what are we talking about? We're talking about Ron's opinion that most people don't roleplay naturally in a Sim mode, that Sim RP is a learned behavior, and that Nar/Gam RP come much more naturally. Which seems terribly evident to me when regarding a few factors in existing role-playing games.
Factor 1: Many (many many) Sim game texts rant and rave and go out of their way for paragraphs to explain how Gamism is bad bad bad. There's admonitions to players and advice to GMs on how to suppress Gamism ad nauseum. Why would this be necessary unless Gamism was a natural tendency in many (many many) role-players?
Factor 2: Sim game texts tend to focus on "just the facts, ma'am." In order for Sim to be prioritized, there must be an explicitly established context in which play is to take place. Many game texts assume (often erroneously) that the players will know how to establish this context. Game texts that do attempt to establish this context typically do so through a combination of rules and setting information. Playing a game in a Sim mode requires knowledge and understanding of this supported context prior to the beginning of play. And that's not natural. It just ain't. It isn't natural to say, "let's pretend. I'll pretend I'm a 1st-level warrior with a Strength of 17, and 14 hit points." It is, on the other hand, natural to say, "let's pretend. I'm a great and powerful warrior, and I'm going to rescue the maiden fair." See the difference?
I argue that folks who claim that their early experiences with roleplaying were all about just pure pretending, and naturally focused on a Sim mode of play, should consider the possibility that it is far more likely that the game itself prioritized the Sim mode for you, at the same time it told you that you were "playing pretend." We've all been duped, folks.
Factor 3: I've come across two types of Narrativist game texts. The first type tends to prioritize tightly focused mechanics that cut to the meat of what play is going to be about. My Life With Master is the best example I can think of for this type. And you know what? People get MLWM. They get it at a gut level that goes beyond understanding, and far beyond the cerebral mode of play that needs an explicit context for exploration. This type of Narrativist text and play operates at a lower, more basic level than a Sim RPG's text and play.
The other type of text is the "pure" Narrativist game. The Pool, and perhaps Story Engine, are the best examples I can think of for this type of text. These texts provide a structure for how the Narrativist Premise (whatever it happens to be) is to be adressed by the participants. And it doesn't provide anything else. Simply because nothing else is needed. Once you know how to go about addressing Premise, all the other stuff falls effortlessly into place. Note the use of the word "effortlessly" in the previous sentence. I point it out because reading and learning to play a Sim game such as AD&D, Hero, GURPS, CORPS, EABA, and any of the countless others, is never effortless to the degree that reading and learning to play The Pool is.
(One might argue that The Pool is easy to absorb because it's so "rules light." To which I respond: TWERPS. Certainly a Sim game, and rules don't get much lighter than that. Is it a playable game? Yes. Is it as intuitively understandable as The Pool? Not even close.)
One last thing: Don't freak out on me. I love Sim play. I'm currently working on multiple Sim games. I'm not downplaying the quality of your early role-playing experiences, and I'm not encouraging you to "cast off the chains of Sim" or any such notion. I just happen to agree, rather strongly, with Ron on this one.
On 3/31/2004 at 10:39am, pete_darby wrote:
RE: The hard question...
Ethan: I dunno. I'm still of the opinion that Sim tendencies are as natural as Gam or Nar, but that the dominant agenda in most conventional rulebooks is a very odd form of Sim, one that is Sim by model, sim by constraint, rather than sim by consensus.
Frex, Universalis can be played, and I've no doubt often is, simmier than Mr Sim from simtown, with folks piling detail on detail, exploring character & setting like gangbusters, and to my mind, it's a much more natural expression of Sim tendencies than endless charts and statistics, modelling the characters, setting, etc in terms of a mathematical simulation.
But it looks to me like we're in the land of "you say, well I say," and we're just marking out lines in the sand here.
On 3/31/2004 at 11:07am, Jack Spencer Jr wrote:
RE: The hard question...
Something just occured to me this morning reading this thread. Nar & Gam are very goal-orientated modes were as Sim the process is the goal, so to speak. That's very zen and it reminds me of a protion of McCloud's Understanding Comics where he explains the difference between Asian (Japanese) comics and Western (American) comics is found in the differences in our cultures. He says that the US is a goal-orientated culture while Japan stresses "being there' as much as any goal. This strikes me as a Sim-like priority so there may be a cultural influence and explain why the older we get, the less "natural" Sim is.
Are there any Japanese about to comment on this?
On 3/31/2004 at 12:39pm, RDU Neil wrote:
RE: The hard question...
Started a real shitstorm here, I did. Take a night off to play Magic until 2:00 am and there are 37 replies. Most threads never get this long.
The Ouija board is disparaged in the Nar essay, because it's a metaphor for players who want to address premise, but instead of thinking about the issues of the character as issues per se, they pile on more and more detail to the character description, in the hope that making the character more "real", with more detailed history, and physicality, and associations, premise will be magically addressed by simulating the character with more and more systems and rolls and checks and attributes...
And all it takes is to look and say "What are this guys issues? Why do they matter to him? What's he going to do about it? What does that say?" and boom, narrativism.
It doesn't sound to me like this is happening with the play you're talking about: you're happy to look back at the session and see where the GM has put theme to work within the world, but detailing the world, deepening the detail of the dream, takes precedence over the story or the game when push comes to shove.
There isn't a game that goes by that the first question we ask isn't "What are this guy's issues? Why does he do what he does?" But this was very much a learned response over time. It wasn't my natural tendency to think this way in 9th grade when I started gaming... it is second nature now.
I also did not interpret Ron's essay as saying Sim by habit was only about rules and dice (maybe that was implied, but I didn't catch that.) I think you can Sim with just lots of descriptive commentary... though I do know we tweak rules to fit the "flavah" of whatever game we are in... so that it simulates the genre a bit better. The point is, we do that so there is less chance of the game "breaking the mood" by a game mechanic making everyone suddenly go "eh? That's not right..."
The long term group with the comfortable code of speaking sort of resembles our group, but not really, and why is it a bad thing? It is part of what you strive for... to be able to work together in the creative process in a natural, comfortable way... not have to rely on game mechanics to do, but understanding what the players and GM want, and modifying your behavior to make everyone feel more "into it" and satisfied.
Finally, I can't say, push come to shove, whether we would say "no, deepening the detail is more important than a meaningful event for the players" in fact I know that isn't true. I mean that creating a deepening of detail is one way in which you enrich the experience of the player... and push come to shove, it really depends upon that evenings mood, what is more important... meaning or a causal event.
On 3/31/2004 at 12:46pm, RDU Neil wrote:
RE: The hard question...
coxcomb wrote: Is there indoctrination? Yes.
Does that mean that there aren't plenty of people who naturally have a Sim agenda? No.
Thanks... this is what I thought I was writing. I never meant to say that my was was the ONLY way... but to question what I thought read as a dismissive of what was my natural draw to RPG. I'm even ASKING if this is a flawed assumption, not saying that it is. I just have my own experience implying that Sim is more natural to some than Nar or Gam... even if, in the end, if we could some how quantify it, that Nar and Gam do outnumber natural Sim players... fine... but the article seemed to imply that ALL Sim was learned... that is was natural for no one.
On 3/31/2004 at 12:49pm, RDU Neil wrote:
RE: The hard question...
Scourge108 wrote:Storn wrote: Okay, my follow up question is this; I wouldn't want to be in Viet Nam firefight or be up to my waist in Zombie parts in some dungeon crawl... But I sure want to put my character there!
Very true. But I do want to understand what it would be like to be there, if only from a safe distance. But how can you ever really understand something you've never experienced? The best you can do is some sort of simulation of the events. Then you can relate to being in Vietnam or in a dungeon of zombies. Unless it's not a very good simulation. But this is in my mind the purpose of Sim. To really understand what it would be like to be a (fill in character type here). I think this is as natural an inclination as gamism and narrativism.
Greg Jensen
Again... yes, what I was trying to say... that I think Sim is a natural inclination... which my reading of Ron's essay seemed to dismiss. I was merely asking if I was reading it correctly... that GNS supposes all Sim to be learned behavior. That seemed to be the implication of the parts I quoted... that's all.
On 3/31/2004 at 1:01pm, RDU Neil wrote:
RE: The hard question...
coxcomb wrote:greyorm wrote: Hezues almighty, people, I said not to dissect the metaphor because it was grossly simplistic...and what happens? We're discussing grandpa and whether he's a good storyteller...
So, let me restate it without all the metaphor: most stories told to us have an ultimate point; experiencing that point is the reason for listening to the story (funny, sad, terrifying, cautionary, uplifting, etc). This is the crude Narrativist equivalent.
Sorry that the metaphor was seen as the object of the point I was trying to make. Please let me make it without the metaphor:
Most stories that folks tell, or read about, or see on TV or at the Movies, engage the audience by setting up a situation, applying dramatic tension, building to a climax, and resolving the situation. What a good many stories don't do is address any premise.
Maybe I'm going batty, but my fractured understanding of Narrativism is that it must address premise, as described by Ron in the essay. A story can be funny, sad, terrifying, cautionary, uplifting, etc. without addressing any premise--without asking any big questions.
Rambling without a point is bad storytelling. That does not equal Simulationism.
Bingo, bingo, bingo! My understanding as well.
From Valimar
The point being is that we humans are intrinsically hard wired to understand the nature and format of a story. We can identify good stories without even trying. We may not be able to articulate what we like about them without exposure to the jargon of lit theory, but a lack of lit theory classes doesn't prevent people from enjoying stories.
Stories don't JUST HAPPEN. The events in stories do not occur "simply because". They occur because they were driven in a very specific way to a very specific reason for a very specific end.
But again... just because there is drama, doesn't mean there is Premise as Ron defines it... or am I missing something? You can have a very dramatic mystery game that ends in tracking down the killer and having a violent shootout in a darkened warehouse... and it be very satisfying "destination" to reach when it is over... and never by Nar.
The implication here is a dismissing of Sim play as having no drama or "destination" in a story. I don't find that true, and really, except for Valimar's statements, I don't think that is what GNS is saying.
Again, I look at it from the point where, as a player, my natural instinct was to "just do what I should do" and I looked to the GM to have created a world, a situation where my actions "have meaning." That was natural, and I still think the GM is the main person to be responsible for this. I only developed this Nar sense as a GM... because as a player, I look to be more passive, responsive to the imagined environment, experience for experience sake.
Drama can happen whether I care "why" I have may character do certain things. Tension can be built and released without premise...
... can't it?
On 3/31/2004 at 1:27pm, pete_darby wrote:
RE: The hard question...
Just a small thing: the "question" in a premise doesn't have to be "big", and I'd still go with the idea that any story worthy of the name has at least one firing away in there.
If anyone can give me an example of one of these hot to trot stories without a premise, I'll do my damndest to shoot you down and show you what the premise is.
Coxcomb, you say that these films "engage the audience by setting up a situation..." I'll stick my neck out and say they're establishing the premise at that point. Giving the audience a reason to give a damn about what happens next.
And before we get further into the "story" tarbaby... an arbitrary string of events isn't a story, although a story is an account of a string of events. Even making those events exciting doesn't make it a story. Looking back at a series of exciting events and making a story out of them retrospectively isn't Nar play, because Nar play is all about feeding the premise-adress beast in play.
In sim play, address of premise, creation of a new story isn't prioritized. In the hunt the serial killer example, all that can be done exploring setting, character, theme, situation, etc. Nothing Ralph said implies that this exploration can't have a dramatic drive, direction or destination: in fact, that pretty much describes exploration of situation (this is happening, what happens next).
The GM can set up "premise rich" situations, sure, but it's the player's choice whether they address the available premise, or don't. Seeing it as the GM's job to "make it Nar" is a bit hard on the GM.
On 3/31/2004 at 2:00pm, Alan wrote:
RE: The hard question...
RDU Neil wrote:
Tension can be built and released without premise...
... can't it?
Hm. In fiction, the answer is no. The definition of drama and tension in fiction involves theme - and Egri premise by extension. Tension is like a rubber band stretched between the premise question and the character's current behavior, often in avoiding answering the premise. In fact, there's a huge industry among TV and screen writers to develop theme and premise in every work they create.
The main difference between addressing premise in a fiction (including TV and Movies) and in an RPG, is that in fiction, the answers to the premise situations have already been chosen by the writer. Whereas in a narrativist RPG, the answers are open for players to choose (This is what addressing premise is: answering the question it poses).
RDU Neil wrote:
Drama can happen whether I care "why" I have may character do certain things.
Drama, like tension, requires that someone see and care about the relationship of events to some theme - ie how they address premise. So if several reliable observers see drama in your character's action, they are seeing premise being addressed.
Now, just because you don't care about the thematic significance of your character's acts, doesn't mean it has none - it only means that you don't prioritize theme - ie you aren't a narrativist by preference.
On 3/31/2004 at 2:44pm, RDU Neil wrote:
RE: The hard question...
pete_darby wrote: Just a small thing: the "question" in a premise doesn't have to be "big", and I'd still go with the idea that any story worthy of the name has at least one firing away in there.
I'd like to agree with that but the language used to define Premise seems to bely that..
A generalizable, problematic aspect of human interactions. Early in the process of creating or experiencing a story, a Premise is best understood as a proposition or perhaps an ideological challenge to the world represented by the protagonist's passions. Later in the process, resolving the conflicts of the story transforms Premise into a theme - a judgmental statement about how to act, behave, or believe.
I look at the official definition like this...it is high falutin' language for "they have a reason for doing what they do" which, if that's the case... is something that will just occur in every game. No character will every act without a reason (even if that reason is not consciously acknowledged). The characters will always have a "reason" a "why" for what they do, and by doing it, are making a statement about "hout to act, behave, or believe."
Nar... in my understanding... is making this "why" the focus... making sure it is addressed... rather than just letting it happen.
Sim is just letting the premise happen.
As soon as a player, through the character, acts in a causal manner, they are expressing premise. The player is saying, "I respect the integrity of the world, and by my actions I'm stating that others should act, behave and believe similarly. The character, by acting in character, is reaffirming the world, and making a judgment on past events by which choices they make... though this is unconscious.
Basically, if Premise can be addressed unconsciously, then how can Sim not have premise... unless the world being simulated is one that does not reflect humanity. If it is a bunch of stimulus response of conscious colors... well, ok, that is likely sim... but as soon as you Simulate a human (or a metaphor thereof) you have to have Premise (by the above definition, because all human interaction has premise to some extent.)
Even if I am consciously just caring about how it "feels" to be neck deep in zombies... by the above definition, I'm still addressing premise, althought unconsciously, simply by having my character actual fight to live. My actions are saying, "You should act, behavve, believe for your own survival."
Just as much as if I just have my character go numb and submit to the ripping hands of the zombies in despair, I'm stating premise in that "struggle is futile, just give up" or whatever.
This is where GNS really breaks down, for me. Unless Nar is defined as conscious choice of consciously addressing premise (as opposed to having premise addressed unconsciously), then I see very little difference between it and Sim.
No... strike that... what I see is that Sim is just a "technique" Maybe RPGs being written in Sim language is simply a technique that has grown so prevalent and dominating, that it is perceived as a "creative agenda" or "mode of play" in and of itself... where that really isn't the case.
What Ron might see as Sim is simply dysfunctional Gam or Nar, likely dysfunctional Nar... where a technique... Simulation/Emersion... has become so dominant it looks like it's own style.
I'm not saying that Sim doesn't exist... but it would truly be a rare thing, and would only exist as a objective, distanced method of play, to use structure and rules to "simulate" something... like a computer game Flying Simulator, but in a shared discussion/imagination.
Ok... I'm going to get flamed for this. But I really think this is crucial.
All this "Sim with heavy illusionist technique" or "Nar with a heay emersive technique" and all that anal parsing might just be the result of a major flaw in GNS.
It isn't GNS... it is simply GN... with N coming in two very distinct camps... conscious/directed premise... and unconscious/undirected premise.
Yes, I know I'm taking a wild stab at the heart of something very dear to folks here... but this really begins to make sense to me, this way.
On 3/31/2004 at 2:59pm, Valamir wrote:
RE: The hard question...
Ok... I'm going to get flamed for this. But I really think this is crucial.
All this "Sim with heavy illusionist technique" or "Nar with a heay emersive technique" and all that anal parsing might just be the result of a major flaw in GNS.
It isn't GNS... it is simply GN... with N coming in two very distinct camps... conscious/directed premise... and unconscious/undirected premise.
Yes, I know I'm taking a wild stab at the heart of something very dear to folks here... but this really begins to make sense to me, this way.
Flamed?
Hardly. Do a search on Beeg Horseshoe. You aren't the first person to suggest something similiar to this.
On 3/31/2004 at 3:30pm, Ron Edwards wrote:
RE: The hard question...
Hello,
And furthermore, the "GN" only model was actually my first choice following my decision that Exploration is the foundational act of role-playing. Only massive outcries and multiple examples of play which overtly rejected both G and N led me to include Simulationism as a Creative Agenda at all. You can all thank Mike Holmes in particular for that.
Both the section Controversy: is that third box really there? in "GNS and other matters of role-playing theory" and the whole essay "Simulationism: the Right to Dream" were written with this issue in mind.
Best,
Ron
On 3/31/2004 at 3:30pm, RDU Neil wrote:
RE: The hard question...
Valamir wrote:
Hardly. Do a search on Beeg Horseshoe. You aren't the first person to suggest something similiar to this.
From Mike Holmes on the Beeg Horshoe thread...
First, I am only an advocate of Beeg Horseshoe as a visual model of what's going on. That is, that in describing gamism and narrativism as linked to simulationism inextricably by the horseshoe shape itself (but notably not to each other), it says that you can't have one without the other. You can have gamism without narrativism (the "prongs" of the horseshoe don't touch), but you can't have gamism or narrativism without first coming from the base of the horseshoe, which is exploration.
Where I differ with Beeg Horseshoe is that I don't see failure to reach the prongs as a failure, or retreat from the "fun" part of play: that's what Jared, and other supporters claimed. Simulationism, should it exist in the model would be staying nearer to the base of the model if/when opportunities come around to go out on a prong. But it's my supposition, essentially, that this is because, for some players, if you go out on those prongs in certain situations, the horseshoe breaks, the gamism or narrativism no longer is connected to exploration, and the game ceases to be an RPG for that individual. It loses that essential exploration quality that RPGs have for that player.
So, staying near the base to an extent, is something we all do when playing RPGs unavoidably. The only question is the level to which we feel that we can come out to the prongs without the horseshoe breaking. That's the "sim" part of every agenda. And it's a positive thing, because I think all players are looking for either narrativism and/or gamism (or play "like" these, if you consider these to be "beyond the base level of support), and can only get them in the context of the appropriate level of support. That is, even if you want to move to something beyond exploring, you can't do it without maintaining that appropriate level of support first. Which means, occasionally not going out on that limb at all when the moment isn't right.
Doing this in most cases is what I think gets labeled simulationism. That is, satisfied with the product of exploration, why threaten to break the exploratory feel at that particular point. There will be other points at which congruence will allow for both urges to be satisfied, so there's no reason to have to go out on that prong at that particular moment.
The "gamist" or "narrativist" can still see this as a conflict, yes, because they expect that people will travel down that prong at the slightest opportunity. But even these sorts will not often do so when it drops the exploratory feel. Those who would, I'd label "hardcore" in that they really don't want the full RPG experience, they simply want a more expansive framework in which to Step on Up, or create Story Now.
Does that help?
Yup! Abso-friggin lutely... though I think I take this farther, in suggesting that Sim is not a "mode" of play as much as a technique used to either Gam or Nar. Mike is saying it is an essential "first mode" through which you move to Gam or Nar.
close enough... we are 99% saying the same thing... but I may be more extreme in saying that S is not a mode at all, but a mutant technique so big it is perceived as mode.
Thanks for the link... interesting that I came up with this without any clue as to this Beeg Horseshoe thing at all.
On 3/31/2004 at 3:32pm, pete_darby wrote:
RE: The hard question...
Neil, it's all in how it plays, what people are focussing on.
Take the zombie game as concrete: are folk concentrating on playing to address the issue "What can a person do when faced with insurmountable opposition?" or something along those lines, or are they concentrating on "what would someone like this really do in this situation?" They sound very similar, but are very different questions. The first prizes the creation of a meaningful story, the second prizes the creation of a "deep", authentic shared imaginary space. Each can support the other in hybrid play, but they're aiming at different ends.
That definition of premise you quoted doesn't mean "the characters have a reason for doing what they do", it means "the players are invested in the address of these issues through these characters"
I'll trot out my personal definition of an Egri style premise here:
A premise is a question that can only be properly formed in general terms, but only adequately addressed in specific terms.
So premises form in the terms of "What would you risk... is it right... can X be justified... Can you X when Y" And the way the players form the game around their answers to those questions forms the theme for the game.
Going back to zombies... a possible premise could be "should you struggle to survive in hopeless situations?", and every action could be seen as addressing premise in retrospect. But, to my mind, unless the folks are grooving on that in play, pushing the characters to test the limits of that premise, they aren't adressing that premise. If they're focussed on the authenticity of the events in the SiS over the premise, it sounds like Sim to me.
(and if you've looked up the Beeg Horseshoe, I'm a BH skeptic. There's definitely a pro-active sim agenda happening in games that's not just RPG without the G or N).
{edited to note: cross posted with the above three posts, at least.}
On 3/31/2004 at 3:52pm, RDU Neil wrote:
RE: The hard question...
Ron Edwards wrote: Hello,
And furthermore, the "GN" only model was actually my first choice following my decision that Exploration is the foundational act of role-playing. Only massive outcries and multiple examples of play which overtly rejected both G and N led me to include Simulationism as a Creative Agenda at all. You can all thank Mike Holmes in particular for that.
Both the section Controversy: is that third box really there? in "GNS and other matters of role-playing theory" and the whole essay "Simulationism: the Right to Dream" were written with this issue in mind.
Best,
Ron
Cross posted with you, Ron. Sorry. My main theory in life being KISS (Keep it Simple Stupid) I'm very sympathetic to going back and cutting off confusion at the source, rather than creating vast, intricate models that try to cover paradoxes.
Losing S in the model works for me, big time. (The Sim article has only confused me more, as the whole "dream" concept just loses me. It is not a word I'd have ever used to describe Sim play.)
On 3/31/2004 at 4:06pm, RDU Neil wrote:
RE: The hard question...
pete_darby wrote: Neil, it's all in how it plays, what people are focussing on.
Take the zombie game as concrete: are folk concentrating on playing to address the issue "What can a person do when faced with insurmountable opposition?" or something along those lines, or are they concentrating on "what would someone like this really do in this situation?" They sound very similar, but are very different questions. The first prizes the creation of a meaningful story, the second prizes the creation of a "deep", authentic shared imaginary space. Each can support the other in hybrid play, but they're aiming at different ends.
So, to this extent, what if it really is a "horse before cart" or "cart before horse" situation.
Both questions actually get to the same place, but the focus during play is different.
Explore meaningful story created by authentic shared space
vs.
Explore an authentic shared space to create a meaningful story.
Again, to what I wrote above, the point really comes (in my mind) about where "reflection" comes in.
In the first, players are reflecting on the meaning as it happens. In the latter, they reflect on the meaning by looking back on what happened.
Both create a meaningful story... and that is the end destination of both... just the play technique differs. To say that looking back and examining meaning in retrospect is "less Nar" than doing it during play (and my experience is that both happen in all games) seems like a complication.
Again, I'd propose (or basically second those that have proposed this before) that Sim and Nar are not at odds... and sim should be seen for what it is, a large, dominant technique that is mistaken for an actual mode of play. Instead, Nar is either conscious/continuous Nar... or retrospective/unconscious Nar.
The end result could be different at the extremes of these variations on Nar... but most often would be very similar in most actual RPG experiences.
On 3/31/2004 at 4:19pm, RDU Neil wrote:
RE: The hard question...
Oh... and we can end this thread now, unless anyone objects. I think I have my initial questions answered.
Just a nod to Claire~beingfrank...
I'm a Girl Guide leader in my spare time, and we use a little bit of roleplaying as an instruction tool with girls who can range from 6-18 in age. In trying to teach them teamwork and such we often ask them to roleplay out situations. Most of this is very Nar is design. "Make up a skit about what makes a good team leader. Make up a skit about why it's important to look after the environment. Make up a skit where your best friend announces she hates you." That seems pretty Nar to me and my limited understanding of GNS. And yet what the girls almost invariably produce is Sim. They get into what they're doing and just noodle about rather than dealing with drama or anything like that. These are not roleplayers. They haven't been exposed to any roleplaying at all. They're probably as good a sample I can think of of people unbiased by the culture of roleplaying (as in 'learning Sim') and yet that's what I've observed. It's just one set of data points. But it does make me reconsider the logic that Nar is more natural.
I think this is a major point. This is basic "modeling" behavior. It is how children learn. They simply "do" what they have seen done in a similar situation. They know the situation had meaning (to Valamir's point, they recognize story) but when asked to skit or to just talk about it, they will reflect "behavior" without really having any recognition of how the behavior creates the meaning. Monkey see, monkey do. THAT is our natural tendency.
It is only after our simple Sim behavior is found wanting, do we begin to self reflect and analyze behavior for meaning. We begin to learn that simple copying of behavior does not make for meaningful action. When we begin to grasp the nuances and subtleties of how our actions reflect on us and affect others (Nar)... we are considered to be maturing.
Even adults do this. I teach management training, and I often see adults, when faced with new situations, simply "act" like someone else they have seen. Now, they realize quickly that it doesn't work very well in actually addressing the situation... but it was their first instinct.
Nar appeal/recognition may be instinctual... but Sim BEHAVIOR is the natural action to take, IMO. To ACT Nar... that takes training. As adults, especially those of us who have studied or simply self reflected a long time... we may forget what we've learned to do, and think of it as innate and natural.
I say, remember what it was like to be a kid. To me, Sim is the natural technique (or mode of play if we keep it at that level) we all start with.
On 3/31/2004 at 4:55pm, Ron Edwards wrote:
RE: The hard question...
All closed now.
Best,
Ron