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Topic: The Hard Question extended
Started by: M. J. Young
Started on: 4/1/2004
Board: GNS Model Discussion


On 4/1/2004 at 2:00am, M. J. Young wrote:
The Hard Question extended

I'm a bit miffed that Neil's thread The Hard Question got closed so quickly after such a shocking and, in my view, wrong-headed turn. In essence, the thread began with Neil arguing that simulationism was as natural as gamism and narrativism, and it ended with him deciding that simulationism didn't exist at all. The thread was closed "without objection" a mere few hours after that was reached.

I unfortunately am not in such a situation that I can sit at my computer and monitor Forge posts 24/7; I do object to ending that thread on that note.

The Beeg Horseshoe theory doesn't make sense to me; Simulationism is a real agendum, quite natural (as exemplified again by the vast number of little girls who Play House, with neither narrativist nor gamist agenda anywhere in sight, and yet just enjoy experiencing imagining what it's like to be grown up).

Neil, I think that it might help you to look back at Discovery: The "It" of Simulationism. It takes the stance that there is something that simulationists are after in play which distinguishes simulationism from narrativism and gamism, and goes some distance toward identifying what it is.

I'm certainly not arguing that you have ever really played simulationist; I'm only saying that it is indeed a real agendum with its own objectives.

--M. J. Young

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On 4/1/2004 at 2:17am, Valamir wrote:
RE: The Hard Question extended

as exemplified again by the vast number of little girls who Play House, with neither narrativist nor gamist agenda anywhere in sight, and yet just enjoy experiencing imagining what it's like to be grown up).


I don't know that I disagree with the rest of your post, but I do disagree with these examples being put forth as examples of simulation. No way do I buy that for a second. Little girls playing house with absolutely no "step on up" going on at all. Not any little girls I've ever seen.

First thing kids at play do is set up a social pecking order based on any number of factors including size, aggressiveness, charisma, manipulation, or just sheer force of personality. All play from that point forward is either a challenge to, and acceptance of, or a reinforcement of that pecking order. Its raw step on up at its finest; not any less so for occuring too subtly for observers to notice.

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On 4/1/2004 at 2:57am, beingfrank wrote:
RE: The Hard Question extended

I think that the discussion is probably at the point where talking about theory it not very helpful. The discussion could be moved forward significantly if there was some measure of N, S and G, like a simple list of behaviour tells. Then people can go out and check them off, and go 'oooh wow, something based on data.'

Because at the moment the discussion is going:
Statement X
You're wrong because that's the wrong definition of X/not an example of X/ a different case.
No it isn't.
Yes it is.

Tying it in to objective measures would at least get past that, because people can say 'my conclusion is Blah, about this situation measured in Blah particular way' and allow disagreement about how these things are measured (formally, or by informal gut reactions based on subjective interpretation of one's on memories of one's experiences) to be seperated from the discussion of the actual theoretical forms. Because at the moment they're all mixed up, I don't think people realise exactly how their mixed up, and neither issue can be easily resolved. Let's at least cut things down into more manageable chunks.

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On 4/1/2004 at 5:29am, RDU Neil wrote:
Re: The Hard Question extended

M. J. Young wrote: I'm a bit miffed that Neil's thread The Hard Question got closed so quickly after such a shocking and, in my view, wrong-headed turn. In essence, the thread began with Neil arguing that simulationism was as natural as gamism and narrativism, and it ended with him deciding that simulationism didn't exist at all. The thread was closed "without objection" a mere few hours after that was reached.

I unfortunately am not in such a situation that I can sit at my computer and monitor Forge posts 24/7; I do object to ending that thread on that note.

The Beeg Horseshoe theory doesn't make sense to me; Simulationism is a real agendum, quite natural (as exemplified again by the vast number of little girls who Play House, with neither narrativist nor gamist agenda anywhere in sight, and yet just enjoy experiencing imagining what it's like to be grown up).

Neil, I think that it might help you to look back at Discovery: The "It" of Simulationism. It takes the stance that there is something that simulationists are after in play which distinguishes simulationism from narrativism and gamism, and goes some distance toward identifying what it is.

I'm certainly not arguing that you have ever really played simulationist; I'm only saying that it is indeed a real agendum with its own objectives.

--M. J. Young


I just offered to close the thread because I figured something like this would show up, and Ron seems to get testy when threads go on too long. I do kind of like that here, on the Forge, threads stay relatively short so you don't have to plow through 70 posts just to comment on the initial question.

Now, to clarify a little bit...

I felt my intial questions were answered as best they could be... in that thread. Not that I don't have questions still.

The first three posts here seem a bit divergent in what we are talking about. What exactly is the "Hard Question" you are asking, M.J.? My thread seemed to shift the Hard Question from "Are you Sim by habit?" to "Is Sim really a CA at all?" (Is that still what we are talking about here?)

Since my question had changed by the end, I figure it is a good idea to continue this in a separate thread.

I would like to say that I never said Sim doesn't exist... just that it seemed to explain a lot to me if Sim ended up being the biggest Technique Red Herring of this paradigm.

So many new comers to GNS, myself included, are often hit with "You aren't talking about a CA, you are talking about a technique/ephemera" when we first start posting on these boards.

All the issues with "emersion" being a non-issue in defining a CA, but how so many people get stuck on it. Director/Actor/Author stance issues, clouding understanding of the CAs.

To me, all of this becomes clearer, less contradictory, if Sim is looked at from a different position. Sim is insanely important... I would never say otherwise... but as a method, not a mode. It is a method with degrees, both of which the pure "G" and the pure "N" are theoretical extremes... Sim abstracted to a point where it doesn't appear Sim (as method) any longer.

Ok... hold on, I'm rambling, but I think I have something here.

Sim is seen as as odd man out compared with G & N in Ron's theory... right?

The Beeg Horseshoe purports that you have to use Sim to "get to" G & N, though it considers S still a "mode" or "Creative Agenda" unto itself.

More of us than not seem to think Sim is more natural in tendency than Ron states... and with this I agree... ('cause a technique can be so natural it is mistaken for a CA?)

Sim seems to dominate the RPG market with rants against Gamism, and a marginalizing of Nar (again, just taking this anecdotally from posts here, as you guys are the industry experts.)

A corollary to this last is also the dominance of "Sim is THE way to play RPGs" concept that seems to run through much of the general unwashed RPG public, of which I am a member.

A further corollary seems to be a very difficult time in really stating what Nar play is, conclusively, often couching it in terms of what it is not.

Ahh... this is elusive... my brain keeps going off on tangents and losing the point... bear with me...

So, to this end, I really think that the Hard Question should focus on Sim... Sim is extremely important... not because it is a CA... not because it doesn't exist... but that it exists, and actually is a unique (one and only) part of the paradigm.

By this I mean, I'd have to state that RPG play doesn't exist without SOME level of Simulation... some level of make believe... and is truly the defining element of what an RPG is, different from other games, or improv, or an ethics discussion.

All RPG play begins with Sim, and for some, it can exist where the method (as opposed to mode or technique) is ALL... but for most of us, tends to fork between Nar and Gam to varying degrees. The road we travel is this big Y or the Beeg Horseshoe, and Sim IS this road.

G & N are not the road, but destinations (the farthest points likely being hypothetical Platonic ideals that don't actually exist in play).

The problem exists in that the farther down the road you go (on either fork) the more the road stops looking like a road. What is originally an easy to drive, straight four lane road with clearly marked signs in a common language... becomes winding and indistinct out on the Nar fork, with signs replaced by obscure landmarks and runes carved in tree trunks... and on the Gam side, is also drastically different but in a different way, maybe it has become a set of steps and ladders, very structured, but now moving upward (competing). (Ok, I'm abusing this road metaphor... enough.)

Anyway, my thought is that the further you go down either road, the more likely you are to run into folks who say "That is not role playing" because you are leaving the natural method of Sim behind, either to metagame "winning" or metagame" story". Metagaming existing at the furthest reaches of "the Sim road" and so far away from where we got on the highway that it seems alien and other. (ok... gotta let this road thing go... but I can't!)

To me, this really begins to address a lot of the difficulties I see with the GNS paradigm.

It is really G N over S

Sim IS natural... but is also NOT a CA itself, but the method on which the G & N sit.

Sim as method can is integral to G & N, though the extreme of G & N play abstract Sim so that it can be unrecognizable to those in the more concrete Sim play area.

Even in concrete Sim play there will be tendencies toward Nar or Gam, and diverging on this road is often the most reductionist issue for newbie gamers "role playing" Nar vs "roll playing" Gam. The focus on Sim can be seen as a balm (unconsciously most likely) because if you stay in the clearly Sim area, you are at the point where G & N are most alike and can even support... but this is where the method can over take the agenda, and cause deeper issues... which are clarified as the Hard Question "Sim by habit" which I think was phrased in very demeaning terms because it dismisses Sim as the method to eventually reach the Nar CA. If Sim is seen as method, not CA, then there is no reason to require it to be incompatible. Nar just abstracts Sim method to one end, and Gam abstracts Sim method to another.

And then there are plenty of people like me, who find it unnecessary to strive for the abstraction, because the core Sim make believe is very satisfying.

Christ, I have no idea if I've made any sense... probably not... but it really makes sense to me.

(This paradigm shift would require a redefinition of some Nar and Gam staples. Premise would have to be allowed as something that "just happens" at the base Sim level, but Nar strives to be a conscious focus at the far end, as an example.)

Ok... go on, blast me... but I think this works for me, at least.

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On 4/1/2004 at 5:36am, RDU Neil wrote:
RE: The Hard Question extended

ohyeah... and this really clears up all the issues of confusing Exploration (as defined by GNS) and Sim.

If Sim becomes a Method... then it IS Exploration... call it Exploration if you like... and no more confusion. It has already been stated that exploration is part of every CA... but then gets hazy when you say Sim is "exploration for exploration's sake."

If Sim IS Exploration... that is my model. It helps bridge that gap between those who say Nar is most natural and Sim is most natural.

The point is that Exploration is most natural. Valamir, would you agree with that? What you do with that exploration, focus on premise, try to win, or just explore... that is where things get hinky.

Yes... that sums up what I'm trying to say, because Exploration already sits in a unique positon on the GNS paradigm, unless I'm mistaken.

Things start to break because we are trying to make Sim it's own CA... when it really is just various degrees of Exploration we are talking about. We don't need the Sim CA... or maybe you could say that Sim as a CA is merely a rejection of G or N as dominant. Sim is defined by what it isn't.

Ok... I've probably, again, stumbled across something already stated in some long buried article, but this REALLY clicks for me... and seems to answer so many of the current discussions I see going on.

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On 4/1/2004 at 6:00am, clehrich wrote:
RE: Re: The Hard Question extended

I'm not a moderator around here -- thank god! -- but I think your handling of the thread-ending was excellent. M.J. wants to continue the discussion, so he started a new thread, and from the title it's clear that he wants exactly that. No problem, we're all gold. The only worry is M.J.'s legitimate point that things don't need to happen quite so fast around here: I do think it would be nice for threads not to close (unless closed by the moderators for other reasons, which is different) in less than 48 hours or so, but that's irrelevant. [Note: of course, in Alabama the Tuscaloosa, but that's entirely irrelephant.]

RDU Neil wrote: All the issues with "emersion" being a non-issue in defining a CA, but how so many people get stuck on it. Director/Actor/Author stance issues, clouding understanding of the CAs.
Not to pick on your spelling or anything, but when I hit the word "emersion" I actually read it as the opposite of immersion, i.e. a deliberate focus on the coming-out-from process with respect to immersion. Which I think should be discussed, but certainly isn't something people get stuck on. Just throwing up a flag for future discussion.
To me, all of this becomes clearer, less contradictory, if Sim is looked at from a different position. Sim is insanely important... I would never say otherwise... but as a method, not a mode. It is a method with degrees, both of which the pure "G" and the pure "N" are theoretical extremes... Sim abstracted to a point where it doesn't appear Sim (as method) any longer.
Cutting from here -- because mostly it all follows up this point -- I want to pick up the idea of the Beeg Horseshoe for a second.

The "traditional" (hey Mike, how do you like being a tradition?) conception here is that you start at the curve and move outward on the prongs of the horseshoe. But note that you could read this backwards: you could say that we start with Nar or Gam, and then progress inwards towards Sim. By this logic, the classic game texts that push people away from Gamism (especially) would be encouraging a motion, not a regression, and furthermore would actually be supporting Ron's idea that Sim is not natural. That is, the idea is that you start on a prong, which is more natural, and then move toward Sim by means of indoctrination through game prose and practice. I don't happen to think this is the case, but let me just point out here that this is a logical possibility of the model that would leave just about everything intact, on all sides.

Furthermore, I recently posted something over here in which I discuss structures of classification. It suddenly occurred to me, reading your post, that you could read the Beeg Horseshoe as pushing for a monothetic classification in the Linnaean sense. You have a number of discriminating criteria which discern that roleplaying and whatnot is in fact going on, leading you to a binary which produces the result: Sim. Having done that, you go on to say, "Is it Nar or not?" with the "not" result being Gam. That doesn't mean that Gamism doesn't have its own qualities; you could formulate the question: "Is it Gam or not?"

Now if you did this, you would end up saying that Sim was in a sense required for all CA's, and that further subdivisions were possible and even likely. But the interesting thing about viewing it this way would be where you place it on a hierarchical tree. Let's take walnuts (members of the Juglandaceae) for an example. The final discriminating criterion between walnuts and pecans is whether there is a four-toothed calyx or not. But both are Juglandaceae. The interesting thing is that there are no Juglandaceae in the pure sense in the real world: all such are actually walnuts or pecans. By that logic, you could eliminate Sim in the model by arguing that it's a class and not a specific thing. Alternatively, you could shift the whole down one notch, and discriminate between Walnut and its hybrids or cultivars, in which case all most certainly exist. Furthermore, this would neatly ground debate, because in a strong sense no Walnuts actually exist: there are only trees, classified as Walnuts.

I don't know; for some reason this makes really good sense to me. Am I on quaaludes again?

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On 4/1/2004 at 6:12am, RDU Neil wrote:
RE: The Hard Question extended

It suddenly occurred to me, reading your post, that you could read the Beeg Horseshoe as pushing for a monothetic classification in the Linnaean sense.


I have to laugh, as you totally lost me here. To this, I can only say "Huh?"

But the interesting thing about viewing it this way would be where you place it on a hierarchical tree. Let's take walnuts (members of the Juglandaceae) for an example. The final discriminating criterion between walnuts and pecans is whether there is a four-toothed calyx or not. But both are Juglandaceae. The interesting thing is that there are no Juglandaceae in the pure sense in the real world: all such are actually walnuts or pecans. By that logic, you could eliminate Sim in the model by arguing that it's a class and not a specific thing. Alternatively, you could shift the whole down one notch, and discriminate between Walnut and its hybrids or cultivars, in which case all most certainly exist. Furthermore, this would neatly ground debate, because in a strong sense no Walnuts actually exist: there are only trees, classified as Walnuts.


This has to be the strangest analogy I ever read... but if I'm reading it correctly... damn straight. Sim is Exploration IS the Walnut Tree... and Gam, Nar (and your theoretical others) are the end result nuts.

Heh... nuts... that about describes how I'm feeling right now. To bed with me.

Oh... and sorry... yes... Immersion, not emersion. Late night... no spell check.

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On 4/1/2004 at 8:33am, Ian Charvill wrote:
RE: The Hard Question extended

Ralph, you seem the most vocal proponent of simulationism isn't natural, it needs to be learned.

Where did sim originate from, and by what mechanism did it gain such widespread popularity?

Now if sim is natural these things resolve themselves, but if sim is learned...

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On 4/1/2004 at 9:35am, Silmenume wrote:
RE: The Hard Question extended

Let me start with my own theory about roleplay and the evolution of Sim play. I believe that RPG’s did start with a Sim “vision.”

The problem was that no one knew what that vision was or how to articulate it, much less make it work. So here we have this new form of “expression” – roleplay that is flailing about trying to do something that wasn’t done before. We were trying to “play” persons we weren’t doing things that were not common to us in our daily lives in strange and unknown lands. Other than that no one know how to proceed. I think in the beginning those “visionaries” who had no clear idea of where they were headed to, stumbling around in the darkness, saw the stampede of hobbyists from other challenge based games, be they board or military, and were dismayed at “stampeding to death” of their fledgling ideas by the cavalcade of traditional challenge based CA’s. Not only were these players Gamist, but probably many were virtually hardcore as the RPG hobby hadn’t matured to the point of more evolved styles of Gamist play. Nobody in the beginning really understood character or situation. So these designers saw their still clouded and fledgling ideas about “pretending” pillaged and violated, from their perspective, in the worst ways possible. They saw their ideas being crushed before they could figure out what they were and allowing them the time to take wing.

Hence the reactionary backlash in the texts. This also probably led to increased DM control/vigilance. This straight jacketing of the players in an attempt to “control” Gamist players, combined with a horrible lack of understanding about the nature of story, led to Illusionism and Railroading. Out of some players’ hunger for greater roleplay freedom and the eventual discovery of the elements of story led, I believe, to the growth and flowering of Narrativist play and game systems.

Now that Narrativism was allowed it great Renaissance, Gamism started to truly flower as it was no longer under the onus of having to conform to Sim social and game conventions. This is not say there weren’t Gamist published systems, but I believe that Gamism started to come into its own socially.

The long and the short of it is that I believe Sim was the original impulse behind the creation of RPG’s - the desire to be or live and do in another person and/or world. However, as Sim became ever more reactionary and entrenched it never has come into its own. Sim has spent much of its efforts defining what its not, i.e., not Gamism. What Sim hasn’t done is define it relationship to Situation. Gamism and Narrativism have clearly defined what their relationship to Situation is, but Sim has not. As a result I think Gamist and Narrativist theory have overstaked their boundaries, as Sim has not yet been fully realized.

The two main ideas that Sim stands strongest have been resoundly pooh-poohed by theorists here at the forge. That Sim is an experiential process aka Exploring for Exploration’s sake aka living the Dream. The other idea that robs Sim of its identity is that exploring Character via Situation is somehow automatically addressing Premise. Hog wash. I got my pee-pee stomped on pretty hard for suggesting that addressing Premise was identifiable by the limitations a player made in their reaction to Situation by adhering to the Premise possibilities. I was also told that Premise need not be the same for each character, which I buy, but that it can change from moment to moment. Huh? How can a person be addressing a given premise if they are addressing another premise? Addressing a premise must last for a certain period of time for how can you tell that a person is addressing a specific premise and not some other premise. Yet I have been told that premise is everywhere and if one isn’t addressing challenge one must be addressing premise. Bull. A player may address Situation with challenge or premise or character as the unselfaware but mindful guide. The problem with the way addressing premise is understood, any situation that has human beings and conflict can be reverse engineered to have a premise. Thus any situation that isn’t overtly Gamist becomes Narrativist by default. That is hooey! Just because a premise can be manufactured into a situation does not mean that one placed there mindfully by anyone other than the one who is looking for ghosts in the darkness.

What does this mean? Sim is about addressing Situation via Character and strictly (more or less) within the confines of said character as an end to experiencing i.e., living the Dream. The decisions that player makes regarding their character reflect not the desire to win or create a story, but rather to Explore Character and Situation within the confines of both. If I want to experience living in Middle Earth then I am going to have to play a character in Middle Earth. Playing a character in Middle Earth means facing situations that that type of person is likely to face in Middle Earth. That is not the same as addressing premise.

Sim games have failed to come into their own for a variety of reasons. The worst offenders were class systems and alignments. These, for all practical purposes, devolved to class-as-vocation and alignment-as-personality. No real character exploration at all. Typically the best you got was hoary old clichés. Speaking of hoary old clichés – remember the old adage that before you make a judgment on a person you had best walk a mile in their shoes? Sim is about walking a mile in some fictional characters life-shoes. What does it mean to play a king or a pauper? It means more than having certain weapon and nonweapon skills. It means facing situations that those individuals would likely face in their lives and making decisions that they would have to make. This is where Sim has failed badly in the past and is still whiffing badly today. There is no clear understanding that to explore a character means to experience/face that same types of difficulties that a “real” person of that type would face. A pauper isn’t likely to have to contend with political intrigue and poisonings and wars and unruly nobles, while a king isn’t likely to face grinding poverty and starvation and pillaging and oppression by others in power.

Sim has failed to flower into its own because no one has effectively addressed the interlocking nature of Situation and Character. The explosion of universal games has done tremendous harm to Sim as the games function without a hint of rhyme or reason. Worse yet is what has been done by TSR’s D&D3e. Now you can just mix and match character traits like a blender! Creativity isn’t about making anything work, rather is about setting limits and then exploring within prescribed certain limits. Whether that be a limiting the color palette for painters or writing in iambic pentameter and having 7 acts.

Gamism limits and focuses. Narrativism limits and focuses. Simulationism without its overt constraints as a whole has been terrified of placing limitations and thus has become nothing. Where Sim needs to limit is in Character. If everyone is equal there is no contrast. If everyone is tall then no one is tall. If everyone is rich then no one is rich. This isn’t the only area that Sim falls down in, because Sim needs to expand in Situation. Having read Georges Polti’s 36 dramatic situations most Sim games use about 2 or 3 and most of those have little to do with the players’ characters. Sim is so free form in its approach to Situation that players and DM’s alike have failed to self-regulate. So you get all these situations that don’t make any sense at all, like a Duke hiring strangers for some important task!, (like royalty would ever trust a non noble with any such task) or are just plain unengaging because they are dramatically flat.

Sim is natural in the desire; it just takes skill to execute. Many people are turned onto roleplay by the idea of “pretending” (entering into the SIS), it’s just that Sim as it is understood, expounded in packed game systems, and played mostly sucks. Running Sim is a skill that hasn’t been widely taught. Given a good Sim game it would be amazing to see how natural it is for players to fall naturally into Sim as well.

Anyhow I have ranted for much too long. Long live Sim!!

Aure Entaluva,

Silmenume

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On 4/1/2004 at 10:26am, contracycle wrote:
RE: The Hard Question extended

I think we should have a marker, some sort of icon, to indicate "self referentiality" to be attached to all the threads which largely consist of hobby-introspection, discussions of prior publications, the who-said-what-to-whom-when of RPG history, and sundry navel-lint examination. It would be interesting to compare the proportion of such threads to those threads discussing stuff that is at least potentially new.

Why start with little girls playing house? Why do mammals play games at all?

The origins of sim or nar or gam may well lie in historical circumstances that have nothing whatsoever to do with the history of RPG as such. RPG IMO is just the expression of a particular synthesis, and I see no reason it needs a sequential, evolutionary path toward appearance. By anology, the sequential model is like that of mixing paint, in which each temporally distinct layer changes the overall colour, whereas I suggest it is more like mixing light, and the modes are simultaneous and in their co-existance the particular colour appears.

If nothing else, I think it is more interesting, and likely more fruitful, to consider RPG as the necessary synthesis of 3 components rather than a development or distortion of initial conditions.

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On 4/1/2004 at 1:01pm, Valamir wrote:
RE: The Hard Question extended

So, to this end, I really think that the Hard Question should focus on Sim... Sim is extremely important... not because it is a CA... not because it doesn't exist... but that it exists, and actually is a unique (one and only) part of the paradigm.

By this I mean, I'd have to state that RPG play doesn't exist without SOME level of Simulation... some level of make believe... and is truly the defining element of what an RPG is, different from other games, or improv, or an ethics discussion.

All RPG play begins with Sim, and for some, it can exist where the method (as opposed to mode or technique) is ALL... but for most of us, tends to fork between Nar and Gam to varying degrees. The road we travel is this big Y or the Beeg Horseshoe, and Sim IS this road.

G & N are not the road, but destinations (the farthest points likely being hypothetical Platonic ideals that don't actually exist in play).






Neil: Check out Clarifying Simulation

Especially starting with the second page

And, Things not G N S

These are from back in Sept/Oct 2003 and largely cover the topic you're heading towards above.

Unless I'm reading you wrong, I think what you're saying about Simulation above is very very similiar to what I (at the time) labeled Sim 1 and Sim 2 in the above threads.

Lots of good discussion pro and con there to the idea; I'd suggest everyone take some time to reread those so we don't cover the same ground on this topic.

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On 4/1/2004 at 1:32pm, Storn wrote:
RE: The Hard Question extended

Simulationism without its overt constraints as a whole has been terrified of placing limitations and thus has become nothing. Where Sim needs to limit is in Character


boy howdy do I understand the power of limitations.. can ya say Split Analagous Triad... knew that ya could! One of my best painting teachers says that art is a series of thousands and thousands of small judgement calls. Sound familiar? Isn't that what a GM is? As is being a player in a RPG?

But to say Sims have no overt constraints... that strikes me as a very inaccurate statement.

Simulations ARE ALL ABOUT LIMITATIONS and not about "in character". Although, character have limits too. To me, the very definition of Simulation means that "within THESE PARAMETERS, we are going to play with X".

My Campaign has limitations. It is a fantasy world, where magic works. Technology is Reinneissance level. That doesn't mean I can drop in "Bugs" & Space Marines from Starship Troopers and not have a great deal of head shaking from the players. That breaks the versimilitude.

If NPC X acts a certain way in Episode 1, then that can be built upon... but if NPC X acts in a radically different way in Ep 2... there better be a damn good reason.... that is a constraint. That is simulation.

It would be interesting to compare the proportion of such threads to those threads discussing stuff that is at least potentially new.


Contra, I feel that this is slightly unfair. Many of us are new to these forums and ideas. Of course we are going to tread on the same ground as those before us. You are just further along the process than I... give me a chance to work thru some of this stuff... and after me? There will be add'l "newbies" to this whole thing. Doesn't mean that their opinions are any less valid than yours or mine.

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On 4/1/2004 at 3:37pm, Valamir wrote:
RE: The Hard Question extended

Ralph, you seem the most vocal proponent of simulationism isn't natural, it needs to be learned.

Where did sim originate from, and by what mechanism did it gain such widespread popularity?

Now if sim is natural these things resolve themselves, but if sim is learned...


I missed this earlier.

Simulation comes from 2 sources in our hobby.

First and most obvious the wargame roots of the hobby where a sizeable reason for playing the game is to answer questions like "what might have happened at Gettysburg if the south had been more aggressive taking the round top before the Union dug in"

That's an area that most certainly is learned. It is actually taught and trained in military academies around the world and, self taught by amateur military historians.

The kind of mind set required to suppress your natural desire to win by taking advantage of knowledge that you have, in favor of "doing what's right" in terms of the simulation value is definitely something that has to be learned. And it has to be valued.

Contrast this to the gamer playing the same game who thinks this guy is just insane "Dude, I'm here to play a game and kick your ass, I don't give a rip about what Pickett would or wouldn't have done, Pickett ain't here"

That sort of mind set I'd say is certainly the main attitude of most folks who sit down to play a game. It has to be conciously over ridden in order to play Sim.

This then gets translated of course from wargaming to RPGs in different forms but the same basic competing mind sets.


The second big source of Simulationism in roleplaying comes from genre emulators. These are people that may never have been exposed to the wargame mind set, but come to the table to play Star Trek (for example) as close to the way "it should be" as they can. In Ron's essay, he refers to this group as the Canonical Fandom. For these gamers the experience of emulation is the primary attraction to play. This attitude gets more broadly distilled away from specific licensed property and towards broader ideas of "genre" but its still the same basic mind set.

This is also something that has to be learned. Having recently become aware of the various Chatroom based "Simming" going on (see this thread) I can't imagine anyone going into one of those Star Trek, or Charmed Ones Sims without ever having seen the show. You have to learn this stuff, you have to absorb it and beable to create pastiche from it at a moments notice. In order to accurately portray "how your character would act" you have to have learned not only about the character but about the character's context. And you have to value the accurate portrayal of that context more than anything else.


by what mechanism did it gain such widespread popularity?


Very simply, the above 2 sources pretty much represent the lions share of RPG practitioners. Especially early in the hobby. These are the sources where most of the early gamers came from. Wargames especially early in the hobby's roots and Genre Emulation especially in the 80s and early 90s.

I would argue that it DOESN'T have widespread popularity out side of our hobby. Our hobby represents a self selection from what are essentially fringe groups.

The readiness with which the broader movie going audience can swallow "Historical" films like Braveheart or Gladiator without a care in the world as to their authenticity, to me demonstrates that the kind of mind set required for a "simulationist" bent isn't all that common in the general populace.

Look at the people who have problems with Braveheart and Gladiator and can quote you chapter and verse where the movies strayed from history and why that's bad...call them group A. Or, to not draw completely on historical examples take all of the people who rip apart the episode I and II of Star Wars and can quote you why those movies suck and where they don't follow established Star Wars canon. Put them in group A too.

Then take the people who hear all of group As arguments and shrug and say "so what, its just a damn movie". Call them group B.

I'd bet money that there's a higher ratio of gamers in Group A than Group B. I'd also bet money that Group B is a HELL of alot bigger and represents a much greater portion of the general populace that Group A.


So to all of those who argue that Sim seems natural...my answer is...Yeah...to you...cuz you're a fringer.

(and yes that includes me, because I'm firmly in Group A myself)

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On 4/1/2004 at 4:27pm, RDU Neil wrote:
RE: The Hard Question extended

To Valamir I would simply say... "Doing Sim well takes training" but the desire and initial attempt is quite natural.

Your Group A and Group B could be explained not just by Want SIm vs. Don't Want Sim

It could be explained as "We all want Sim, but most are discouraged early in life in our attempts. So the majority of RPgamers are simply those who stuck with it and continued on this very difficult route."

This does help me explain a question I was dealing with on another forum. In this case it was about "Why do people play RPGs?" and the extra question was "Why do most people give up make believe, and we don't?" We being RPgamers.

This kind of explains it... because Make Believe is friggin' hard to do. Doesn't make the initial desire and attempt any less natural.

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On 4/1/2004 at 4:34pm, Ron Edwards wrote:
RE: The Hard Question extended

Hi Neil,

You may be interested to know that when I first introduced this idea, I specifically stated that it has nothing to do, at all, with "natural" vs. "not natural." It only has to do with "easily learned, common" and "not easily learned, not common."

From the very beginning of this and related threads, you have walked straight into the tar pit that I told everyone to avoid. So all I can do is spread my hands and say, "Sticky in there, ain't it?"

Best,
Ron

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On 4/1/2004 at 4:42pm, RDU Neil wrote:
RE: The Hard Question extended

Ron Edwards wrote: Hi Neil,

You may be interested to know that when I first introduced this idea, I specifically stated that it has nothing to do, at all, with "natural" vs. "not natural." It only has to do with "easily learned, common" and "not easily learned, not common."

From the very beginning of this and related threads, you have walked straight into the tar pit that I told everyone to avoid. So all I can do is spread my hands and say, "Sticky in there, ain't it?"

Best,
Ron


I've got no problem getting dirty. It's the most interesting kind of issue, IMO. I'd rather come to a "Agree to disagree" situation after being covered in tar, than feel like we are just talking around the issue and avoiding it because it is sticky. That just undermines my sense of value in a paradigm... I'd rather have the GNS paradigm say "This is part of it, and has no clear answer" rather than "It's not part of the model." The latter seems like intellectual fudging, IMO.

Just me, though.

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On 4/1/2004 at 5:02pm, Ron Edwards wrote:
RE: The Hard Question extended

Hi Neil,

By sticky and tar, I'm not talking about uncomfortable or dangerous topics. I'm talking about intellectually worthless, non-defined, and logically-invalid pseudo-topics.

The word "natural" has no definition. It is often employed as an effective value-judgment masquerading as a justification (this has a name: the "naturalistic fallacy").

I am saying there is no naturalness issue. First, no one said that "Sim is less natural!" Second, and more relevant, a discussion of natural or unnatural anything is absolutely without rhetorical and logical value.

So the stickiness I'm referring to is not controversy (which is a fine thing). It is the stickiness of confusion, vagueness, and circular argument. I am recommending that you simply step out of that zone, clean up, and return to a meaningful topic.

I also suggest that you take some time to process these points rather than fire back a reply that defends your sense of justification.

Best,
Ron

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On 4/1/2004 at 7:56pm, cruciel wrote:
RE: The Hard Question extended

For something that's kind of my pet topic, I don't have much to say that I haven't already said in the linked threads. However, I do have a little to say.

M.J. mentioned the Discovery: The "It" of Simulationism thread at the beginning, and I'd like to talk about that a little.

If Sim exists, then I believe M.J.'s "It"/Discover definition holds the most value. It's logically sound, and doesn't fall into defining Sim in reference to Exploration or causality. The short version of the story is that the Exploration and causality definitions lead us to discussions like this, and the Beeg Horseshoe Theory to resolve them. The Beeg Horseshoe Theory has it's own helping of 'good idea', and I'm presently leaning towards something similar.

However, M.J. seems to have a very firm grasp on Nar|Char (the primarily sticking point in these discussions), and he's seeing something else at work with Discovery. I'm presently uncertain it is a unique priority, but I can't think of a reason to doubt his definition other than I don't think I've seen it; which really isn't much of a reason. It might be worth considering trying to define the Discovery agenda separate from Sim, considering all the confusion surrounding Sim.

On that topic, I'd like to point to:

The Social Mode
Started by Sean, discussing a creative agenda focused on learning about the other players; a social agenda.

Exploration of Self
Started by Emily, discussing a creative agenda focused on learning about oneself; a therapeutic agenda.

Both seemed like creative agendas to me, and maybe what they are is sub-styles of a Discovery agenda. I think if those agendas exist they are rare, but I feel the same about a Discovery agenda.

*****

Neil wrote: This does help me explain a question I was dealing with on another forum. In this case it was about "Why do people play RPGs?" and the extra question was "Why do most people give up make believe, and we don't?" We being RPgamers.


I just have to quibble over this. People who aren't role-players haven't given up on make believe. They just happen to express it differently, maybe by daydreaming or playing fantasy football.

*****

Ron wrote: You may be interested to know that when I first introduced this idea, I specifically stated that it has nothing to do, at all, with "natural" vs. "not natural." It only has to do with "easily learned, common" and "not easily learned, not common."


I think you and Neil (or whoever) are just having a semantics problem. In context of 'natural ability' or 'natural talent', 'easily learned' and 'natural' are synonymous (from my perspective).

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On 4/1/2004 at 8:31pm, Ron Edwards wrote:
RE: The Hard Question extended

Hello,

Jason, I don't think it's a matter of semantics at all. But I also think that discussions of naturalness are best reserved for a far more formal and far more restricted venue than an internet forum. So perhaps it's best (as I did in the original threads about this stuff) to let people say as they will and regard it as necessary fuzz in the system.

Best,
Ron

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On 4/2/2004 at 4:38am, M. J. Young wrote:
RE: Re: The Hard Question extended

Before I get to Neil's points, I want to touch on a couple of the other posts that have appeared. One of them is Jay's (Silmenume), and the other is Ralph's.

Ralph wrote: The second big source of Simulationism in roleplaying comes from genre emulators. These are people that may never have been exposed to the wargame mind set, but come to the table to play Star Trek (for example) as close to the way "it should be" as they can. In Ron's essay, he refers to this group as the Canonical Fandom. For these gamers the experience of emulation is the primary attraction to play. This attitude gets more broadly distilled away from specific licensed property and towards broader ideas of "genre" but its still the same basic mind set.

This is also something that has to be learned.

Ah, and perhaps that is where all of those simulationists come from. Before there were chatrooms, I wondered what it would be like to be in a world like Middle Earth, or Star Trek, or a fairy tale or Arabian Nights world. Gee, I was in fourth grade when I wondered what it would be like to be the king in a chess world, just for the sake of wondering. I often wondered what it would be like to be in the world that was in a book, or a movie; to live at a different time in history, past or future; to be someone other than who I was. This always interested me.

Maybe it's fringe. It always interested my wife, too, from what I can tell--we discovered D&D together, precisely because we were very interested in finding something like Lord of the Rings, Narnia, The Princess and the Goblin, that would create the feeling of being inside the fairy tale--not the game played in that world (we had already been disappointed by the SPI Middle Earth game, the name of which I don't recall, because it was a game, not an experience of being in Middle Earth). I think a lot of people wonder what it would be like to be in another world. Some of them wind up in role playing games, some in fan play (I know a guy who plays no RPGs but has a Borg designation and goes to Star Trek conventions in costume with the rest of his unit), some immersed in reading, some in writing, some in acting. I think there is a universal desire to "be someone else" and to "go somewhere else" that everyone experiences at some point in their life, and that this is the foundation of simulationist imaginative play. Whether it's imagining what it would be like to be grown up, or what it would be like to be a wizard, or what it would be like to be a star, it is that what if? that defines the dream and makes simulationism something to which everyone can relate, at least briefly.

The whole aspect thereafter is, "Now that we are this person/in this place, what do we do next?" For some, it leads to gamism or narrativism; for others, it leads to, "find out more about this person/this place", and that's simulationism.

Jay, you keep coming back to that one synecdoche, seeing all simulationism as character experience. I have agreed with you before that "being this other person" is a major simulationist experience; but I think that "being me, somewhere else" is also a major simulationist experience. What if we were Over the Rainbow, not being Dorothy, but being us, in Dorothy's place? Simulationism is not as narrow as "character in situation"; sometimes it's "situation in setting", with character being a very minor part of it (pawn-driven sim).

Your suggested recreation of the origins of roleplaying is interesting, but doesn't seem to fit the facts. The creators were hobby gamers, which at the time meant primarily miniatures wargames. The original supplements were Chainmail books designed to incorporate fantasy creatures and characters into warfare. It was only later that they discovered what they had created.

Now let me turn to some of the things Neil wrote:

What exactly is the "Hard Question" you are asking, M.J.? My thread seemed to shift the Hard Question from "Are you Sim by habit?" to "Is Sim really a CA at all?" (Is that still what we are talking about here?)

That's where I am. I was rather upset that it seemed to have moved so decisively from "Sim is as natural (whatever that means) as any other agendum" to "Sim doesn't actually seem to exist". I was agreeing with you on the first point, and then seemed unable to respond when the thread took such an abrupt turn.

I'm objecting to the conclusion you reached in that thread, that Sim is not equally a creative agendum.

He further wrote: To me, all of this becomes clearer, less contradictory, if Sim is looked at from a different position. Sim is insanely important... I would never say otherwise... but as a method, not a mode. It is a method with degrees, both of which the pure "G" and the pure "N" are theoretical extremes... Sim abstracted to a point where it doesn't appear Sim (as method) any longer.


Much of what follows talks about how you have to use sim to get to gam and nar; that's both right and wrong.

To prioritize simulationism is to prioritize The Dream for its own sake; or, as I put it in the referenced thread, to Pursue Discovery or Knowledge or Understanding, rather than to Pursue Story through Address of Premise, or Glory through Stepping Up to Challenge.

You say that you can't do narrativism or gamism without a hefty dose of simulationism, but that is wrong probably in three ways.

First, you really can do narrativism and gamism in very abstract games, in which those concepts normally associated with simulationism aren't present to any significant degree. Such surreal games are uncommon, but not impossible.

Second, you're confusing a creative agendum with its trappings. You have no simulationism at all unless you are prioritizing discovery for its own sake--just as you have no narrativism at all unless you are prioritizing the address of premise, and no gamism at all unless you are actively seeking glory. How real the world is, how much character immersion you have, how well the mechanics emulate real-world physics--none of that makes it simulationism at all. It isn't simulationism unless play is about understanding/experiencing those things in preference over the others. Exploration squared, prioritizing the dream, seeking discovery--these are all ways of trying to say that in simulationism, play is about learning for its own sake.

Third, even if you could point to these things and say that this means simulationism "is present", you can also point to things that suggest gamism, and things that suggest narrativism. There are always "simulationist trappings" in a role playing game--the verisimilitude of setting, some degree of internal causality, some level of character and world immersion. There are also always "gamist trappings" in every role playing game--task or event resolution, character effectiveness definitions, concepts of time and space limitations. "Narrativist trappings" are also found all the time--sequential story flow, the presence of moral and ethical concepts, the limitations of character personality. The trappings do not equal the prioritization. All three agenda involve trappings from the other two in facilitating themselves. The question isn't whether there are aspects of the game that could support one or another agendum, but whether in play the players are prioritizing it.

He also wrote wrote: Sim is seen as as odd man out compared with G & N in Ron's theory... right?
It frequently is; that's precisely the impetus for my post which initiated the referenced thread. It is not the odd man out. As Jason (Cruciel) points out, that thread is about establishing that there really is something above exploration in simulationism. Gamism is focusing on exploration to pursue glory through challenge. Narrativism is focusing on exploration to pursue story through premise. Simulationism is focusing on exploration to pursue knowledge through exploration.

It has been considered the "odd man out" in the past because people couldn't grasp this notion of exploration in support of exploration, and thus read it as "exploration plus nothing", instead of "exploration plus exploration", the two uses here being extremely close, but the first having more to do with the creation of that shared imaginary space and the second with the knowledge that comes from it.

He again wrote: Even in concrete Sim play there will be tendencies toward Nar or Gam....


I'm glad you wrote that, because I read it a lot, but you know what? People fail to see the opposite: even in concrete nar and gam play there will be tendencies toward sim. It's the same thing, really; people just think of sim as the baseline against which the other two are compared, but really each is a baseline of its own against which the other two are compared.

I think that's very important. Again, the trappings of all three agenda are present in all three agenda. Agendum isn't about the trappings, but about the prioritization of one of these.

I'm sure Ron is about to come along and say that's what he's been saying all along. I know, Ron; I got it.

I hope this clarifies things, Neil. I think that the renunciation of Simulationism as a co-equal agendum within the model would be a devastating blow to the entire theory. People really do play to be there, to discover what if, to learn from the experience, without interest in glory or story except as they happen to pop up now and then as part of the experience. This isn't "exploration plus nothing"; it's an agendum in which the players have very specific objectives, but the language is too vague.

I'll bet I'm about to cross-post with a slew of posts; well, we'll see in a moment.

--M. J. Young

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On 4/2/2004 at 8:00am, Rob Carriere wrote:
RE: The Hard Question extended

Valamir wrote: I can't imagine anyone going into one of those Star Trek, or Charmed Ones Sims without ever having seen the show. You have to learn this stuff, you have to absorb it and beable to create pastiche from it at a moments notice.


I wonder, aren't we using `learned' in two different meanings here?

1. Sim, the mode of play, has to be learned.
2. The subject of whatever you are simming has to be learned.

If I understand the argument correctly, those could be independently true or false.

SR
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On 4/2/2004 at 8:15am, pete_darby wrote:
RE: The Hard Question extended

Just a quicky:

To my mind, the present dominant form of exploration in published game texts, exploration of situation through a mechanically simulating system, is one that is by no means representative of the total possible forms of simulationist tendencies.

Which is to say... freeform sim is very easy to learn, and do. The dominant emotion of simulationism, curiosity, whether it be curiosity about real or imagined worlds, is as easily widespread as the emotions of pride and empathy, the dominant emotions of Gamism and Narrativism.

The techniques of freeform sim are easily understood: jointly building castles in the air.

What is less easily grasped by a newbie is simulation by mechanics, which are inherited from the gaming roots of the mainstream of the hobby.

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On 4/2/2004 at 9:28am, contracycle wrote:
RE: The Hard Question extended

Storn wrote:

Contra, I feel that this is slightly unfair. Many of us are new to these forums and ideas. Of course we are going to tread on the same ground as those before us. You are just further along the process than I... give me a chance to work thru some of this stuff... and after me? There will be add'l "newbies" to this whole thing. Doesn't mean that their opinions are any less valid than yours or mine.


Hmm, thats almost entirely the oppisite of what I mean to say. I'm suggesting that the old fogeys are contributing to the problem by directing conversation down well-trodden paths, when in fact I'd like to see more input from a total outsiders perspective.

We discuss concepts related to and derived from LitCrit quite frequently; and yet have almost non discussion of drama theory. I think that area would be worth exploring, but if all queries are directed down the path specifically of RPG developement, rather than the much broader path of 'the arts', then we end up in this pernicious (IMO) cycle.

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On 4/5/2004 at 12:40am, RDU Neil wrote:
RE: The Hard Question extended

M.J.

I don't disagree with anything you say, really. I'm actually pretty damn sure that I am a Sim prioritization player, and to a lesser extent Sim & Nar as GM.

And in no way did I want to diminish Sim as being less that Nar or Gam.

You wrote...

I'm glad you wrote that, because I read it a lot, but you know what? People fail to see the opposite: even in concrete nar and gam play there will be tendencies toward sim. It's the same thing, really; people just think of sim as the baseline against which the other two are compared, but really each is a baseline of its own against which the other two are compared.


This was exactly my point, that none of these CAs can exist without Simulation, because Sim IS Exploration... which leads to what you wrote later...

I think that the renunciation of Simulationism as a co-equal agendum within the model would be a devastating blow to the entire theory. People really do play to be there, to discover what if, to learn from the experience, without interest in glory or story except as they happen to pop up now and then as part of the experience.


To this I say... YES... I am one of those who explore just to explore. That is me, hands down, my main priority. I don't mean to denigrate Sim... but to elevate it ABOVE Nar and Gam. Nar only exists if you prioritize Premise in your simulation... Gam only exists if you prioritize winning in your simulation.

Sim just exists. It just is. It exists just by doing it, without a need to have a conscious or unconscious agenda... but is not reduced if you DO have an priority... Sim doesn't care.

Ok... that is half ass zen speech, and I'm tired from 16 hours of actual gaming rather than just theorizing about it, so I'm not communicating well at this point. I guess I'm just saying that I think Gam & Nar can't exist without Sim... but Sim can exist with Gam & Nar. Exploration plus Exploration is just an unnecessary complication that desires to make Sim equal to Gam & Nar... when it is actually GREATER than both. (If Sim is taken AS Exploration, which is already agreed upon as the basis for all Creative Agendas.)

I think taking Sim as a CA itself is an attempt to keep it from being ignored or taken for granted. All the talk of Nar and Gam are focusing on the interior decoration and appliances, and never commenting on the house itself.

In the end, I think we both agree on the importance of Sim (whether we use that term or not) and we likely get our enjoyment from the mode in priority. I'm just coming from the the position that the GNS paradigm was created to talk about Gam and Nar... and was based on the idea that "yeah, Sim (read Exploration) is critical to the RPG experience, but we aren't interested in talking about that. We aren interested in talking about what you do with Sim... either Gam or Nar."

To me that is a the flaw... and trying to force Sim to the level of Gam & Nar is actually detrimental to Sim... not helpful. It confuses the issue, making it hard to define what it is, because it is adding on superficial layers, trying to become a CA, when it is really more than that... it IS RPGaming (here comes the flames!) and Nar and Gam are just subsets of it. Instead of being the odd stepbrother... one of three. It is "the one" (maybe we should call it Neo) and the other two are prioritization driven aspects of "the one."

Exploration for exploration's sake. Unneccessary.

Sim just is.

(I could say this same thing, over and over again... and maybe get better at it over time... and I'm certainly willing to hear other's comments on this... but I'm not really arguing the point... I'm just making a point to see what others think. The Beeg Horsehoe just happened to correspond somewhat to where my brain was at that time.)

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On 4/5/2004 at 2:05am, M. J. Young wrote:
RE: The Hard Question extended

Neil wrote: This was exactly my point, that none of these CAs can exist without Simulation, because Sim IS Exploration...

See, I agree with that; but I also think that to some degree the way you are using Simulationism in this context can be equally applied to gamism and narrativism.

That is, simulationism isn't exploration; it is the prioritization of exploration for the purpose of discovery/understanding/experience. In the same way, narrativism is the prioritization of exploration for the purpose of creating theme from premise and gamism is the prioritization of exploration for the purpose of gaining glory from meeting challenge.

Thus the fact that you have exploration doesn't mean you have simulationism; it means you have exploration. Further, the fact that you have discovery as part of play doesn't mean you have simulationism, unless discovery is the point of play.

In the same way, play will always have premise and create theme, incidentally in small ways, at some level; and it will always involve meeting challenge in play. There will always be gamist and narrativist elements in any role playing game. That doesn't make them gamist or narrativist; it makes them role playing games. There will always be simulationist elements in any role playing game which do not make it simulationist.
He subsequently wrote: I don't mean to denigrate Sim... but to elevate it ABOVE Nar and Gam. Nar only exists if you prioritize Premise in your simulation... Gam only exists if you prioritize winning in your simulation.
Ah, but Sim only exists if you prioritize discovery in your simulation. Further, sim only exists if you prioritize discovery in your game and in your story, and nar only exists if you prioritize premise in your game, and gam only exists if you prioritize challenge in your story. Sim doesn't just exist; it exists when it is prioritized.

So I think simulationism has to be viewed as co-equal with the other two--neither something greater nor something less.

--M. J. Young

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On 4/5/2004 at 12:57pm, Ian Charvill wrote:
RE: The Hard Question extended

Ah, but Sim only exists if you prioritize discovery in your simulation. Further, sim only exists if you prioritize discovery in your game and in your story, and nar only exists if you prioritize premise in your game, and gam only exists if you prioritize challenge in your story. Sim doesn't just exist; it exists when it is prioritized.


M.J.

Actually, I think you can round that out further:


sim only exists if you prioritize discovery in your game and in your story



nar only exists if you prioritize premise in your game and in your exploration



gam only exists if you prioritize challenge in your story and in your exploration

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On 4/5/2004 at 8:41pm, RDU Neil wrote:
What if no priority?

I guess my question then... since the vague "Only if you prioritize..." is always the rote answer around here... is "What if you aren't prioritizing ANYTHING?"

By that I mean, prioritizing one over the other. Each moment of a game, the priority is probably on one thing or another, as the moment "feels right" but for 20 plus years, I've played and been successful at it in many different environments, without every really prioritizing one over the other.

You may say, "Yes you have, unconsciously, and likely not aware of it," and I say, fine... but that makes prioritization so mushy as to be worthless in any predictive way.

Now I'm back to my comment that GNS is wonderful for analyzing, after the fact, a player clash that hurt the game...

... At that moment, Player A was clearly Sim character, and the actions he took upset Player B who felt his play detracted from the Premise...

But it just becomes speculative thought games that is more confusing than useful, since the model bends over backward to avoid every defining anything in clear, definitive terms.

Since prioritize can't be locked into "Do X over Y" then it is only helpful when looking back at a situation and saying, "Ok... I was likely in Nar mode, and that's where the break happened."

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On 4/6/2004 at 4:34am, Bankuei wrote:
RE: The Hard Question extended

Hi Neil,

Prioritizing is judged on actions, not motivations, that's why when we're talking hypotheticals, or when someone wants to know, "How am I playing?", its very hard to say without enough information, and most likely, unless you're there watching it, you have to deal with selective memory.

As far as GNS being useful for defusing trouble during play, its about as useful as knowing how the folks in your group are, being aware enough to detect what's going on, and dealing with it.

Consider:

"Oh, Jim's being too flirty with Susan again, and she's getting uncomfortable, I'd better keep things moving to tone him down."

And:

"Tom and Bill are arguing rules vs. reality again...ugh. Here goes the G vs. S debate again..."

Either situation requires that you pay attention to the people at the table, and what's happening, more than simply what is said. You can't really diffuse a situation if you don't even know what's going on, regardless of whether you are using theory or simple social agility.

With enough awareness, it becomes easy to recognize the issues during play itself, although diffusing them is a matter the theory was never designed to do, so it depends on the people involved.

Chris

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On 4/6/2004 at 5:16am, M. J. Young wrote:
RE: The Hard Question extended

Thanks, Ian--that's exactly what I was trying to say.

Neil, people always prioritize. We don't usually think about what we're prioritizing--we just do it.

If we're playing the same game, we're probably playing it the way we've always played it. That means that if I usually play it sim, I'm probably going to play it sim now. (I'm a bad example, because I drift a lot, but the idea is still solid.)

If we look back at what went wrong in that game session we had, and discover it's because my sim is conflicting with your nar, we've learned something useful--because probably that's a conflict that will recur in future games unless we address it.

Addressing it in this case may mean trying to work out between us what we really want from play--one of us agreeing to try the other's agendum. It may mean learning to drift better, or transition on some structured basis. It may mean tossing out the game we've always played and picking up two new ones, one which really supports your nar and so creates disincentives for my sim so I'll play your way, another that really pushes sim so that you'll play sim instead of nar. Or maybe we need to find a game where you can play nar and I can play sim without really interfering with each other. Or maybe we need to play pinochle when we get together, and look for someone else with which to roleplay.

GNS becomes predictive because people have play habits. What you have prioritized in the past you will probably prioritize in the future, unless you consciously address it and look to do something different.

One of the biggest things GNS does for people is make them aware that others are not playing "wrong", but that there are several distinct major approaches to play each of which is regarded as "right" by some people, and that they probably belong to one of these. As Mike is fond of saying, everyone really can enjoy all three agenda (one at a time) if they can open themselves up to trying them. As long as you're locked into thinking, "this is how these things are done" you can't really get beyond that to learning why "those other players" are having fun doing things all "wrong". Once you can see what it is you're doing and how it could be done differently, suddenly it's possible to have fun playing in all those "wrong" games you never understood before.

--M. J. Young

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On 4/6/2004 at 2:22pm, RDU Neil wrote:
RE: The Hard Question extended

Wouldn't argue with any of that... and it's exactly how I use GNS in my own game. Had a very clear need to do just that this past weekend, and things worked out.

I'll leave it at that... no need to try and convince me of something I already agree with. The rest is just theoretical play, and not meant to cause argument... just questions.

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On 4/8/2004 at 8:06am, Silmenume wrote:
RE: The Hard Question extended

I have been very busy lately so I apologize for not responding promptly. I will quickly state before I go into my post that I was excited about this thread as I too was upset by the vanishingly quick conclusion of The Hard Question thread. I had grown dismayed for a while for I was wondering where the defenders of Sim had gone!

M. J. Young wrote: Jay, you keep coming back to that one synecdoche, seeing all simulationism as character experience. I have agreed with you before that "being this other person" is a major simulationist experience; but I think that "being me, somewhere else" is also a major simulationist experience. What if we were Over the Rainbow, not being Dorothy, but being us, in Dorothy's place? Simulationism is not as narrow as "character in situation"; sometimes it's "situation in setting", with character being a very minor part of it (pawn-driven sim).

The Hard Question extended


As far as portraying ourselves in roleplay, we are at best playing an abstraction of ourselves as we think we are or as we would like others to perceive us. As long as we are consciously trying to represent ourselves we will be not be playing are ourselves, but an idea that we have about ourselves that we would like others to see – in other words, a role. Until all awareness of presentation is lost, we are truly unselfconsciously reacting to stimuli; we will not be ourselves, but an artificial representation of ourselves. But if we lose all self-awareness of the game process I don’t believe one is roleplaying anymore.

The “being me, somewhere else” is also a red herring. First all characters we play have some of us in them. We as players do respond emotively to what is happening to our fictional characters or we would not be able to make any decisions regarding them at all. In order to make decisions we are, as research now indicates, emotively playing a what-if within ourselves regarding the character before we respond. Second all roles we play while Exploring, even when we are attempting to play ourselves, have fictional elements in them. They are still characters with fictional elements despite all our efforts for the self-character’s to be honest reflections of who we think we are. Thus “Character in Situation” is not narrow, but rather covers all character Simulation possibilities.

“…’situation in setting’, with character being a very minor part of it (pawn-driven sim)” is a problematic statement. It is impossible to address Situation without addressing Character as well. Situation and Character are inextricably intertwined. Unless the player was minimizing the addressing of Situation they would be addressing Character as often as they were addressing Situation. A player may not be particularly excited about exploring Character, but it happens none the less whenever said player addresses Situation. Also, you cannot address Situation without Setting, as Situation is constituted, in part, by Setting. I will agree that Setting has an impact on our interest in addressing a given Situation, for example I enjoy roleplaying in Middle Earth, but that really means I enjoy addressing Situation that is set in Middle Earth, but by addressing Situation I am also doing so based upon the limitations of said Character and thus, in the process, addressing Character.

In Sim, if one is fascinated by Setting but has no interest in Character, the only way to avoid addressing Character is to avoid addressing Situation. If one does not address Situation then one is not expressing a CA. If one is not expressing a CA then they are not roleplaying.

Aure Entaluva,

Silmenume

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On 4/9/2004 at 2:50am, M. J. Young wrote:
RE: The Hard Question extended

Silmenume wrote: "'situation in setting', with character being a very minor part of it (pawn-driven sim)" is a problematic statement. It is impossible to address Situation without addressing Character as well. Situation and Character are inextricably intertwined. Unless the player was minimizing the addressing of Situation they would be addressing Character as often as they were addressing Situation.

I don't think this is really on topic for this thread, but I'm going to take a moment to respond primarily because I don't want yet another thread on whether all simulationism is about character identification.

Ralph Mazza has described play in which the players loved exploring the physics of the universe--worlds in which the most logical choice was to leap from the cliff, because the fall would not do sufficient damage to kill you and the monster would. That's a form of simulationism, exploration of system--finding out what the world is like if it really does work according to the rules, recognizing that characters would make choices which we would consider absurd, and having them do so just to see what happens. There's little or no character identification here; it's seeing how the world works.

The earliest role playing games emerged from a background of wargames. Yes, the presence of individual characters made them different; but for many players, it was still about maneuvering the characters in the battle. The use of miniatures, still present in our hobby, comes from that aspect. Yes, a lot of gamist play has its roots there; but a lot of simulationist play also reflects the notion that we are manipulating characters in an extremely sophisticated emulation of a world, to see what we can and cannot accomplish under these rules. This is simulationist play.

Certainly exploration of character is very strongly found in simulationism; but it's even more strongly found in narrativism, and it's also present in gamism. There really is simulationist play in which character identification is not an issue--who the character is does not matter to the player beyond a few essentials; the character is something to manipulate within the world. It may be the camera by which we view the world, and it may very well be no more of a person than a camera would be. I'm going to send my character to Mirkwood because I want to see what the elves are like; if they kill my character, so what--I'll create another character and try to visit them again, or visit the elves in Lothlorien and see whether they'll let me see their part of the world.

As I discuss in Applied Theory, a character is always a tool with which to accomplish the goals of play. What makes a good simulationist character is that it is a good tool to explore the world. In some forms of simulationist play, it doesn't have to be a person, or have a personality, or even be alive--I could role play a robotic probe exploring Mars, make the decisions I think the programming dictates, discover what I can about this imaginary version of Mars, and be playing simulationist. None of that has anything to do with what it's like to be a robotic probe (something that I think could be done as exploration of character, either in simulationist or narrativist play)--it has to do with using the character as a means of exploring the setting.

I'm sorry you don't think any simulationism exists outside that which you have experienced; I wish you would accept that your approach is one version of it, possibly the most popular version, but not the only way to do simulationism.

--M. J. Young

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