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Topic: Players never have a "free choice"
Started by: Tomas HVM
Started on: 4/9/2004
Board: RPG Theory


On 4/9/2004 at 2:19pm, Tomas HVM wrote:
Players never have a "free choice"

Players are often said to have a "free choice" of action in roleplaying games, or at least much more free than in any other game. This is not true.

The range of choices may vary, to a much greater extent than in any other game, as the roleplaying game evolves, but at any one time in the game, it seldom exceeds the choices awailable in a normal board game. the strenght of roleplaying games is not in freedom, but in dynamics.

Players are, and should always be, limited in choice. Limitations is the colour of the game, the natural laws of the fictional environment, the limitiations experienced within a certain character, the skeleton by wich we climb to the very peak of involvement in the drama.

Without limits the game is naught. "Free choice" is an illusion. Characters free from the machinations of the fictional world, are dead characters. Characters should be exposed to any and all manipulations, emotions and handicaps. Players should be expected to act within the confines of any cell they are placed in.

Players should not be allowed any freedom, once the game has started.

And mind you; this is a designers statement; I consider game masters to be players too, in respect to this.

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On 4/9/2004 at 2:56pm, Jonathan Walton wrote:
RE: Players never have a "free choice"

Chris Lehrich talks about this a bit in his article on "Ritual in RPGs," which is in the Forge articles section. In his analysis of roleplaying as ritual, he makes in clear that rituals include a limited set of actions which are supported by the ritual system/structure. You have a range of freedom within those choices, but it's still a closed set. However, through theory, it's possible to make arguments for including new choices or removing old choices from the system.

I'm not explaining this especially well, but maybe he'll show up and address this.

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On 4/9/2004 at 3:18pm, greyorm wrote:
RE: Players never have a "free choice"

Thomas,

Players should be expected to act within the confines of any cell they are placed in. Players should not be allowed any freedom, once the game has started.

Let me try to get where you're coming from, here.

I understand the limitations imposed upon players via Social Contract in curbing their choices as to what actions they might undertake, or elements they might add to a scenario, but it sounds like you might be arguing something else here, too.

I can't tell, so I want to be sure.

Are you talking about what is commonly referred to as the metagame?

Such as the ability to alter the environment of the game world?
Let me give an example: I'm playing some swashbuckling game that allows Author stance, and I declare, "I leap onto the chandelier and swing down upon my enemies, slashing with my sword!" The key point is that no chandelier existed before I said so. Now it exists, at my (the player's) option.

I'm playing some traditional fantasy game, and am hired by the mayor of a small burg to clear out the mines of their goblin infestation. I tell the mayor to get bent, and go looking for whores on the docks, instead. The key point being that I had the freedom to ignore the "adventure scenario" as presented. This seems to be what you would consider "ok freedom"...since the character is acting within the "cell."

So, what do you mean by "freedom"? Freedom to do what, specifically?

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On 4/9/2004 at 3:19pm, Caldis wrote:
RE: Players never have a "free choice"

An overly strong statement and I'm sure you will get much disagreement. My initial reaction was to disagree though I think I've changed my mind, with the proviso that I'm reading you right.

Limitations really do define a large part of what a roleplaying game is about. When the mighty warrior comes up against the nasty villain and we have a system to determine the outcome of their duel then that is acting as a limitation on the players freedom. Whereas if we say the mighty warrior is superior to the villain and will automatically win the battle then we have to find something else to challenge him or else their is no game.

Typically in rpg's physical aspects like strength and combat skills are described in order to face challenges based on them. Thing that are not defined like bravery are never addressed, the player is free to choose whether his character is brave or a coward but it is never tested in play.
Having said that it is possible to make his bravery or cowardice part of the play by adding the limitation of dealing with the consequence.

So in a sense players have freedom to choose but that freedom will be met by the limitations necessary to keep the game flowing. What really defines a game is where you set the limitations.

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On 4/9/2004 at 4:17pm, Gaerik wrote:
Re: Players never have a "free choice"

Tomas HVM wrote: Players should not be allowed any freedom, once the game has started.


I think this needs some clarification. What constitutes the game being started? Sitting down at the table to play? Deciding which rules to use? Deciding which rules in the game we don't like and want to remove or alter? Where is this line that you are drawing that beyond which there is no freedom?

Second, define "no freedom", please. No freedom to make any choices at all? Surely not. No freedom to make any choices outside of the published rules of the game? The house rules of the group? The Social Contract? What exactly?

This is a rather sweeping statement that I could agree with on one hand or consider completely bogus on the other, depending on what meaning you intended. Could you clarify your position please?

Andrew

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On 4/9/2004 at 4:21pm, Henri wrote:
RE: Players never have a "free choice"

I don't think it is clear exactly what you mean by "free." If what you mean is that freedom must be infinite in order to qualify as freedom, then I think most people would agree. Your choices are never completely free in that they are constrained.

However, such a strict definition of freedom doesn't seem useful to me. I think freedom is more useful if you look at it as a relative term as a degree of freedom. If you look at freedom this way, I would disagree that RPGs offer no more freedom than board games or, for that matter, most video game RPGs. I can't imagine a board game that gives you more choice than even a typical RPG like D&D, much less a more avant garde game like Universalis.

Tomas, at the end of your post, you seem to switch from a descriptive to a normative mode. At the beginning you are saying that players do not, in fact, have free choice. At the end, you say that, once the game has started, players SHOULD not be ALLOWED any freedom. This presupposes that freedom is in fact possible (which appears to contradict your claim that freedom is an illusion), but that it is not desirable. I must admit that I find this claim quite puzzling. Why would I want to play a game in which I am completely lacking in any power? If I'm going to do that, I may as well just watch a movie or read a book.

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On 4/9/2004 at 4:56pm, Christopher Kubasik wrote:
RE: Players never have a "free choice"

Tomas,

Could you offer concret examples from an instance of play illustrating what you mean by "freedom" and "limits"? As it stands, I know you think limits are good for the creative act -- which is all well and good -- but no one here really knows what you're talking about.

Thanks,

Christopher

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On 4/10/2004 at 12:01am, Tomas HVM wrote:
RE: Players never have a "free choice"

"greyorm":
You seem to be far too occupied with the "social contract". Try to toss it aside from time to time.

I'm talking about the choices made by players, on behalf of their characters, in the course of play. These choices are never free. They were never meant to be. All choices in a roleplaying game are meant to be bound by character, setting and drama.

By the way; I do not know what others mean by "freedom". It is not in my use as a designer of roleplaying games, nor as a game master. If you wonder what it may mean; ask those who praise it so highly.

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On 4/10/2004 at 12:08am, Tomas HVM wrote:
RE: Players never have a "free choice"

Henri wrote: Why would I want to play a game in which I am completely lacking in any power?
Freedom is not the only power, Henri.

Bind yourself to the character. Limit yourself to the setting. Tailor your impulses to the drama. Your interaction is not based on freedom, it is based on submission to the special forces at play in the game.

In roleplaying games freedom has no power.

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On 4/10/2004 at 12:41am, greyorm wrote:
RE: Players never have a "free choice"

Tomas HVM wrote: You seem to be far too occupied with the "social contract". Try to toss it aside from time to time.

Interesting. On what data do you base this supposed preoccupation of mine?

You realize I did ask a question about your statement in an attempt to help my understanding of what you were getting at...and you respond by criticising me with vague advice instead? Excuse me?

And then, in your response/rebuttal to others below that, you tell those who asked that you aren't going to tell us what you mean by "freedom" (or it's lack) and we should go ask someone else. How incredibly annoying and anti-constructive.

You aren't presenting yourself very well, here; in fact, I would call your responses downright rude. I'm sorry that I wasted my time here with you trying to come to some sort of understanding of what you were getting at. Perhaps you would care to revise your response to me, and others, so we can better understand what your statements mean and how they apply in practice?

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On 4/10/2004 at 12:53am, Bob McNamee wrote:
RE: Players never have a "free choice"

Interesting enough to me...

This thread is exactly the reason the the Forge has adopted strict academic-style terminology.

It becomes a long exercise in "What do you mean?"

If we didn't have some strictly defined terms for major role-playing concepts all we would every do, in thread after thread is go "What?" "How are you using the word ____?"( My group called it x. Or if you mean y we called it z)

Playing games like the Pool and Universalis changes remarkably the amount of freedom given to all Players...compared to the old standbys.

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On 4/10/2004 at 5:13am, Umberhulk wrote:
RE: Players never have a "free choice"

Tomas, with this reasoning, people in the real world have no freedom either. We always have our actions constrained by the physical world (physics), governmental laws, social obligations, genetics, etc, etc. I would venture to say, in relative degree that characters in RPGs have quite a bit more freedom than the players themselves. But I really don't think that constraint on choice is a lack of freedom. Coercion (railroading in RPGs) creates a lack of freedom, because the choice is directed by someone else. The fact is that the players get to make choices for their characters, but much like in real life the characters have to deal with the consequences of those actions. Are consequences a constraint to freedom? I don't think so.

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On 4/10/2004 at 5:35am, M. J. Young wrote:
RE: Players never have a "free choice"

To everyone other than Tomas:

I think I have observed a tendency for Tomas to use hyperbole in his efforts to make his points and stir discussion. He will often post something harsh and objectionable, and later backpedal to something a bit more moderate--something like trying to negotiate for a position by taking a more extreme position than he wants, and then compromising to what he actually wants.

I don't mean to impugn his motives for doing so; it is a style of discourse that a lot of people use. We don't see much of it here, as we have a tendency to start by trying to say exactly what we mean.

Tomas believes in a very high level of illusionist technique and referee credibility in play; he also believes in an even higher level of credibility to the game designer, whom he suggests should define and control all play of his games.

To Tomas:

Certainly all character choices are to some degree limited. They are limited by characterization (that is, the personality ascribed to the character by the player); by game physics; by setting elements; by genre expectations; by many other things. However, they almost always wind up with choices that the players have to make.

Illusionism can be a great deal of fun, as long as the character players don't see the man behind the curtain--the moment we realize that we've been taken for a ride, we want our money back. Participationism can be a lot of fun without this problem, but in this case no one is suffering any illusions that their character choices are meaningful in the context of play.

A while back someone was trying to work up a game system that was thoroughly illusionist--the referee would control all outcomes. I actually wrote a Game Ideas Unlimited article on the subject at the time, because I saw a significant flaw in it. Illusionism only works as long as either the players are unaware of it, or being aware of it they accept it (turning it to participationism). If you publish rules for a game which states up front that the referee is going to control the outcome of everything and the player choices will have no impact on this, the players will read the rules--or if they don't, they'll read about the rules in reviews at RPGnet, forums at The Forge, and elsewhere. They will know that it's all smoke and mirrors, and that you don't need them to tell your story. Yes, some people like participationist play. Most people find it offensive--we didn't come to be part of your adventure story; we came to have our own adventure.

I could debate for years whether people, real, living people, ever have free choice. My conclusion is that we do and we don't--we do, in the sense that there are usually thousands of options which confront us at any moment which we theoretically could choose, and we don't in the sense that our choice, based as it is on who we are, what we know, how we think, and where we place our values, is ultimately inevitable. In that sense, our role playing characters are exactly the same as we are--they are completely free to choose from thousands of options at any moment, and are completely constrained by who we define them to be.

I see no profit in debating whether or not such characters--or such people--really are free. I agree that good illusionist techniques can take advantage of these constraints on choice by steering the player to make the "right" choice. I don't agree that it's always--or never--good to play that way.

--M. J. Young

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On 4/10/2004 at 10:17am, Tomas HVM wrote:
RE: Players never have a "free choice"

M. J. Young wrote: I think I have observed a tendency for Tomas to use hyperbole in his efforts to make his points and stir discussion.
I do admit to have this tendency, yes. It a tendency though, not some general excuse for you to overlook the insights presented.
M. J. Young wrote: He will often post something harsh and objectionable, and later backpedal to something a bit more moderate--something like trying to negotiate for a position by taking a more extreme position than he wants, and then compromising to what he actually wants.
Not quite. I have my own insights, as an artist in the field of roleplaying games since 1986. Some of them are contrary to common belief or opinions. Sometimes I choose to present them in a piqued manner, not to compromise later, but to go thoroughly into it when questioned. Sometimes I choose to provoce readers into new thoughts on some issue, not really interesting in a debate long since taken by me and my companions. I must of course excuse what is seen as rude behaviour, and "snide" remarks, none of it intended to be taken on a personal level.

M. J. Young wrote: ... we have a tendency to start by trying to say exactly what we mean.
So do I, mr. Young. What I never do, is to explain the motives of other individuals than myself to others. A can tolerate it in this instance, as I perceive it to be a benign effort and respect your integrity, but don't make a habit out of it.

M. J. Young wrote: Tomas believes in a very high level of illusionist technique and referee credibility in play;
No! I have argued the effective and benign use of railroading, as one of the set of tools you may apply in your gaming. My discussions on this issue, and my way of game mastering, are two very different things. I do not "believe in" any high level of any one particular technique in roleplaying games, or the preference of any level of referee credibility. You are making assumptions based on a very limited experience with my philosophy on roleplaying games. If i may offer a very limited description of my own philosophy; it is a philosophy of balance, both in relation to game design, and game mastering.

M. J. Young wrote: he also believes in an even higher level of credibility to the game designer, whom he suggests should define and control all play of his games.
I believe that game designers are virtually invicible in the general discussions of roleplaying games, and I believe this to be very strange, they being the ones producing the premises for most of the games we play. Their impact on the games should be far more focused, and discussed, in my view.

I do not suggest that the game designer "should define and control all play of his games". I suggest a stronger control of game methods, yes, as one way of developing your design. My own design has been developing for years, in several directions.

I reckon mr. Young has smoked me out now, thoroughly, with his vile statements on my "motives" and "beliefs".
:)

Let me return to the point made by mr. Young on the issue at hand:

M. J. Young wrote: Certainly all character choices are to some degree limited. They are limited by characterization (that is, the personality ascribed to the character by the player); by game physics; by setting elements; by genre expectations; by many other things. However, they almost always wind up with choices that the players have to make.
We are in agreement on this. It is difficult not to be.

M. J. Young wrote: If you publish rules for a game which states up front that the referee is going to control the outcome of everything and the player choices will have no impact on this, ... They will know that it's all smoke and mirrors, and that you don't need them to tell your story.
This is taking it too far, as an issue on roleplaying games.

M. J. Young wrote: My conclusion is that we do and we don't--we do, in the sense that there are usually thousands of options which confront us at any moment which we theoretically could choose, and we don't in the sense that our choice, based as it is on who we are, what we know, how we think, and where we place our values, is ultimately inevitable.
So, you believe "free choice" is but a theoretical possibility, not something the player (or real person) actually possess? I do agree, and that is my point; any believeable and interesting roleplaying game will have these limitations in choices, forcing the players to accept the limitations of his character, enjoying the special landscape drawn up before him. "Free choice" exist only where no coordinates are given, and as a roleplaying game such an empty void is utterly lame.

The illusion of character, setting and drama, is given to make your choices interesting. Your choices are interesting because they are made within a context. The very nature of any context, is limiting your range of effective choice.

The interaction of a roleplaying game is not based on freedom, it is based on acceptance of a context, and submission to the powers at play within it.

However; you may argue that some "freedom" may be found in roleplaying games, in the sense that the game make it possible for you to escape the clutches of your daily social life, and "freely" investigate any hidden parts of your personality, or parts of society normally hedden to you. I hold this to be possible, and desirable. And it may be perceived to be a kind of freedom.

By the way; I believe myself to be far from free. My choices are mine to make, but they are not free. They are made under the restrictions of relations, responsibilities, etichs, aspirations, etc. I find it very comforting that I am able to make good choices in my life, supporting my wife, my family and my friends, and my self, taking all this into consideration.

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On 4/10/2004 at 12:09pm, Ben Lehman wrote:
RE: Players never have a "free choice"

All I can do when I look at a post like this is shrug and say "you obviously haven't been playing the same sort of games that I have."

You obviously haven't been playing the same sort of games that I have.

I would like the question, however, your use of "freedom." You seem to think that it means "can do anything, at all, ever." I would use freedom to mean "has choice."

So you have freedom in a text adventure game. When the GM says "left or right," that's freedom (perhaps meaningless freedom, but still freedom.) You have freedom in nearly any endeavor at all. *some measure of freedom*

Further, I think that RPGs are characterized by a limited, infinite freedom on behalf of all players (including GM.) Let me explain what I mean by that.

By "freedom" I simply mean "choice" or "the ability to make a choice," as I talk about above.

By "infinite" I mean that your choices are infinite in number -- you cannot list them.

By "limited" I mean that there are a signifigant (also infinite) number of invalid choices, or that your choices are restricted by social contract, system resources, and setting decisions.

To draw an example, I believe that formal poetry writing has a similar sort of limited infinite freedom. Take, for example, a sonnet. The sonnet has a definite rhythm and rhyme structure that cannot be violated if the poet still wants to write a sonnet (actually, it's a little more flexible than that, but let's take formal sonnets for now.) However, within this structure, they have a nearly-infinite (as close to infinite as makes no odds) choice of topic, word choice, etc. A poet could write sonnets, the same sonnet-structures, all his life and never get the same one twice.

Role-playing games are the same. At any point, the player can make an infinite amount of reasonable character decisions that are in line with characterization, system, setting, etc. This is still a heck of a lot of freedom.

Thoughts?

yrs--
--Ben

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On 4/10/2004 at 4:54pm, greyorm wrote:
RE: Players never have a "free choice"

Hrm, this appears to be a semantic argument over the exact definition of "freedom," where neither party is saying anything different than the other about the limitations inherent in reality and the play of any game. It's "potato" vs. "potatoe."

Both parties are saying the exact same thing from opposite points of view; I see absolutely no disagreement between views here, except in the use of the word "freedom" and each party's personal connotations attached to that word.

On to the other matter: I note, Thomas, that while you are "not interested in debate," despite your statment to the contrary about explaining your position, you are apparently also not interested in providing actual answers to questions about your views.

I did ask, after all, in the spirit of understanding, and recieved a vague personal criticism as a response, as I've already pointed out. That doesn't exactly scream "desire to explain my position."

Also, I don't accept excuses of rudeness with statements saying "I didn't mean it" and no direct apologies. We've seen people play that game here before -- last time I checked, that was considered unacceptable behavior at the Forge.

As well, your decision to "present [opinions] in a piqued manner" (ie: deliberately irritate or arouse anger in) and "provoke readers" -- whatever the ultimate goal of these behaviors -- is similarly an intolerable way to interact here.

Should you wish to engage in these behaviors, there are plenty of other forums and lists which accept, perhaps even tolerate, that method of discourse. This is not one of them, however.

And I simply don't care whether you agree or disagree with that; it's a little piece of the Forge's limitations on your behavior you accept in posting and interacting while here.

Thanks for listening.

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On 4/10/2004 at 4:59pm, clehrich wrote:
RE: Players never have a "free choice"

Tomas,

All activity and thought, in every substrate of life, is both free and constrained. Umberhulk mentions this, as does Jonathan in referring to my discussion of "practice" theory and ritual. Let's be explicit about it.

On the one hand, the constrained end of things, there are always structures more or less explicit in the situation that limit the possibilities. Many of these arise from social structures, which is why social contract isn’t something that can be set aside, for even an instant, in any consideration of the possibility of action or thought. Social structures and culture determine further structures, symbols, concepts, and ideas that can be manipulated, and the range of such manipulation.

Within RPGs, only a limited range of activities is permitted as legitimate. This is determined by the total spectrum of “system,” ranging from social contract down to ephemera, to use the Big Model’s terminology. If you don’t like that terminology, let me say that it simply means that certain actions are not considered valid when performed by players (including GM) during play. And a given system and game and group determines these even more sharply. If you’re playing a D&D-style fantasy game, a player cannot suddenly decide to invent laser-guns and aliens; this is outside the accepted range.

On the other hand, the free end, structures can always be manipulated strategically to produce more or less desired ends. You may be constrained to dress in a limited range of ways at your job, but that limitation still allows considerable variance; this is why not everyone at a given workplace dresses identically. To take a somewhat silly example, imagine that everyone is required to wear exactly the same uniform suit. But who’s to know if one of the men is wearing ladies’ underwear? That’s a choice available to each man, and he need not necessarily make that explicit to others. To be a little less silly, even if we all have to wear dark suits, I might wear a gray pinstripe and you might wear a blue fine herringbone, and I might wear a red tie and you might wear a blue one. This is choice within constraint. Even if you hold a gun to my head and say that I must wear a blue tie, I still have a choice: I can wear a blue tie or I can be shot. That’s choice, however tightly constrained.

Within RPG’s, the point is that one can manipulate the structures of the game, its symbols and its history of discourse, to achieve desired ends. That’s why no two games are identical.

Frankly, while I realize that you are deliberately being provocative, I can’t see what you think you are provoking. You have proposed a notion of freedom that is, at base, dependent upon an unstated assumption:

I'm talking about the choices made by players, on behalf of their characters, in the course of play. These choices are never free. They were never meant to be. All choices in a roleplaying game are meant to be bound by character, setting and drama.
”Meant” by whom? You seem to have some notion that there is a forceful and dominant intent that ought to control and constrain all activity within gaming. What makes you think so? To what do you refer?

As Bob has pointed out, this is why we tend to like precise terminology. As in the thread about what you call “academic jabberwocky,” it is you who are on the offensive here. You need to convince us that there is something wrong with terminology and purpose, but you fail to define your terms. That’s either hypocritical or deeply confused.

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On 4/13/2004 at 9:57am, Rob Carriere wrote:
RE: Players never have a "free choice"

Tomas,
You started this thread with a statement that you obviously care about.

What are its consequences to you as character player, as GM, as game designer, as game reviewer, as rpg theorist? How do you believe people should live by this word?

SR
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On 4/13/2004 at 9:59am, Tomas HVM wrote:
RE: Players never have a "free choice"

Rob,

I'm a bit occupied at the moment, so I'll have to come back to you (and the others) later this week. I do appreciate your question though, and will try my best to answer it.

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On 4/15/2004 at 9:27am, Tomas HVM wrote:
RE: Players never have a "free choice"

Rob Carriere wrote: Tomas,
You started this thread with a statement that you obviously care about.
Yes. The reason I care so strongly about this aspect of the game, is that I see players worship "freedom", while they still play their juvenile games. Please understand that this is not a criticism of Forge members. I expect hem to create serious fun, even when indulging in a game of "good, old" hack n'slash.

I'm one for speaking out about the positive aspects of roleplaying games in social settings, arguing the importance of these games, the qualities inherent in these games and lacking in other artform, and the high quality of drama created in small amateur groups all over the world. I'm beyond the social stigma many people experience whit such openness about their hobby.

But, sorry to say; I'm also beyond the false jewelry adoring these games, most of it originating from myths of "freedom"; the "freedom of choice", the idea that "anything may happen in this game", and this strong statement: "the golden rule is that any rule may be changed". I do see the effect such statements has as sales arguments, but at the same time they have some effect on our ideas of what a roleplaying game is.

I'm not criticising players of roleplaying games. I'm criticising a way of bluff thinking about the games, a tendency to use idealistic phrases in our internal discourse on roleplaying games. I'm observing that juvenile thoughts of "freedom" is quite common amongst roleplayers. To a certain extent this kind of thinking stands in the way of a proper understanding. Some game designers has it blocking their ability to see the true potential of their games.

"Freedom" come in many disguises. This is one very captivating one, I dare say.

In the following I have taken the liberty of placing Robs questions apart, to answer them one by one.

Rob Carriere wrote: What are its consequences to you as character player?
I*m more obliged to the game master than I used to be. I'm more interested in accepting the game environment, and investigating its effect on my character. In a campaign I'm prone to make relations to other people with my character, to bind him by responsibilities for the society he lives in. As a consequence my characters tend to become entangled in social drama when playing campaigns. I'm not saying "social drama" is the only true way of playing. I'm just describing the consequences in my play, as I experience it. The consequences may be others for other players. In single scnenarios I tend to ditch this way of playing, indulging myself in any horrendous act of "freedom"; hack n'slash, super-powers, skewed cynicism, pure evil, any kind of ridiculous behaviour. You may argue that I'm expressing my freedom to choose in these games, but certainly I'm not free within any one of them. I enjoy them the more because I accept the special limitations of each and every game I participate in. The freedom to choose a game to play, is not the freedom to play it any way you want. "System is naught", says many players. I say: they have never really played more than the one game they always play. There is no "freedom" in disregarding the limitations of method and setting.

Rob Carriere wrote: What are its consequences to you as GM?
I care for feelings amongst the players about "ownership" of their characters, but this care express itself in the way I take ownership away from them. No character is the sole ownership of any one player. It is the sole vehicle of play for the player, and as such it should be used to transport them to any place where drama can sprout beautiful flowers. I am careful, but firm, in respect to how I deal with such notions in a player. If met with protestations I inform the player that true freedom is in giving up control, going with the flow of the drama.

I offer the player a kind of "freedom", yes, and indeed I believe that this is true. You may become "free" from yourself, your personal limitations, in a roleplaying game, but not while clinging to some ownership of your character that is really aimed at protecting it (you) from any influence not controlled by yourself. As a game master I tend to be careful, but firm in this respect. I do not budge, but I do like the player to understand the great possibilities laying in wait for him.
Rob Carriere wrote: What are its consequences to you as game designer?
I try to make my games playable (I have been known to endulge myself in design of games with no playability too, as an experiment). It may seem a strange point to make, but it is really about not placing too much confidence in the methods of a traditional roleplaying game, these methods being a mesh of inadequate game design and players patching it up as they go. I try to give my games fully functioning methods; clear instruction on how to play the game, coupled with the careful communication of what kind of drama the gameplay is meant to create.

This is too general a description, I know, but my attitude towards the potential and limitations of a specific game design, pertaining to genre, theme, method and focus, has great effect on how I design my games.
Rob Carriere wrote: What are its consequences to you as game reviewer?
I'm working as a freelance game consultant for publishers (of ordinary books, mostly), and as a literary and game consultant in an artprogram for youths (inclucing roleplaying games).

As a consultant I tend to give sharp critic to any tendency of the gamesmith to lick up to popular notions of freedom. Statements like this: "You may do whatever you want", or this: "These rules are but a guidance. Feel free to change and skip them at will", meet with little understanding by me. It is alright within a game designed to do this, and with the tools to do it (like Universalis, I think), but it is void in an ordinary roleplaying game. A game should be designed to do what it does in a great way, and with rules that really are meant to be adhered to. Mostly I take such improper relativism as a sign of lax attitudes on the part of the designer, being a cowardly or lazy designer, and I tell them so. "Get your act together", I tell them, "and decide what game you're going to make"!
Rob Carriere wrote: What are its consequences to you as rpg theorist?
I like to make theories on a level understandable to most players, working to kill such phantasmagorical darlings as "total freedom" and the likes of it. Such puerile fantasies is a hindrance to play, to the play of my games!
Rob Carriere wrote: How do you believe people should live by this word?
I do not believe in people living by any word. Please believe me when I say that the strong reactions to my writings is something I truly welcome. People should think for themselves, not accepting anything as gospel.

And people shold listen to the gospel; there's much wisdom in the gospel of older men, in the gospel of the church and the alternative movement, and the gospel of science. Thruth is to found in various sources, and it pertains to us in ways we may not tell. Do listen, and think for yourself.

:)

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On 4/15/2004 at 10:52am, Rob Carriere wrote:
RE: Players never have a "free choice"

Tomas,
Thanks for the answer, and you're welcome to the liberty. :-)

I think it would help me digest your post if you could address two points,


(Testing my understanding here) Am I summarizing your position on freedom correctly when I say that you want games designed with specific goals for the mode and subject of play; that you want players stick to those goals and not claim that `if we happen to like it today' inserting space aliens into a Middle Earth game would be cool?
(Clarification sought) You state that you see the character as the sole vehicle of play for the character players, yet they do not `own' their character. From your words, I think I see you arguing for the player being obliged to address the game in mode and subjet and not just wander off in some solipsistic dream. Is that correct? If so, is that the extent of your intention, or should I read more into this non-ownership?



SR
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On 4/15/2004 at 11:55am, Tomas HVM wrote:
RE: Players never have a "free choice"

Rob Carriere wrote: Testing my understanding here) Am I summarizing your position on freedom correctly when I say that you want games designed with specific goals for the mode and subject of play; that you want players stick to those goals and not claim that `if we happen to like it today' inserting space aliens into a Middle Earth game would be cool?--
I want games designed with their particular purpose in mind, not with some wishy-washy "feel free"-labels not corresponding with their actual design goals.

Whatever the players choose to do with the games, are fine with me. I'm not one for killing the joy in combining Middle Earth with Paranoia, or something as crazy!

Rob Carriere wrote: Clarification sought) You state that you see the character as the sole vehicle of play for the character players, yet they do not `own' their character. From your words, I think I see you arguing for the player being obliged to address the game in mode and subjet and not just wander off in some solipsistic dream. Is that correct? If so, is that the extent of your intention, or should I read more into this non-ownership?
The sole vehicle of play is made for the sake of argument, pertaining to the way the character is handled, not as a general attitude towards roleplaying games. I would not dream of speaking against the liberty of gamesmiths to make games where players get to influence the drama in new ways (player authorship, etc.). I'm talking about a general attitude towards the handling of character, by player and game master, making it possible to create more powerful and dynamic gameplay within the confines of a traditional roleplaying game.

I don't know if this clarifies it. Please ask more, if it's still unclear. I'm off to play with my favourite game group!

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On 4/15/2004 at 12:48pm, simon_hibbs wrote:
RE: Re: Players never have a "free choice"

Note- I have read the discussion up to the present, so I have read Tomas' expansions on his thesis here.

Tomas HVM wrote:
Without limits the game is naught. "Free choice" is an illusion. Characters free from the machinations of the fictional world, are dead characters.


Limitation of action is not the same as limitation by consequence. Suppose I decide my character is willing to die in order to take a certain course of action? Clearly that course of action is still available as a 'free choice'.

Characters should be exposed to any and all manipulations, emotions and handicaps. Players should be expected to act within the confines of any cell they are placed in.

Players should not be allowed any freedom, once the game has started.


True, but these factors don't have to be rigid, inflexible barriers to action. Rather thay can establish a framework of plastic resistance and consequence that shape the drama and yet also adapt to it.


Simon Hibbs

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On 4/15/2004 at 1:56pm, Valamir wrote:
RE: Players never have a "free choice"

Hey Tomas,

Could I ask for some clarification on who you're targeting with this.

When you say:

Tomas HVM wrote: I see players worship "freedom", while they still play their juvenile games.


Who do you mean?

"I see players..." is about as over generalized as "Some people say...", or "Leading experts claim..."

Which players, which games, and which actual behaviors are you critiquing when you say:

a tendency to use idealistic phrases in our internal discourse on roleplaying games

I'm observing that juvenile thoughts of "freedom" is quite common amongst roleplayers.

Some game designers has it blocking their ability to see the true potential of their games.


Who are you observing?



Most of the comments in your last post to Rob, I think the majority of us here already agree with.


The freedom to choose a game to play, is not the freedom to play it any way you want. "System is naught", says many players. I say: they have never really played more than the one game they always play. There is no "freedom" in disregarding the limitations of method and setting.


"System Matters" is one of the oldest articles here.

No character is the sole ownership of any one player.


I would agree with this part anyway. Its one of the principle reasons I've railed against deep immersion as inherently selfish play.

It is the sole vehicle of play for the player,


This part I wouldn't agree with, but I think perhaps you don't mean exactly what is written here. In my view, since no character is the sole ownership of any one player (but rather all players at the table have a vested interest in all characters---or should), then all characters serve as a vehicle to transport all players.

I try to give my games fully functioning methods; clear instruction on how to play the game, coupled with the careful communication of what kind of drama the gameplay is meant to create.


Thats also one of my rallying cries, and is for most of us here, I think.

I know I'm trying to get this point across in my current project, Robots & Rapiers.


Statements like this: "You may do whatever you want", or this: "These rules are but a guidance. Feel free to change and skip them at will", meet with little understanding by me.


Those have long been held as being a cop out by many of us.


A game should be designed to do what it does in a great way, and with rules that really are meant to be adhered to. Mostly I take such improper relativism as a sign of lax attitudes on the part of the designer, being a cowardly or lazy designer, and I tell them so. "Get your act together", I tell them, "and decide what game you're going to make"!


Another rallying cry around here, particularly in the Indie Design forum where Mike Holmes can frequently be seen fighting the good fight in that regard.



So, are we all on the same page here, or are their certain areas that require additional hashing out?

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On 4/15/2004 at 4:08pm, Seth L. Blumberg wrote:
RE: Players never have a "free choice"

We seem to be getting into a quote-box frenzy here, and it's making my eyes hurt. I'd like to remind everyone, before this thread gets any harder to read, that the usual Forge style is to keep quote boxes to a minimum. This isn't email--you can always scroll back up to see the messages to which people are replying.

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On 4/15/2004 at 5:48pm, greyorm wrote:
RE: Players never have a "free choice"

Ralph beat me to the punch. So..."what he said" -- pretty much everything Thomas has said would seem to have been long ago accepted by the Forge as fundamental points, and thus Thomas appears to be preaching to the choir.

There's something to be said for "saying it for yourself" but that seems not to be the main point of Thomas' posting. So, I'll ask the same question of Thomas as Ralph did, anything else you need to say, have you meant something else than we've gathered by your statements, or is this thread over?

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On 4/16/2004 at 6:54am, Rob Carriere wrote:
RE: Players never have a "free choice"

Tomas,
As for your answer to my first question, fair enough. I allowed a poorly chosen example to stand when mr. Gates interrupted reality. From your answer it is clear that you meant what I thought you meant, so all is well anyhow. I believe that, as several others have already stated, you should find that you are among like-minded people here.

As to the second question, clearly I latched on to the wrong phrase with the `sole vehicle' thing, but this leaves me unsure of your exact intention. Are you speaking of Credibility or of emotional investment or something else entirely? Could you perhaps provide an concrete example of this handling of character?

SR
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On 4/16/2004 at 9:52pm, Tomas HVM wrote:
RE: Players never have a "free choice"

I wrote: No character is the sole ownership of any one player. And "Valamir" agreed to this.

Valamir wrote: Its one of the principle reasons I've railed against deep immersion as inherently selfish play.
I'm not against immersion in character. Labeling immersion as "selfish" is, in my eyes, a very misspelled way of understanding what I try to say. I'm all for using your character in play. Any use of character in interaction with the drama at hand, and the other characters, is fine with me (making an exception for disruptive play, of course). I will not support any theory set to give players bad conscience for using their characters. Immersion is a great way of being possessed by your character and the drama. And as far as I can tell; when immersed in your character, you are also immersed in the drama.

Valamir wrote: In my view, since no character is the sole ownership of any one player (but rather all players at the table have a vested interest in all characters---or should), then all characters serve as a vehicle to transport all players.
I don not agree with you at all. This is a severe misconception of the character/player relationship!

The point of the character being "the vehicle of play" for the player, is to be understood as the player identifying with the character during the course of play, and use this identification to imagine the drama from his characters point of view. The drama comes alive by this relationship! In my view this is one of the basics of roleplaying games, and one of it's greatest powers. I'm not on a quest to make all roleplaying games play like Universalis.

Sidenote: I have not played Universalis, so I must apologize if I've misunderstood it. I read in a review that Universalis function the way "Valamir" describes; with all characters being used by all players (correct me if I'm wrong). I expect this feature to be a weakness of the game, but I am ready to believe that it may have other benefits to it.

Basicly I'm on a quest to make my vision come alive as a dynamic and colorful fiction in the mind of each and every player engaged in my games. A strong character/player relationship is essential to this goal.

So please; understand that I'm arguing that players should not maintain any ideas of sole ownership over their character. At the same time I'm advocating a strong relationship between player and character. Bring these two together, and you get the character as "the sole vehicle of play" for the player.

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On 4/18/2004 at 7:28am, Valamir wrote:
RE: Players never have a "free choice"

I think we're having a communications difficulty, because the impression you got from my words was not was I wanted to say at all. So I'll try again.

Tomas HVM wrote: I wrote: No character is the sole ownership of any one player. And "Valamir" agreed to this.
Valamir wrote: Its one of the principle reasons I've railed against deep immersion as inherently selfish play.
I'm not against immersion in character. Labeling immersion as "selfish" is, in my eyes, a very misspelled way of understanding what I try to say. I'm all for using your character in play. Any use of character in interaction with the drama at hand, and the other characters, is fine with me (making an exception for disruptive play, of course). I will not support any theory set to give players bad conscience for using their characters. Immersion is a great way of being possessed by your character and the drama. And as far as I can tell; when immersed in your character, you are also immersed in the drama.


I draw a distinction between Immersion and Deep Immersion, which is why I used "Deep Immersion" above. I'm in no way shape or form against the idea of playing in character or of identifying with your character. (Personally I think the word Immersion means...or should mean...substantially more than just simply being "in character")

What I am against is using this as an excuse to not engage with the other players at the table and to not recognize that much of their enjoyment is going to depend on their ability to engage with you and identify with your character.

I had thought this was what you meant by saying that no character is the sole ownership of one player. That every player has a vested share of the interest in every character.




Valamir wrote: In my view, since no character is the sole ownership of any one player (but rather all players at the table have a vested interest in all characters---or should), then all characters serve as a vehicle to transport all players.
I don not agree with you at all. This is a severe misconception of the character/player relationship!

The point of the character being "the vehicle of play" for the player, is to be understood as the player identifying with the character during the course of play, and use this identification to imagine the drama from his characters point of view. The drama comes alive by this relationship! In my view this is one of the basics of roleplaying games, and one of it's greatest powers. I'm not on a quest to make all roleplaying games play like Universalis.


I'm not saying that at all.

Consider you say "imagine the drama from his characters point of view".

Quite right.

But is not part of the fun of playing with other people (and not just daydreaming inside your own head) to also imagine the drama from my characters point of view also. And to also imagine how I'm imagining the drama from your characters point of view.

You are not the only person at the table enjoying the performance of your character. I'm also enjoying the drama of observing your character.

You say that the character "should be used to transport them to any place where drama can sprout beautiful flowers"

However I say that observing you portray your character is helping to transport me to that same place. And I expect that my portrayal of my character is helping transport you.

This is what I mean when I say that all players have a vested interest in all of the characters at the table.

If you are playing your character in such a way, that I can be a witness to the best parts of your play (because you're keeping the play mostly or completely internal to your self), than I consider that fundamentally selfish play. You may be enjoying your portrayal of the character, but if you're keeping that portrayal internal rather than external where I can enjoy it as well, than you are robbing me of that enjoyment. You are enjoying your character at the expense of my enjoyment of your character...hense, what I consider to be selfish play.



So please; understand that I'm arguing that players should not maintain any ideas of sole ownership over their character. At the same time I'm advocating a strong relationship between player and character. Bring these two together, and you get the character as "the sole vehicle of play" fo the player.


Your last statement does not follow logically from your first two, which may be a problem of language rather than concept. Basically I agree fully with your first two statements but based on them, your last statement is impossible.

You are correct that I am not the sole owner of my character. You are a partial owner of my character as well. Just as you are not the sole owner of your character. I am a partial owner of your character as well. That doesn't mean I control your character or that you control mine. I'm not advocating any sort of Universalis style of play here at all.

Think of a character like a corporation. You are the majority shareholder and thus have a controling interest in your character. However, all of us at the table are also shareholders in your character. When your character "does well" (by which I mean takes us to that garden with the flowers of drama) then we ALL benefit from it.

Thus my character is NOT the sole vehicle of play for me. Your character serves as a vehicle for me as well, as does every other character in the game, as does mine to you. I can be transported to that place with flowering genre as much by witnessing your play of your character as by playing my own character. Hense, all characters are vehicles for all players.

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On 4/18/2004 at 2:56pm, Ron Edwards wrote:
RE: Players never have a "free choice"

Hello,

I'm alerting everyone that I'm considering closing this thread. What will keep it open is this:

Make an effort to understand what the other person is saying. Ralph (Valamir), you're doing this. Tomas, it's not clear to me that you are, at all.

It should be understood by everyone here that reaching maximal mutual understanding is the top priority.

Best,
Ron

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On 4/18/2004 at 6:56pm, Silmenume wrote:
RE: Players never have a "free choice"

I don’t know if this helps or not, but here goes.

In most cases, with the exception of games where there is explicit corporate or communal ownership of characters, e.g., Universalis, individual players do have exclusive ownership of their characters (one to one mapping of player to character). Even here though the GM does have some input on character.

Upon reflection I see that ownership is a troublesome word. Unless I am mistaken, ownership in the context of this thread means operationally the exclusive rights to control the character. Even the word “control” is too strong; perhaps the phrase “to express intent of action or thought” might be more accurate. As was stated earlier in the thread we have freedom to choose how to act, not freedom to choose the consequences of our act or desires – IOW we can opt to try anything, within the confines of the Social Contract, but that does not mean such efforts will automatically come to fruition.

Hypothetically, given that we are playing a specific game where there is (virtually) exclusive one to one mapping of player to character, the player still has a duty and responsibility to all the players at the table. While the character may be under the exclusive control of a specific player (ownership), that player has a duty and responsibility to play the character in a way that contributes constructively (in accordance to the strictures laid out in the social contract) to the shared imagined spaced (exploration).

So we have two issues here, one of which is really a red herring; ownership and responsibility to the Shared Imagined Space. Neither Private nor Corporate “ownership” of a character does not guarantee that said character will be played in such a way as to contribute to the shared experience of all the players. I agree with Valamir’s, “all characters are vehicles for all players,” it’s just that we are not all drivers of the same vehicle.

Aure Entaluva,

Silmenume

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On 4/19/2004 at 4:14pm, Tomas HVM wrote:
RE: Players never have a "free choice"

Silmenume wrote: Upon reflection I see that ownership is a troublesome word. ... Even the word “control” is too strong; perhaps the phrase “to express intent of action or thought” might be more accurate.
This is interesting. "Intent of action or thought" do not encompass emotions or automatic reactions. The field of emotions and reactions is exactly where I, as a game master, make my "infringement" upon character/player autonomy.

In roleplaying games, as in life, we enjoy some power of choice in how to respond to our surroundings. We even preplan the consequences of our actions, to a certain extent. We may divide our way of relating to the surrounding into "response" (the conscious machinations of the character, player-controlled) and "reaction" (the automatic part of it, controlled by game master).

As for desires; we all have them, and to a varying degree we choose to indulge in them or not. Some of us have no choice; we are ruled by our desires. On the psychosocial level we may divide the way our character functions into "desires" (the chosen goals of the characters, his ideals, and his conscious emotinal apparatus, mostly player-controlled) and "stress" (emotions created by social or mental pressure, mostly controlled by the game master).

Silmenume wrote: I agree with Valamir’s, “all characters are vehicles for all players,” it’s just that we are not all drivers of the same vehicle.
It's not just that. We are also looking at the other characters through the eyes of our own character. They relate to us as the friends or companions of our character. our character is the vehicle for us, and no one else is in fact in on our ride. They're only feeding of our actions to create a ride of their own, corresponding with the ride we have in some respects. This parallell imaginary ride help to create what we call the "shared" imaginary space (we do not know to what extent we actually share the same fantasy).

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On 4/19/2004 at 4:53pm, Valamir wrote:
RE: Players never have a "free choice"

It's not just that. We are also looking at the other characters through the eyes of our own character. They relate to us as the friends or companions of our character. our character is the vehicle for us, and no one else is in fact in on our ride. They're only feeding of our actions to create a ride of their own, corresponding with the ride we have in some respects. This parallell imaginary ride help to create what we call the "shared" imaginary space (we do not know to what extent we actually share the same fantasy).


I think you are missing the crucial role of players as audience to each other's play.

We are not just looking at the other characters through the eyes of our own character, we are simultaneously looking at them through our own eyes as well, the eyes of the audience member.

In theater it has long been known that the purpose of the actors on stage is not to entertain themselves but to entertain the audience. Throughout the years many many techniques have been developed that stretch the borders of character portrayal for purposes of fulfilling the primary goal of meeting the needs of the audience.

Take for example the venerable Soliloquy. It is generally not "in character" for most people to talk to themselves in grammatically correct sentences in a loud projecting voice. Yet this technique has long been used to allow the audience inside the characters head, because theatre acknowledges that its real purpose is not the accurate portrayal of character but the delivery of meaning, message, and entertainment to the audience. Accurate portrayal of character is important only in so far as it fulfills those real goals.

It is not the actors job to just play the character. It is the actors job to play the character in such a way to inform, enlighten, and entertain the audience.

In an RPG, all of the players around the table are simultaneously both fellow actors and audience. Your obligation as a player is not just to your own character but to inform, enlighten, and entertain your fellow players.

our character is the vehicle for us, and no one else is in fact in on our ride


I find this statement to be fundamentally incorrect. We are all very much in each others ride.

Because we are all both actors and audience, we are all both the drivers of our own vehicle and the passengers in everyone elses.

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On 4/19/2004 at 5:11pm, BPetroff93 wrote:
Ralph's post

Ralph, can I borrow this:

We are not just looking at the other characters through the eyes of our own character, we are simultaneously looking at them through our own eyes as well, the eyes of the audience member....

Take for example the venerable Soliloquy. It is generally not "in character" for most people to talk to themselves in grammatically correct sentences in a loud projecting voice. Yet this technique has long been used to allow the audience inside the characters head, because theatre acknowledges that its real purpose is not the accurate portrayal of character but the delivery of meaning, message, and entertainment to the audience. Accurate portrayal of character is important only in so far as it fulfills those real goals.

It is not the actors job to just play the character. It is the actors job to play the character in such a way to inform, enlighten, and entertain the audience.

In an RPG, all of the players around the table are simultaneously both fellow actors and audience. Your obligation as a player is not just to your own character but to inform, enlighten, and entertain your fellow players


I want to use it as a pre-game handout.

Also Tomas, do you consider your position essentially unchanged from your inital opinion of has any of the other arguments made any sense to you?

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On 4/19/2004 at 11:16pm, Tomas HVM wrote:
RE: Players never have a "free choice"

I am in fact talking about the players as some kind of "audience" when I state that they are "feeding of our actions". The other players observe me and my character, and make my actions into a part of their imaginative space. The links thus created between us, as players in the same game, are many and various, and strong enough to make it meaningful to talk about a "shared imaginary space". I prefer to say that this space is outside the true vehicle of play; our character.

As for arguments derived from theater, I find them weak in this instance; as there is an essential division between the player and the actor. The actor is mainly into mannerism; directed at the audience, with his own enjoyment of the play as a side-effect. The player is mainly into immersionism; directed at himself, with the entertainment of other players as a side-effect. If you shift this focus on part of the players, a lot of them will fail to live up to the demands placed upon them, and certainly a lot of them will stop enjoying the game altogether.

As for creative freedom, and non-realistic techniques, in relation to how you portrait certain events or atmospheres; it is part of roleplaying games in abundance. Look to how we resolve conflicts in most roleplaying games, or how we routinely communicate out of character, in order to relate essential parts of the drama.

I have tried to argue my initial position; players never have a free choice. I don't expect people to agree with me (at least not all of them, or all the time), or to be won over by my feeble attempts at convincing them. However; I honestly do hold this to be a valuable insight.

To accept it as a game designer is wise; you may do things with your designs othervise unthinkable. To accept it as a game master will open up a whole range of effective techniques to you, and some exciting themes to be played. To accept it as a player is beneficial to your understanding of the game, and the understanding of your character.

Try to read it like I do, and see what may come out of it...

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On 4/19/2004 at 11:52pm, greyorm wrote:
RE: Players never have a "free choice"

The player is mainly into immersionism; directed at himself, with the entertainment of other players as a side-effect. If you shift this focus on part of the players, a lot of them will fail to live up to the demands placed upon them, and certainly a lot of them will stop enjoying the game altogether.

Which assumes that the player is, in fact, mainly into immersionism, and not into entertaining the other players at the table as the main focus of his efforts.

Your following statement, about how shifting this focus will necessarily cause players to become "lazy" in some fashion, and there will be a loss of enjoyment seems to me to smack of a certain attitude of belief in there being a "correct" method to playing RPGs and an "incorrect" method of playing RPGs -- or perhaps, a "truer"/"purer" way and a "less pure" way.

Part of this indication comes from your decrying Universalis' lack of focus on one-one player-character identification as a "weakness," and your statements that character-centered immersion is this best way to go (ie: "essential").

I was hesitant to say anything before, but given the posts together, I'm confident that I see a pattern in your phrasings that idicate such being a foundational premise about gaming on your part.

It is your cautions and worries about other styles or methods that do not work the way you enjoy or prefer, or gamemastering techniques which open up traditional gamemaster's duties to the players, that worry me in this discussion. There's more than one mode that can be engaged in to achieve a highly successful, fully engaging game.

For example, I have no interest what you described as your mode of gaming, which seems very centered on you as gamemaster, according to your phrasing ("my vision" and "player engaged in my games"). As a player, I have no interest in "your vision" or engaging in "your game." However, if I am reading your statements incorrectly, feel free to clarify.

From the phrasing, it sounds as though you are advocating play which focuses on a GM-produced-and-centered story, with the players only functioning as cogs in the overall machine, to produce a work of fiction. That the player's goal in your games is to be the best character they can be...provide the most color and in-character behavior, followed to their logical and interesting conclusions. Is that right?

To me, role-playing as an activity is and can be far more than (to put it harshly) dicking around with acting -- that's just one way to play the game. And, by all means, if that's the style you prefer, great! But it isn't the "best" style, by any means.

Thus, I'm curious, can you not see Universalis' lack of player-to-character mapping as a strength of the game for the purposes of producing dramatic and colorful fiction?

From your statements about weaknesses in design, essential methods of play, and so forth it seems as though you failed take away one of GNS theory's main points: there are numerous ways to game, and no one way is superior to any other; only when considering your personal goals in play can any one way be better at achieving that goal than another.

Finally, your question at the end of your last post about the "freedom" issue. I admit I am still confused about what specifically you are getting at regarding what you term "freedom" -- I'm still convinced you are not saying anything different about boundaries than has not already been said many times by others on the Forge, something mentioned a couple times in this thread already.

What, specifically, has anyone here said about "freedom" or it's lack that you disagree with -- not merely semantically over the use of the word freedom and its connotations? Because you're talking about boundaries, they're talking about boundaries...what's the difference between the boundaries you're detailing and the ones others are detailing?

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On 4/20/2004 at 7:10am, M. J. Young wrote:
RE: Players never have a "free choice"

It's a good night, Rev, as I seem to be agreeing with you quite a bit. I was thinking very much along the same lines as you when I read

what Tomas wrote: The player is mainly into immersionism; directed at himself, with the entertainment of other players as a side-effect.

The word that came to my mind at this instant--and I'm surprised you didn't use it--was synechdoche.

Tomas, you seem to be fixed on describing one valid type of role playing and then claiming that because this is a valid type it must be the valid type, and anything that works against this kind of role play is a bad thing.

I almost responded to another thread tonight in which someone worried about players becoming too deeply immersed in their characters, and wanted to know how to prevent it. (I find his fears misplaced, but at that moment I decided to await comment from others before I responded.) There are people who think that immersion makes the game less enjoyable--Ralph Mazza and John Kim seem to be arguing that on another thread this week. To that I say sometimes it's fun to strongly identify with your character and sometimes it's fun to play him as a role in a drama without any real identification whatsoever and sometimes it's fun to use him as a cardboard cutout to run around the game world doing things that you want to see done that otherwise make no sense whatsoever from any perspective. Don't get hung up into thinking that immersion is the best thing, let alone the only thing. Accept that it's a good thing that most of us enjoy some of the time and some of us enjoy most of the time, but that there are a lot of other ways to play that are enjoyable.

I recall a thread from some years back in which it was discussed whether the characters in Jared Sorensen's Squeam game were protagonists. He popped on the thread long enough to say they were not protagonists; they were cannon fodder. That's a role playing game in which the fun of the game is getting this idiot who is your character killed. In an entirely different vein, Kill Puppies for Satan invites you to sit in judgment over your character, who is a disgusting pig whom you could never like, and discover whether you can really hate him. (Caveat: I have not played either game, and am trying to express impressions I have from discussions about them.) Not all games work by immersion; some positively oppose it, and very effectively.

--M. J. Young

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On 4/20/2004 at 10:30am, Tomas HVM wrote:
RE: Players never have a "free choice"

I'd like to clarify: I'm not talking about one particular way of playing roleplaying games when comparing theatrical "mannerism" and roleplaying "immersionism". These were the words I found practical at the moment, to describe what I see as essential differences between theater and roleplaying games.

To put it another way: the actor has the audience as the main focus of his acting (using his manners to "impress" them in some way). The roleplayer has himself as the main focus of his play ("immersing" himself to a varying extent in the experience of it). I believe that "immersionism" is something all players are into, to a varying extent. To me it is another way of saying that we identify with our characters. Please understand that the use of "immersionism" in this context, in no way imply that I advocate one kind of play before another.

And I do not advocate the use of acting techniques in roleplaying games, quite the contrary. I stated that any shift in focus on the player part (leaving the focus on identifying with your character), would cause players to fail in the game. I might as well state that it would cause the game to fail (and it would certainly be a failing of the game). If forced into some actor-audience relationship, the players would be expected to use abilities they don't possess. It would not be due to some "lazyness", only lack of ability. Our prerequisite as players of roleplaying games lies in our ability to play and pretend. Most of us lack the ability to manipulate an audience in any conscious way, like an actor do. Please believe this; if the players are left to endulge in what they do best, and are supported in this, they will give their fellow players the best experience possible, them being the happenstance "audience" to their actions.

As for the distinction between different modes of play; I acknowledge it, but I do not feel compelled to choose one mode of play at the cost of another. I want my games to be fleeting experiences, changing seamlessly between different modes of play, according to the needs presented by the game, the genre, the particular scene, the characters, and the players.

People guessing on what style of play I prefer, are wrong in doing so. This is especially true for those trying to "conclude" that I'm into some GM-ruled player-manipulative non-interaction style of play. Please refrain from such guesswork! I've made my share of roleplaying games the last fiftheen years, five of them being published, and they vary a great deal in what designer goals they adhere to.

When I'm advocating techniques on how to influence characters to strenghten gameplay (at the cost of player autonomy), it has to do with me perceiving these techniques to be sorely misrepresented in roleplaying games of today. I sincerely believe that this is a weakness in many game groups, and that part of the remedy is to be found in more explicit design on the particular field of game methods. The strong player autonomy which is maintained in many roleplaying groups, is mainly due to some historical accidents, vague design on methods being one of them.

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On 4/20/2004 at 1:42pm, pete_darby wrote:
RE: Players never have a "free choice"

Tomas:

Please recognize, you are still presenting solipsistic immersion on the part of the player as an inevitable improvement on other forms of play.

While asking others not to interpret how you run your games from your own descriptions of them, I respectfully ask you not to tell me the following:

If forced into some actor-audience relationship, the players would be expected to use abilities they don't possess. It would not be due to some "lazyness", only lack of ability. Our prerequisite as players of roleplaying games lies in our ability to play and pretend. Most of us lack the ability to manipulate an audience in any conscious way, like an actor do.


I can only answer this with "your players, even yourself, maybe." Actually, I find that most of us have an ability to recognise what would be an enjoyable development in play for themselves, and possibly the other players. That ability gets reinforced as we recognise the preferences of ourselves and our fellow players.

And, as an amateur actor, I can say that this happens on the stage as well: even during one performance, your performance get nuanced by feedback telling you what the audience appreciate. Take that for whatever value you can get out of it.

Consider this: however much you may dislike it, all players around the table, are, by their presence, writer, actor and audience. To claim just one of these roles as the defining one, the important one for enjoying the game, is to deny the enjoyment that comes from the others.

Please, please recognise that a group consisting of players that define their enjoyment of a game purely in terms of their own gratification can only function as a socially cohesive group by happy accident. Please also consider that a group that acts towards the happiness of all the members of the group will, by definition, be a more socially cohesive, and in terms of even individual members' long term satisfaction, happier group.

Otherwise, why are they playing RPG's at all? Why not write a novel, or play a computer game, where you don't need to care one jot for anyone else's enjoyment?

But where I feel we're all getting hung up on is, once again, probably simply vocabulary. Where you're talking about "removal of freedom", I would talk about the dichotomy of definition of SiS and freedom of expression, and that the dichotomy is false. Meaningful freedom of expression in an RPG can only occur in a sufficiently defined, and therefore constrained, shared imaginary space.

And some of the most fun I've had in RPG's has been in settings where the freedom of PC's action is tightly curtailed (Paranoia, Pendragon, MLwM if I ever get to play it), while players are encouraged to go hog wild over freedom of expression within tightly defined limits.

But how this is getting tied to immersion is, I feel, somewhat spurious. Inconventional RPG's, it's often an unwritten assumption that the player-character is the only tool of exploration available to the player, that they are the lens through which all experience of the SiS must be passed.

Frankly, that's a load of rubbish. It's one way of playing, but one which closes the player to experiencing all sorts of modalities and subtleties of play. For example, it makes play of classic tragedy virtually impossible, or at least only enjoyable for the GM, not the player.

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On 4/20/2004 at 4:27pm, Halzebier wrote:
RE: Players never have a "free choice"

pete_darby wrote: [R]ecognise that a group consisting of players that define their enjoyment of a game purely in terms of their own gratification can only function as a socially cohesive group by happy accident.


What about playing _Quake_ online? Most players do not care for the other players' enjoyment, yet within the framework provided by the game, they will consistently and predictably have fun together and even share a sense of community.

(Problems arise due to cheaters and people who seek vastly different goals such as aggravating as many people as possible - but by and large, the system works.)

Hence, a roleplaying game which consistently satisfies a group of entirely selfish players should be feasible.

(IF the framework is suitable and adhered to AND everyone shares roughly the same selfish goals. Kinda like a free market economy.)

Might not deep immersionist games fit the bill?
And should this really be labelled with a negative word such as 'selfish'?

Regards,

Hal

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On 4/20/2004 at 6:01pm, BPetroff93 wrote:
False dicotomy

I'll go out on a limb Hal and answer for myself as well as some of the other posters. Nobody is arguing with Tomas that such type of play isn't possible or even entertaining, rather that it is not the only way to play. Computer games, like Quake, are not the same as table top RPGs, and 1st ed AD&D is not Universalis. Different artistic mediums require different techniques. For example, deep Immersion is the only option in a computer game, you literally have no choice, that is not true in pen and paper RPG's. We are arguing that more satisfying pen and paper RPG play may arise from other techniques.

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On 4/20/2004 at 7:46pm, Tomas HVM wrote:
RE: Players never have a "free choice"

I'm not arguing any "deep immersion" kind of play. I'm not an "immersionist". I'm not arguing one particular mode of play at all. Neither am I trying to insult any advocate of any mode of play.

I'm talking about what I perceive to be the basics of roleplaying games, and how the games may be played to it's best potentiality. Choices made by the players are central to roleplaying games, and I'm trying to convey the great benefits to be had if the ideal of "free choice" is chucked overboard. In my view players should be bound byt he characters they have chosen to play, and their characters should be bound by the cultural setting. Due to this every single choice made by the players in the game, on behalf of the characters, should be considered to be anything but free.

Although I talk about this in general, as if all games where the same, I know that this is not the case, so this idea of mine will have a varying degree of validity in different games. Still I choose to talk about it in general, as I experience the "freedom-paradigm" to be a general tendency within roleplaying games. Much can be said about it, but I am mainly concerned with the limitations it places upon the gameplay of many roleplayers, first and foremost these are limitations in their mindset when engaging in roleplaying games.

I believe that any choice to be had in a roleplaying game, should have some strings attached to it, and that such "limitations" in choice in fact present great possibilities for individual and exciting gameplay. I believe this to be the case in most successful roleplaying games of today. I believe that many gamesessions come short of their potential due to the restraining effects of some misconceptions of "freedom".

To give the players resistance in their desicion-making, through their characters, is one great way of involving them in the drama, deepening it for all parties, and making the intensity of interaction soar to the skies. As you experience resistance in the decision-making of the character, and you conquer the doubts in your character, you will discover that this interactive process is making it into more of a real choice, and worth while to make. That's the crux of my idea.

At the same time I don't have to do this every time I play, or in every game I make, or in every conflict. It is true to a varying degree in my own games, as I expect it to be in other games. although I place it before you very strongly, my position is that this is one great way of doing it. I believe most roleplayers, and certainly most designers, need to reflect upon this way of doing it, in order to broaden the scope of their games.

My experiences are mainly done within traditional fantasy roleplaying, by the use of a traditional resolution system, and with players of all ages and differing levels of "roleplaying expertice". I find that most players are in possession of two great abilities; the ability to play and to pretend. I have tried to support these abilities with all my might, both as a gamesmith and as a game master, to release any potential within the players at hand. I think all of you here may agree with me that the potential is great!

This discussion is about one way of releasing the potential. My premiss for initiating the discussion is not to preach this as the one way. It is not. My premiss is that the players of a roleplaying game need a broad array of techniques and tools to release their true potential within the game. So I'm talking of a kind of thinking commonly seen amongst roleplayers, which I perceive to be narrowing the array of techniques available.

Some of the participants here seem to be somewhat provoked by this. It is not intended as personal in any respect. It is not intended as provokation or disparagement of any group of players. It is a statement based on my play and talks of roleplaying games, and it is solely placed before you with the intent of evoking thoughts on an important issue.

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On 4/20/2004 at 7:59pm, Valamir wrote:
RE: Players never have a "free choice"

Choices made by the players are central to roleplaying games, and I'm trying to convey the great benefits to be had if the ideal of "free choice" is chucked overboard.


Convey to who?

I asked this before in this thread and you never answered. You are obviously on some personal mission to persuade the masses about this...but you're preaching to the choir here.

Show me one person in this thread who's disagreed with the idea that choices made by the players are central to roleplaying games? Show me one person here whose argued against placing constraints on the players.

I mean we already hold games like My Life With Master, and Troll Babe in high esteem here. Games where player choice is extremely curtailed relative to the "do anything" sort of game.

So I ask again...who are you trying to convince. Everyone here already agrees with you.


I believe that any choice to be had in a roleplaying game, should have some strings attached to it, and that such "limitations" in choice in fact present great possibilities for individual and exciting gameplay. As you experience resistance in the decision-making of the character, and you overcome it's second thoughts and doubts, you will discover that this interactive process is making it into more of a real choice, and worth while to make. That's the crux of my idea.


Right, again. No one is argueing this.

I find it very telling that the principle disagreements that have arisen on this thread is not with your central tenet that "limiting player choices is a productive thing". Instead the disagreement comes from some of your choices of how you're phrasing your ideas (the whole ownership thing).

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On 4/20/2004 at 8:29pm, Tomas HVM wrote:
RE: Players never have a "free choice"

Hi Ralph,

maybe we could leave the discussion, and push on to talk about some related issues:

- different ways to make character choices worth while.
- how to make use of social tenets in character handling.
- what kind of techniques may be used, by the game master and/or the players, to strenghten the intensity of drama and interaction in a traditional roleplaying game.

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On 4/20/2004 at 8:32pm, Eero Tuovinen wrote:
RE: Players never have a "free choice"

(Obviously crossposted with Tomas; he's saying what I am with much fewer words.)

I'm finding this conversation surpassingly strange; it's like Tomas and others were using the same words but having different discussions. What makes it strange for me is that I've been in Tomas's discussion, I think. The issues, terminology and opinions all ring familiar. The context it's familiar from is the majority of Finnish roleplaying game depates I've participated in, especially with the more theoretical types. I've told you some times how the immersionist, GM-as-auteur school of thought dominates the field in Finland as far as theory goes? Well, this discussion right here Tomas is having is the very same one that tends to surface. Not the freedom thing (about which everyone agrees), but the one about players as tools of GM vision and stuff.

Tomas, are you sure that you are addressing the issues the other posters have lately raised? AfaI understand they have tried to ascertain whether you might have some underlying assumptions about the nature of roleplaying that make it hard to understand your position. You have written that you are emphatically not writing about a certain kind of game, but of all games in general. Despite this you didn't comment on the issues others had with your formulation in your last post, so it's left vague what you then consider the roleplaying you are talking about.

On the other hand, as has been repeatedly pointed out, if f.ex. Ralph's interpretation about your freedom-point is valid, then the discussion is already done. We all agree that games do limit player choice and what's more, they should. There are a multitude of reasons for conciderated limitations starting from the Vision of Interaction DoctorXero outlined a little while ago, goiing through all kinds of player auctoring questions and ending up with the thematic focus of a given game. Look at the IGC competition from last week, which captures Forge ethos in a particular way; many of those games go to great lenghts to produce different play experiences through limiting player options. As far as you aren't arguing some extreme of no choice at all as the highest pinnacle of play, there's nothing more to discuss if you wouldn't like to go forward and tell us how the principle of limiting freedom works in practice.

So, everyone; don't you find that this thread has run it's course? The general discussion about the nature of roleplaying with Tomas should maybe be in another thread, though I suggest someone gets Tomas to play some MLwM or something in the 'net before continuing. I've found here in Finland that it's most efficient to confront this discussion with presenting the proof for why someone might be needlessly limiting his conception of roleplaying. I've talked to exhaustion with people absolutely convinced that anything without a GM and player characters isn't a roleplaying game, only to find out that they've never even heard of Once Upon a Time. I'm not suggesting this about Tomas, but I'd like to be absolutely sure he realizes the stratum of experience people here are working from. The discussion simply doesn't concern itself with the same issues it does here in Finland (or in Norway, presumably), because nobody can keep to those particular preconseptions after playing the Pool or having twenty people tell himself that yes, indeed, there is other games than GM-auteur in town. The general strengths and weaknesses are so different that Tomas is arguing against imaginary disagreement; most likely any Finnish roleplayer can relate to his opinion simply because they see the connections about what the heck he's talking about, but until further deconstruction and care from Tomas it's hard for the others here to do so.

Then again, I might be mistaken in seeing what I see. If so, apologies.

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On 4/20/2004 at 8:39pm, BPetroff93 wrote:
context

I understand Tomas, I was attempting to explain to Hal in very broad strokes.

No one is going to argue with you that to design a structure requires that there be limitations. The limitations, in a sense, define the structure. It is so obvious that we are looking deeper into your argument to discover if there is something we can actually hold a discussion about. I understand that to be an underlying assumption, on your part, that the driving force behind coherent and functional play is the gamemaster. And that proper role for a player is as an "actor" inside the gamemaster's world. It is that assumption that is in contention.

If this is your assumption than the ensuing discussion is correct and unless you care to revise your opinion or entertain other views then we have come full circle and this thread can close.

If this is not your underlying assumption, and your theory posses different implications, please state them more clearly so we can discuss.

If you are not advocating anything by your "theory" other than to say that structure requires limitation than we all agree and can happily end this thread. If this happens to be the case this thread is remarkably similar to a great many of your other threads where you take issue with a certain word do to it's implications. I think the problem is one of context. In english, as opposed to Japanese or French, there is no standardization of the language, therefore it is nessesary to define words by context. We use words like Freedom as relative terms, not absolutes.

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On 4/20/2004 at 10:43pm, Halzebier wrote:
Re: False dicotomy

BPetroff93 wrote: I'll go out on a limb Hal and answer for myself as well as some of the other posters. Nobody is arguing with Tomas that such type of play isn't possible or even entertaining, rather that it is not the only way to play.


I was not supporting Tomas' position, but merely contending Pete's specific point, which was worded as an absolute. My comment came out of left field, though, and I apologize for that - I was going off on a tangent, rather than contributing usefully to the topic at hand.

Computer games, like Quake, are not the same as table top RPGs, and 1st ed AD&D is not Universalis. Different artistic mediums require different techniques.


I think my analogy holds inasmuch as selfish behaviour on the part of all participants may result in satisfaction all around, and not just by accident.

I believe that such a set-up - whether for a first-person shooter or a roleplaying game - does not only have disadvantages (it sure does), but also unique advantages.

In the case of RPGs, a near-autistic style of play will (possibly on top of other measures) reduce OOC and metagame distractions. Whether this reduction is useful or even desirable to you or whether it outweights the drawbacks is a matter of taste.

Ralph, for instance, has made a good case that the drawbacks are rather severe.

But I guess this should be another thread, really. I'll be happy to contribute, but don't expect too much, as unfortunately I have very little time.

Regards,

Hal

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On 4/21/2004 at 1:04am, greyorm wrote:
RE: Players never have a "free choice"

Thomas,

Please believe this; if the players are left to endulge in what they do best, and are supported in this, they will give their fellow players the best experience possible, them being the happenstance "audience" to their actions.

Let's focus for a moment on a concrete example of our disagreements: you have this idea that players cannot (or should not) be actors to an audience of fellow players (because it "doesn't work well").

I don't believe you because some players will suck, suck, suck at the categories you put forth as the "attributes of all roleplayers." Left to do what they do best, they will entertain their fellow players foremost, rather than immerse or identify with their character. Not all players are good at playing their character, or want to -- some of them simply want to smash a sword against a dragon and get XPs (to use a D&D analogy) in pure Pawn stance.

I don't "believe you" because I've seen great games, games that work, where the point is openly made that the other individuals at the table are your audience as a player, and have mechanics that enforce this.

I don't believe you because if players, who are by no means a homogenous group in desires and abilities, are left to indulge in what they each do best individually, incoherence in mode can easily arise and dysfunction follow without everyone knowing what everyone else at the table is there for. Because "pretend" and "play" (again, whatever those actually mean) are not necessarily the things a given player is best at, or even desires in play.

ORX, for example, is simply all about winning. Get the most Loot. Period. Character identification? Nothing doing. It's a set of numbers and mechanics used to 1) win 2) make bad jokes about. It would be like identifying/immersing with the character in a platformer video game (ie: like Mario from Super Mario Bros). Now, that's not the only option I present for play in ORX, but it is the base mode.

Tomas HVM wrote: The roleplayer has himself as the main focus of his play...
...it would cause the game to fail (and it would certainly be a failing of the game)...
...If forced into some actor-audience relationship, the players would be expected to use abilities they don't possess. Our prerequisite as players of roleplaying games lies in our ability to play and pretend...

Three blanket statements about players, play, and methods, all made authoritatively, all of them highly arguable.

It is these authoritative statements of belief that are causing the difficulty. For example, the first isn't necessarily a true interpretation of a roleplayer's goals; the last is a generalization that does not hold true across sample pools of individual players (not to mention the difficulties of what you mean by the term "play" and, to a lesser extend, "pretend").

Given statements like yours above, do you see why it appears your posts promote your style as the proper and truest method of play? It is things like that which are giving rise to the idea that you are talking about this "roleplaying activity" that happens "this way" and that "that" is "it," regardless that you do not mean it that way.

People guessing on what style of play I prefer, are wrong in doing so...This is especially true for those trying to "conclude" that I'm into some GM-ruled player-manipulative non-interaction style of play. Please refrain from such guesswork!

When you make the sorts of strong statements about proper/successful play that you have, and when you use the phrases you have, guesses as to your style are not wrong, nor is anyone wrong in doing so. If you fail to make yourself clear, then you fail to make yourself clear.

Following from that, blanket denials are not responses; they're you saying, "No I'm not." And leaving it at that, which is utterly meaningless as a rebuttal. All we have to go on in these discussions is what we've said to one another; as you've chosen to deny rather than to correct, we still have no other actual data to derive a conclusion from.

You can accept the situation as one of "my phrasing was poor and I didn't get my meaning across to you" or you can complain "you just don't understand what I'm saying!" and avoid the issue completely.

I've noticed you have a habit of the latter, in dodging pertinent questions which might help clarify issues. There's a list of questions I've posed to you in this thread which remain unanswered, and which I hope were not deliberately/selectively ignored.

I note Ralph has also asked questions which have not been answered, and should be if we are all to understand what this thread is ultimately even about and why the subject was broached by you to us specifically, especially when it seems you aren't saying anything we fundamentally disagree with.

I've made my share of roleplaying games the last fiftheen years, five of them being published, and they vary a great deal in what designer goals they adhere to.

This is an argument from authority. No matter how many games you've produced, nor what you say they do, neither has any bearing on this discussion because it lacks substance, actual statements -- design intents and supporting rules -- would need to be included for it to have real value. I'm not saying this to state I don't believe you, just pointing out that it's empty data.

When I'm advocating techniques on how to influence characters to strenghten gameplay (at the cost of player autonomy), it has to do with me perceiving these techniques to be sorely misrepresented in roleplaying games of today...I sincerely believe that this is a weakness in many game groups, and that part of the remedy is to be found in more explicit design on the particular field of game methods.

Again, do you understand that you are preaching to the choir when you make statements like this? That the Forge membership accepts these sorts of ideas as very basic to design goals and production of games?

If not, how have you missed it?
If so, why do you insist on repeating these statements as though someone here disagrees with them, when no one has?

My premiss is that the players of a roleplaying game need a broad array of techniques and tools to release their true potential within the game. So I'm talking of a kind of thinking commonly seen amongst roleplayers, which I perceive to be narrowing the array of techniques available. Some of the participants here seem to be somewhat provoked by this.

For example, it would be impossible for a Forge member to be provoked by the idea that a wide variety of tools and techniques is a bad thing! Or that narrowing the number of techniques employed in a specific game is a bad thing.

How you have missed the fact that everyone here agrees with you is beyond me, and it is THAT which is provoking participants such as myself, not your statements, because it seems, quite frankly, that you're plugging your ears and shouting, apparently in the mistaken belief that no one is listening or only responding with criticism, not hearing that everyone is saying, "Yeah, we're there, too. And?"

I mean, you are saying absolutely nothing new to anyone here. What's the point? Why do you keep pushing it when everyone already agrees with you, and has said so? Do you think you need to say it again so we'll agree with you more than we do already?

That is what is frustrating a number of the posters, not your premise about freedom, techniques or anything else.

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On 4/21/2004 at 5:54am, Tomas HVM wrote:
Re: context

Brendan Petroff wrote: No one is going to argue with you that to design a structure requires that there be limitations. The limitations, in a sense, define the structure.
This is obvious, yes, and modern design tend to take into consideration that there should be some guidance on method too, the process of organizing and propelling the game. The grade of guidance may vary, but modern design tend to make more explicit use of it than older games usually did. The reason being, I believe, that in order to make players behave differently in a roleplaying game, a designer will have to give guidance which "counters" the elements of traditional styles of play that are colliding with his intentions, to make his unique game function. I do not expect anyone to be in disagreement with me on this, so please don't imply that I do, merely on the grounds that I say it. It's not like everything you say has to be disagreed upon for it to be worth saying.

Brendan Petroff wrote: I understand that to be an underlying assumption, on your part, that the driving force behind coherent and functional play is the gamemaster. And that proper role for a player is as an "actor" inside the gamemaster's world. It is that assumption that is in contention.
I have stated rather strongly that I do not believe in the roleplayer as any kind of actor. Some playeers may be actors, yes, some players may have a talent for acting, yes, and some very few players like to entertain their fellow players without any talent whatsoever in that direction. However; most players are not actors, and would never dream of performing to an audience. If implied that this is in fact what they should be doing in a roleplaying game, I believe a great deal of them will shun the game.

However; to me there is a significant distance between pretending to be a character in a game, and acting as a character at the theater. There is also a significant distance between being an "audience" and being a "fellow player". I will not go further into these differences, but focus on what I consider to be the basics of roleplaying games; pretending and playing. To play and pretend is something all children do, and as adults we have not forgotten the skills attached to these activities. Without these skills we would be utterly helpless in a roleplaying game. Most people are in fact quite able to engage in a game of roleplaying, with a minimum of instructions, focusing on techniques of play, not on techniques of pretending.

As a designer I try to make the players of my game pretend to be someone else, and to play around with this idea, but I also try to make them do this in ways supporting the overall goals of the game. Currently I'm working on two games which I consider to be quite traditional in essence. It is within the traditional set up of a roleplaying game; with players and a game master, that I try to make affirmative guidance on a more flexible and focused style of play.

When engaging in a traditional game of roleplaying, players tend to focus on their character, and to produce internal images from their characters point of view. This may be named "pretending". As for the "play" part, that has all to do with how we relate to eachother when pretending, playing around with the idea that all of us is someone else, and testing eachothers character to this effect. I see no need to discuss this point. I believe this to be a phenomenon in all roleplaying games, even the most tongue-in-cheek and "superfluos" of them (ORX inclucded, as it is described here). I'm saying that RPGs are games of pretending and playing, and I believe that without the "pretend" part there is no roleplaying game. With that as my basic assumption I maintain that supporting the players ability to pretend, in one way or another, is a basic goal of all roleplaying games.

I hope this clarifies it.

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On 4/21/2004 at 6:27am, Silmenume wrote:
RE: Players never have a "free choice"

I am late coming back to this thread, my apologies – I hope to instill a few insights.

Tomas HVM wrote:
Silmenume wrote: Upon reflection I see that ownership is a troublesome word. ... Even the word “control” is too strong; perhaps the phrase “to express intent of action or thought” might be more accurate.
This is interesting. "Intent of action or thought" do not encompass emotions or automatic reactions. The field of emotions and reactions is exactly where I, as a game master, make my "infringement" upon character/player autonomy.

I apologize if I did not make myself clear in this matter, but do I think this to be relevant to this conversation. By “intent” I mean that by virtue of this activity being a roleplaying game all actions or stated thoughts that enter into the SIS must be validated via a process that is here called the Lumpley Principle. One may wish to lash out, in character, as an emotive response however just because one wishes do so does not automatically mean it will be validated into the SIS; hence “intent”. Our actions do not automatically become facts; they must first be mediated/negotiated. By “action or thought” I meant all physical and mental processes, including emotions, as expressed. This is on a character level. While the player may feel many things, at this level of play we are referring to Character, the Exploration Process and the Shared Imagined Space. Shared is the operative word. This a Character/game process because a player’s true emotions are not subject to outside control.

I am confused by you statement about infringement. Do you mean you “infringe” upon the player’s emotional state or the character’s emotional state? The reason I ask is that emotions are probably the most gut level and least controlled of all player actions. There is a certain “honesty” to emotions and automatic reactions that seem to me the one thing you would like least to “infringe” upon. Do you mean to say “manipulate” as opposed to “infringe” which implies an over-riding of players emotions and automatic reactions with something that you prefer?

We now have a distinction here between the Shared Imagined Space/Character and the player.

Tomas HVM wrote: …The player is mainly into immersionism; directed at himself, with the entertainment of other players as a side-effect…


Several notes on this.

You are correct that no one can truly know what any other particular player is experiencing. You are also correct, by extension, that such an experience is a unique and nonduplicatable event. That particular experience is that person’s and that person’s alone. However, two things must be said.

First, while a player cannot literally share what they are experiencing (or have experienced) the experience can be expressed and shared with others to a greater or lesser degree. The imperfection of the sharing process does not render it useless and thus does retain some value. One can share personal experiences to the enjoyment, elucidation, and benefit of all. Thus the idea that what an individual player experiences is theirs alone and is not worthwhile or profitable to share is moot.

Second, a personal experiential event or process while the backbone of our ability to create an artificial or synthetic reality, does not automatically mean we are motivated to the enrichment of this process to the exclusion of other people’s experiential processes. IOW just because we can only experience and feel inside our heads does not mean we are indifferent to other people’s experiential processes and what goes on in their heads. Empathy is an expression of that very interest in other persons’ internal processes.

Finally why any given player engages in Exploration and expresses a Creative Agenda is unique to that individual. To make a blanket statement that players are self-directed and regard the other players as merely an afterthought, if at all, is an egregious error. Roleplay is a communal effort with a Shared Imagined Space – if the communal nature of the game and/or the Shared Imagined Space is to be held in tact then all players must regard all the other players or the game will suffer at best or fall apart at worst.

Tomas HVM wrote: …"shared imaginary space". I prefer to say that this space is outside the true vehicle of play; our character.


It is impossible to disentangle the two, especially when actually playing. The “shared imaginary space” is the terrain in which you drive your vehicle of play – your Character. That Shared Imaginary Space helps to define your character – it is the Setting your Character is in and it is the Situation your Character is facing. While Character typically is the principle means of addressing Situation (the vehicle of play), that act of addressing Situation cannot happen outside the Exploration process and the Shared Imagined Space. While there is no there, there – there is a there, here in each and every player and great efforts are expended to make sure everyone is on the same page factually. This is borne out by the Lumpley Principle. You (your character) cannot attack the dragon unless everyone agrees that there is a dragon there.

Tomas HVM wrote: The roleplayer has himself as the main focus of his play ("immersing" himself to a varying extent in the experience of it).

You make a mistake here by conflating process and interest/intent. While a player can only experience what his faculties allow him to experience, and that experience can only be synthesized within his mind, from both internal and external sources/stimuli, it does not follow that his “focus of play” is on himself. The internal process is the how, the focus of play is the what and why he is going through the process of imagining and attending to. We need our eyes to “see” but it is what we are looking at that is what we are focusing on.

Regarding the idea of “freedom of choice,” perhaps a better phrase might be that players have “freedom to choose,” among the choices laid out before them and within the constraints of character. That a decision has consequences still does not deny the player the opportunity/freedom to choose though the choices may be hard to make. That a player has to choose between limited options does not denigrate the decision making process. The railing against the idea of “freedom of choice” is something of a straw man as has been laid in this thread. From what I have seen, there is this idea that “freedom of choice” means freedom from any and all constraints and consequences and that any moment any constraint or consequence is introduced freedom has been lost. This is patently illogical simply because that have to choose means that one cannot have both and that one option is automatically being denied that individual. That an individual must actually face a “choice” is to remove a freedom inherently. Thus “freedom of choice” must either have always meant freedom to choose within set choices or have always been a logical conundrum from the beginning. That there are consequences to a person’s choice, and they may all not be to said person’s liking or advantage does not deprive said person of the opportunity to choose. Narrativist games and their Premises are prime examples of that process. Players actually groove on those tough “choices”.

Until all the above issues are cleared up I think it will be difficult to have a coherent conversation. I am not even certain what you mean by “strengthen game play.” However, I think your concern with player autonomy is a bit misguided. A player can be completely autonomous and still be totally committed to game and the events transpiring within. By autonomous I mean free to choose as he sees fit within the parameters set forth within the setting, situation, and his character. That a player chose to play under a specific set of circumstances means he chooses to face the situations and their limited options of his own autonomous will. I think you would be better suited interesting the players via the elements of Exploration that they, of their own free will, submit to the situation with all its attendant limitations.

Some thoughts,

Aure Entaluva

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On 4/21/2004 at 6:27am, Tomas HVM wrote:
RE: Players never have a "free choice"

greyorm wrote:
Let's focus for a moment on a concrete example of our disagreements:
...
Three blanket statements about players, play, and methods, all made authoritatively, all of them highly arguable.
...
why do you insist on repeating these statements as though someone here disagrees with them, when no one has?
...
How you have missed the fact that everyone here agrees with you is beyond me,
...
I mean, you are saying absolutely nothing new to anyone here. What's the point? Why do you keep pushing it when everyone already agrees with you, and has said so?
I agree with the part of you which are stating that there is some disagreement here, and that I have made some statements which are arguable.

I will not engage in any further debate on my abilities, or lack of, to communicate my ideas. You will have to content yourself with my brave tries at communicating the ideas themselves.

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On 4/21/2004 at 6:36pm, BPetroff93 wrote:
acting vs "acting"

Hi Tomas, thank you for your response to my post. I think your statement about more limitations, of whatever kind, being present in newer games as opposed to older games is interesting and would be a topic worth discussing. However, the current topic seems to still escape my grasp.

I understand that you do not equate RPGers with stage or screen actors. I was using the term actor metaphorically. I apologise for any misunderstanding.

While I agree with you that something does not have to be in contention to be worth saying, a contentionless conversation on one topic can only continue for so long. This one has been interesting, however, unless we can discuss some underlying issue or implication of your philosophy it seems that it has reached it's natural conclusion.

What I intended to ask you, through my actor reference, is if the underlying assumption behind your theory is that the GM is the driving force behind the adventure in a manner SIMILAR to, but not identical to, a director and actors. I am not trying to imply that acting and roleplaying are similar mediums, just that the heirarchy of authority, or story control, appears to be similar in your theory.

Is this correct? If not, are there any implications to your theory for actual design, other than the fact that limitations of some kind must be built into the system? If not, do you feel this conversation has fullfilled your original intent and can be closed?

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On 4/21/2004 at 10:35pm, Tomas HVM wrote:
RE: Players never have a "free choice"

Brendan:

apologies; I misread your metaphore. I must warn you though; the apparent similarity between theater and roleplaying games may fool people into believeing that a roleplayer and an actor are the same. Due to this the use of it as a metaphore has it's hasards.

As for my "philosophy", I am afraid that no logical and consistent work has been made of it, so it may not be termed a philosophy yet. It's my thoughts and experiences, and I would like to make some coherent work out of it. I am indeed collecting all my thoughts, as expressed here, in my games, and in other forums, with the intent of collecting them in one theoretical work on roleplaying games. Such a work is long overdue for me, but I have not had the time to compel it yet. Sorry.

I will have to come back to the posting of Aure Entaluva.

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On 4/24/2004 at 11:25pm, greyorm wrote:
RE: Players never have a "free choice"

Thomas,

The questions of mine you quoted were not directed towards your ability (or lack thereof) to debate, but to the point of this thread -- the reason you brought the topic up in the first place, to us, specifically. Something Ralph had also asked about.

I don't think anyone can judge whether or not the discussion has been of help to you unless we're clear on what, exactly, you were trying to get help with. Frankly, I'm content on letting this thread die and trying the subject again at a later time, though I admit that result is frustrating because it means this thread was ultimately a lot of wasted time for everyone.

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On 4/25/2004 at 8:12am, Tomas HVM wrote:
RE: Players never have a "free choice"

Silmenume wrote: By “action or thought” I meant all physical and mental processes, including emotions, as expressed. This is on a character level. While the player may feel many things, at this level of play we are referring to Character, the Exploration Process and the Shared Imagined Space. Shared is the operative word. This a Character/game process because a player’s true emotions are not subject to outside control.
I misread you. But however much you meant to include emotions in your statement, they seldom are included in the actual roleplaying game. The techniques for introducing and handling them are not present. The "Lumpley principle" is not enough in the way it is usually applied: focussing on how to handle player intent on character action. However; if you realize that the principle may cover the gamemaster intent on character action too, and you make the game reflect this by opening a true avenue for gamemaster coauthorship of character, you have a principle that will function in regards to automatic reactions and emotions.

My point is simple: we are not in total control of our real character, so why should we be in total control of our fictional one?

You may state that games don't have to be realistic, and that is quite correct, but it is also besides the point.

Silmenume wrote: I am confused by you statement about infringement. Do you mean you “infringe” upon the player’s emotional state or the character’s emotional state? The reason I ask is that emotions are probably the most gut level and least controlled of all player actions. There is a certain “honesty” to emotions and automatic reactions that seem to me the one thing you would like least to “infringe” upon.
I'm sorry. I used the word "infringement" because this is what most roleplayers label it, when discussing such techniques. What I mean to say is that I, as a gamemaster, am feeding parts of character play in ways outside the norm, and often said to be inside the perceived autonomy of the character/player. However; this is all maintained in discussions on the issue. When confronted with it in play, most players accept it without question, and those questioning it are usually convinced by the simple statement: This is one way of feeding you stuff to play with. You're still the one expected to play with it.

The gamemaster may force reactions and emotions on the characters, and still leave the players to deal with these in a way they choose to be relevant for their character. Anyone may experience bouts of jealousy. The way we deal with these parts of our personality, is an essential way of defining us as individual men or women. By making players accept techniques to this effect, at times forcing the characters to have realistic and "unauthored" reactions, you have got yourself the beginning of an apparatus for making the game more realistic, deep or interesting.

The apparatus as such is not suited for any and all roleplaying games. I can't think of any one technique which are. The point is that roleplaying games as such lend themselves to this kind of play, and by that reason there should be some exploration of the possibilities within it.

I wrote: The player is mainly into immersionism; directed at himself, with the entertainment of other players as a side-effect…
Silmenume wrote: First, while a player cannot literally share what they are experiencing (or have experienced) the experience can be expressed and shared with others to a greater or lesser degree.
Yes. I totally agree with you. The main focus of the player is himself and his own enjoyment, and it should be. However; this is said to emphasize this point; the players are (and should always be considered to be) players, not actors. The point is not made to undermine the fine and creative relationship between players. I fully acknowledge this relationship, and it's importance in play.

In a roleplaying game we pretend to be someone else. Our engagement in the character goes to various dephts, depending on ourselves, our game environment, and the game itself. But to some extent the roleplaying game always include the "pretend"-part. this is what I meant by the players being into "immersion" (focussed on his own experience, and the character he pretends to be), and the actor being into "mannerism" (focussed on the experience of the audience, making them believe in the actions of the character). I admit that the distinction is fine, but nevertheless it is there, and it has quite important ramifications. Some of the ramifications are the ones that makes great players out of people that would be truly helpless as actors.

Silmenume wrote: ... the idea that what an individual player experiences is theirs alone and is not worthwhile or profitable to share is moot.
I totally agree with you. It is profitable and worthwhile to discuss the relationship between players, and the way they feed eachothers imagination in the game. It is however; not constructive to talk about an audience in roleplaying games. There is no actor -> audience relationship in the game. We may simile the game with an actor -> actor relationship, as it is in an improvisation, and there may be some drama-theories that has something to teach us all in this respect.

Silmenume wrote: ... just because we can only experience and feel inside our heads does not mean we are indifferent to other people’s experiential processes and what goes on in their heads.
Totally in agreement with you on this.

Silmenume wrote: To make a blanket statement that players are self-directed and regard the other players as merely an afterthought, if at all, is an egregious error.
If I did so, I would stand ashamed. I have not. I maintain that players have their main focus on their own character. In no way have I implied that this is done, or should be done, to the exclusion of their empathy for other players and their characters. I have never said anything to the effect that players should not communicate, that they should stop participating in the game, or that they should immerse so deeply in the character that they stop contributing to the gameplay.

Players do have empathy. In a roleplaying game they communicate, participate and contribute. They all relate to eachother, while they all maintain a focus on their own character. It is a communal effort, as well as an individual one.

Silmenume wrote: The internal process is the how, the focus of play is the what and why he is going through the process of imagining and attending to. We need our eyes to “see” but it is what we are looking at that is what we are focusing on.
Maybe I should formulate my idea in another way, to make it clear: the player are focussed, by the roleplaying game, on the character. The character is the main entrance to the fictional world of the game, for the player. Through the character the fiction is brought to life.

It is also possible to argue that without the character, the game is without most of it's qualities on the personal level. But that is only a thought on the side of my arguments.

Silmenume wrote: Regarding the idea of “freedom of choice,” perhaps a better phrase might be that players have “freedom to choose,” among the choices laid out before them and within the constraints of character.
Good thinking! This certainly reflects what I'm trying to say. But "freedom" as a word come with so many and strong implications, and is so commonly misused, that I try to refrain from it's use (or to battle it's misuse, as the case is here).

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On 4/26/2004 at 5:38am, M. J. Young wrote:
RE: Players never have a "free choice"

Tomas HVM wrote: The character is the main entrance to the fictional world of the game, for the player. Through the character the fiction is brought to life.

Although I agree that "the character is the main entrance to the fictional world", in the context it appears that you are making more of this than I can accept.

I'm recalling a game many years ago in which "party structure" was somewhat amorphous. Early in play a non-player character had offered my character a job, and my character gathered the several other player characters together for the purpose of completing this job, in essence hiring them on clearly defined terms. When the job was over, everyone was paid as agreed, and there was some scheduled "down time" for training, reorganization, and similar things.

My character had gained the most experience from the venture; as party leader, he was frequently on point, and frequently the other players expected me to handle situations (I had been running games for most of a decade; they had been playing for a couple of years).

One of the other players decided that he would like to run an adventure. His character started contacting any other player characters who were not too busy to join him, outlined what he intended, and headed out to do it. I was present at the table, involved in other things; I had no character on that adventure and no official input into what they did there--but it was still very involving. I was audience in a very real way to that adventure.

In that game, it frequently happened that one or a few players would have their characters involved in something that held our interest even while the rest of us were involved in our own affairs, which also held the interest of everyone at the table.

E. R. Jones ran that game. I mention that now because multiple staging was one of the core concepts of Multiverser when he brought the concept to me, and this D&D variant game in which I'd played was a wonderful example of the technique. In Multiverser, I am frequently "on the sidelines" watching a fascinating adventure in which I have absolutely no part at all beyond that of spectator. I have my own stories and adventures that are being created, and I'm enjoying them and relating to them through my character; but the rest of the people at the table are probably relating to my stories as audience, just as I am relating to their stories as audience.

I think you exaggerate the degree to which we are limited to our characters' perspectives. The fiction is brought to life through the other participants as much as or more than through our own participation. To some degree, what the other players are doing is more interesting to me than what I am doing, because I don't surprise myself half as often as any one of them surprises me.

--M. J. Young

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On 4/26/2004 at 8:16am, Tomas HVM wrote:
RE: Players never have a "free choice"

First I'd like to say that I enjoyed this last posting by M.J.Young immensely. It is always good to see some fresh thoughts brought forward (fresh to me at least).

I do not deny that our roleplaying may have, and usually do have, qualities to be appreciated by fellow players. What you refer to is proof good enough for me, and my own experience support it.

However; it may be that your example is about a fellow player, not an "audience" as such. Your example describes a viewer who is still part of the game. As a player he may be said to share mindset with the rest of the players. It is possible that this mindset is a prerequisite for his appreciation of the game. It is also possible that prior knowledge of the characters in action, is essential to any shared enjoyment of the drama.

Would it be fair to say that the game you describes as "very involving", probably would be as dull to watch for a true outsider, and as involving, as a traditional roleplaying game usually are?

Do you (or others) have experiences contradicting such a dependency of a shared mindset? If not; do you think it is possible to create it in "true outsiders" to the game? What kind of techniques would it require? How would it influence gameplay? Could any such techniques (if such techniques exist) be used to market roleplaying games more effectively?

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On 4/27/2004 at 4:10am, M. J. Young wrote:
RE: Players never have a "free choice"

Tomas HVM wrote: Would it be fair to say that the game you describes as "very involving", probably would be as dull to watch for a true outsider, and as involving, as a traditional roleplaying game usually are?
I think this may be missing a point somewhere.

I very much enjoyed Blake's 7; I think, though, that the last season (I'm guessing on seasons; I have fifty-two episodes on tape, and there's a point at which Blake is no longer a main character, which seems to be the beginning of the final season) is fascinating mostly for those of us who have seen all the episodes preceding it. We know the characters, we know their histories, their motivations, their memories, their fears.

The last episode in particular is telling in this regard. Nothing about it makes sense except from the perspective of the psychology of these characters who have fifty-one stories behind them. In the end, it proves to be an incredibly powerful end. However, it would make no sense whatsoever to someone walking in on that episode.

I know that the television series Friends is very popular in this country, at least. I don't know enough about it to know who the characters are. I have from time to time stumbled on it, but I can't follow it because I don't know who anyone is.

So I think that in any medium in which a continuing story develops around continuing characters, there is this degree to which you need an "insiders" perspective to really appreciate it. Even comic books have the problem that it's difficult to pick up one and know what's happening at the same level that the insiders know it.

I also don't think that it's absolutely necessary to have that insider's perspective to appreciate what's happening with the other characters in a Multiverser game. I've had players move from one group to another, such that the other people at the table know nothing about their past play, and everyone becomes involved fairly quickly. You have the new player phenomenon as well--bringing in someone as a starting character, who in Multiverser will probably be entirely on his own, watching the other players in their adventures between those moments when he advances in his. This is not as much an issue of whether the players have an insider mindset, but whether the stories being created are interesting. If they are, they'll draw in spectators (they sometimes do so at convention and store demo games). If they aren't, they probably aren't all that interesting to the players involved, either, and it's time to move forward to things that are.

So I think that game play can draw in an audience of persons who understand the medium. That's an important point. Some people can't get into comic books because they seem to shallow. I myself have a difficult time with dance (particularly ballet, but numerous other forms)--I find it an opaque medium, which doesn't communicate anything to me at all in most cases. Mime fascinates some people, while others find it complete nonsense. I don't think it's at all surprising that people who play RPGs can be an RPG audience, and people unfamiliar with the medium don't get it. That happens in many art forms.

So players as audience is a valid concept, and non-participant audience is also a valid concept, provided they comprehend the nature of the medium.

--M. J. Young

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On 4/27/2004 at 5:30am, Walt Freitag wrote:
RE: Players never have a "free choice"

In LARPs I encountered the phenomenon of players -- that is, people who signed up to play, made costumes, paid their travel expenses, read the rules, got into character -- who then proceeded to drift through the game, doing very little, regardless of the urgent agendas outlined on the character sheets.

People dissatisfied with their character roles, or confused by the game, perhaps? But no. For one thing, they kept coming back. For another, there were more of them over the course of successive games.

We realized, eventually, that they were spectating. And decided, after our initial surprise, why not? They were paying their way, they were contributing color and richness to play (like extras in a movie), they weren't complaining. Cool with us. (Perhaps, sometime in a previous century, a team playing a little-known esoteric game called "baseball" wondered, why would anyone bother to come to a game just to watch?) Unlike baseball fans, these participants would spectate using all the media of play itself: interacting in character with the other player-characters, using their individual character powers and privileges (such as membership in factions) when applicable, participating in rituals, and often acting as gophers and assistants to other player-characters.

Players of other LARP styles and MMORPG players report similar phenomena in their respective media.

You cannot draw a hard line between players and audience. You can (sometimes, as with the LARP participants I just described) identify individuals who are currently behaving as audience rather than playing, but you cannot fix any particular level of involvement with play as signifying that the participant is no longer audience. For instance, I've been reading this thread for many days. By any reasonable definition, I've been part of the audience for the thread. Now I've posted to the thread. Am I now no longer part of the audience? If not, then when did that happen -- when I started thinking about this post, or when I started writing it, or when I posted it, or have I somehow made myself not-audience retroractively back in time to the start of the discussion? None of those possibilities make any sense to me. It seems far more reasonable to say, I was and still am an audience member, and I am now additionally a participant.

- Walt

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On 4/27/2004 at 9:24am, Tomas HVM wrote:
RE: Players never have a "free choice"

How a player participate, and at what level he engage himself in the gameplay, is not essential to this issue. He's still a player. I've had my fair share of players never taking any initiative. Whatever tricks I use to get them into active participation, they will maintain the seemingly inactive stanca, and still they come back to play my campaigns year after year. As an argument in this discussion, this goes to underline my point that the character, and it's life in the inner sanctum of our imagination, is the one true vehicle of play for the player.

I've run tabletop roleplaying game sessions with a non-participating audience (kind of five persons playing and fifty watching), and I've seen the audience enjoying the game at such sessions. So I do know that this may be done, and how it may be done good. However; I have only once seen non-participating viewers of a game enjoy it, when the game itself was not played to their amusement. At all other occasions I have seen viewers grow bored and leave, if they don't involve themselves in some out-of-game conversation with the players. They may be termed "audience", but it's a pretty bad show.

As a general issue of roleplaying games though, such audiences don't interest me. I prefer to focus my thoughts and creative powers on the five playing members of the game. These players are usually present through the whole game session, but they are not active all the time. Gameplay flow from one to another, from activating the whole group to activating an individual. In a traditional roleplaying game one or more players are routinely left inactive from time to time. My point is that even when inactive they are players, not audience. They will view the play of the others as a fellow player. As a fellow player you have special insights in the game, relations to the characters at play (thorugh your own character) and you are invested with an interest in the game, pertaining to elements that may be useful or important for your character.

To argue it in the same way you do: if a player who is not directly involved in a scene, should be considered audience, then a goalkeeper at the soccerfield should be considered audience too, whenever his side were attacking. Why don't he sit down? Looks silly standing there, pretending to be part of the game!

It is a part of playing the game to be left inactive at times.

To argue that players are audience at any stage in the game, have no great meaning to me, at least not in relation to a traditional roleplaying game. To me the term "audience" is used on spectators having no individual influence on the game. They are not expected to have a go at playing out any situation before or after the scene they view.

To maintain that true outsiders may enjoy the game, is of relevance to the game itself only if it's to be used in some kind of recruitment-scheme. We could of course discuss the ways of doing this, but it is far outside the field of this thread. And I'm afraid that I would have little to contribute with, being that it interest me a lot less now than it did before.

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On 4/27/2004 at 11:53am, Valamir wrote:
RE: Players never have a "free choice"

These players are usually present through the whole game session, but they are not active all the time. Gameplay flow from one to another, from activating the whole group to activating an individual. In a traditional roleplaying game one or more players are routinely left inactive from time to time. My point is that even when inactive they are players, not audience.


Are you using some special meaning for "audience" Tomas? Because this section makes little sense.

When a player is currently "active" as you say, are they not: speaking, gesticulating, portraying, using inflection, narrating, describing action (pick any combination)? Of course the answer is yes. They are performing.

Are the players who are not "active" (as well as the other players who are) not observing, viewing, hearing, absorbing, processing, appreciating, and being informed by this performance? Of course again the answer is yes.

The word for people who are observing, viewing, hearing, absorbing, processing, appreciating, and being informed by a performance is "audience".

Ergo, ALL players around the table (save those not paying any attention to play) are simultaneously players and audience to the play of other players.

You obviously understand on a fundamental level that this sort of thing is going on, yet you for some reason insist on incorporating this process under one lump umbrella of "player". Your reluctance to break down what being a "player" means into its component parts is seriously hindering your ability to understand what is actually going on around a gaming table.


The word "player" is a largely useless term. Even when we know we are restricting ourselves to specifically talking about "role playing game player" there is a huge range of what this means and what that activity entails. Lots of people are players, and lots of people have completely different ideas about what a player does, what they're supposed to do, and what rights / duties they have as a player. Further, there is the traditional dichotomy of player / GM which clouds the issue, because all GMs are also simultaneously players, albiet players who've been given additional duties and priviliges by the others.

Hense use of the word "player" is of exceedingly limited value to describe the action and behavior that is really going on. It is useful to denote "human being seated at the table with us" and very little beyond that.


In order to understand what goes on around the table, you have to break "player" down into its component parts. These are (and this list is likely not exhaustive):

Actor: the player as he's actually portraying his character

Author: the player as he's actually making decisions for what his character does.

Director: the player as he's actually making decisions based on timing and presentation and manipulation of elements of the scene.

Gamer: the player as he interacts with the actual rules and mechanics of the game.

Opponent: the player as he provides challenges and obstacles to and reacts to challenges and obstacles presented to him.

Witness: the player as he collects processes and stores the input from the game to serve as a living record keeper of the events that occured.

Set Designer: the player as he uses narration to describe elements of the scenery and environment, and provides flavor and color not strictly within the scope of his character.

Costume Designer: the player as he uses narration to describe the physical appearance, look and style of his character.

Editor: the player as he initiates, participates in, follows or appreciates techniques of scene framing that do not show every single detail of every single action but instead skip from action point to action point.

Foley Artist: The player who provides sound effects around the table, possibly including some mechanical device, but usually limited to mouthing different ambient noices such as clashing swords, kung fu punches, creaking doors, gunshots, etc.

Kibbitzers: the player who provides out of character commentery and advice to other players at the table even when his character isn't even in the scene.

AND

Audience: The player as he observes and appreciates players at the table doing any of these things, including when he is simultaneously engaged in doing any of these things himself. Note this also means: yes, you can be (and in fact always are) an audience to yourself.



A player is ALL of the these things (and likely a few more I left out) at different times during the game. Each of these are dials that can be set from low to high, and different game styles and different personal play styles will set those dials in different combinations of settings. In some games Author and Director and Set Designer will be set low, while Actor is set high. In other games, it will be a different combination.

But Audience is ALWAYS set to a non zero value unless the player has actively tuned the game out to read a book or watch TV or talk on a cell phone or some other distraction.

When Audience is set low, it means the players are not interested in what is going on it the game. They are not engaged in the actions and performance of their fellow players and are mainly just marking time until its their turn to act and perform again.

When Audience is set high, it means the players are actively engaged in everything that is going on in the game. Even if their characters are not even present in the scene they are still fully paying attention and appreciating the play of others.

Often one of the easiest ways of cranking up the audience engagement level in your game is to allow Kibbitzing at the table so that all players can participate. Well done kibbitzing can not only be an asset to play, but demonstrates that the player is actually interested in aspects of the game not directly related to himself. (Which I offer as an example on how these dials are all interrelated)


Hopefully at this point you can see how much more useful it is to discussions like this to realize that "player" as a term is a collection of things, and to really understand what is going on around the table, you have to examine the various components of that collection.

One of those components is indeed irrefutably "the player as audience".

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On 4/27/2004 at 12:53pm, pete_darby wrote:
RE: Players never have a "free choice"

And there's still that funny sense going around that any sort of audience is passive in relation to the performers. Perhaps we've got too "civilized recently," but certainly performers still play to the audience, and the audience responds, and the performer reciprocates.

Think less in terms of a well-behaved theatre audience at a "serious" play... think about a music hall crowd, or a British pantomime audience, or an audience in a lively jazz club, or a stand-up clubs audience, or the crowds that faced Shakespeare's first performances even, with William in the wings working out how to make that scene scarier, or that scene funnier...

Now fold that sort of audience back into the group that is also the perfomers... that's what we're on about, not a passive, dispassionate group of observers, but a group of people who, even when not involved directly in the creation of a scene are intimately invested in the development of it.

Ralph missed a great opportunity to bring in the mechanics of Universalis (perhaps out of misplaced modesty): Universalis allows great investment in scenes where you are not controlling any of the characters, because you can affect any scene at a moments notice if you wish. It invites investment of interest by all players at all times, while working from an assumption that the character is not the primary or sole lens of experience of the shared imgainary space for the player.

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On 4/27/2004 at 7:34pm, Tomas HVM wrote:
RE: Players never have a "free choice"

Valamir wrote: Are you using some special meaning for "audience" Tomas?
...
Hopefully at this point you can see how much more useful it is to discussions like this to realize that "player" as a term is a collection of things, and to really understand what is going on around the table, you have to examine the various components of that collection.

One of those components is indeed irrefutably "the player as audience".
I do conceive the term "player" to be a complex one. As you dissect it, however, I'm not sure you gain any extra insight in what a player is. Nothing of what you tell me in your list of what a player is, is new to me. I'll have to say that your dissection of the term may be useful as a way of clearing my/your thoughts on the term, but not as some framework for discussing it. That's my position, and will be, so we'll just leave it at that (me being an old bugger and all...).

No, I'm not using some special meaning for "audience". I'm arguing that the context related to audience differs from the context of the player, to the degree that players can not be considered "audience", even when not contributing actively to the game. I'm making the same point about "actors" and "players".

I do know mine is a subtle point to make. I know it may be construed as juggling with words for a lot of you, but sincerely; I have a point to make which I find essential, in all it's vagueness. So please read the following "clarification" very carefully:

- The player has a mindset closely linked with his participation in a game. His mindset differs from that of a spectator.

- The player indulge in the game for the benefit of himself and his cronies, all of them being active participants in the drama, each and every one of them influencing it, or with the oportunity to influence it. Their level of participation may vary, but they are all players. They do not play for the sake of others.

- The spectator has a mindset closely linked with his observance of a performance. His mindset differs from that of a player, and from that of the performers.

- A spectator takes active part in his own observation of the performance, but he does not influence the flow of drama. He may be activated by performers, or by their performance. He may even be called to the scene as anindividual volunteer, or find himself part of an indicated crowd within the drama, but he does not share the mindset of the performer.

- The performer has a mindset closely linked with his communication of a drama. His mindset differs from that of a spectator.

- The performer indulge in his performance to the benefit of both himself, his co-performers and some spectators. His abilities may vary, but as he enters the stage (or wathever) he is a performer. He is actively participating in the communication of the chosen drama to the public. Although he use his stage character to communicate his part in the drama, his mindset is not the same as that of a roleplayer.

- The differences in context, in spite of many similarities, makes for differences in focus/mindset/stanza. The shift in focus makes for subtle differences in how similar tools are applied. The character play of an actor is not the same as the character play of a player.

The differences, however, are of a general nature. In certain scenes or situations the similarities may override the differences, to the point where a roleplaying game make use of techniques belonging to the theatre, and the theatre making use of gaming-techniques. Still; when applying roleplaying games as an art, or discussing them, these differences are essential. It is of no use to apply the understanding of the theatre (or film, or storytelling) to the roleplaying game. The roleplaying game has it's own particular premises, and can not be understood without considering them.


I am not able to give my point any clearer wording than this. Hopefully you will be able to patch it together, and find what I'm trying to communicate.

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On 4/28/2004 at 12:35pm, contracycle wrote:
RE: Players never have a "free choice"

Well we're in 'agree to disagree' territory then. Your statement that

- A spectator takes active part in his own observation of the performance, but he does not influence the flow of drama. He may be activated by performers, or by their performance. He may even be called to the scene as anindividual volunteer, or find himself part of an indicated crowd within the drama, but he does not share the mindset of the performer.


... seems to me be a perfect description of a non-spotlight player observing the activity of a spotlight player. The use of Audience describes this perfectly satisfactorily, AFAIAC.

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On 4/30/2004 at 9:19am, Silmenume wrote:
RE: Players never have a "free choice"

Tomas HVM wrote: I misread you. But however much you meant to include emotions in your statement, they seldom are included in the actual roleplaying game. The techniques for introducing and handling them are not present. The "Lumpley principle" is not enough in the way it is usually applied: focusing on how to handle player intent on Character action. However; if you realize that the principle may cover the gamemaster intent on Character action too, and you make the game reflect this by opening a true avenue for gamemaster coauthorship of Character, you have a principle that will function in regards to automatic reactions and emotions.

My point is simple: we are not in total control of our real Character, so why should we be in total control of our fictional one?


There are a couple of ideas that need to be disentangled. By the way, I am with you on the whole GM coauthorship of Character thingy, but I’ll get to that later.

I am not certain if you are up to speed on the Lumpley Principle or not. On the odd chance that you aren’t let me clarify. As roleplay is a fictional venture that transpires in our heads, there is a need to determine who’s statements are validated into the shared imagined space. Ultimately this boils down to all the players, including the GM, being both subject to and negotiating on these statements for the purpose of apportioning credibility to the or among the various competing statements. IOW, who’s statement makes it into the SIS. In most games this function appears to belong to the GM alone, but that is not the case. If the GM makes a bad call, abuses his authority or what not the players can and sometimes will contest, override, or vacate the GM’s call. The written rules may allow for this or not, but that is irrelevant as the players must all ascent to any decision before it enters into play in the SIS. Any statement must reach consensus among all individuals or the game will grind to a halt until consensus is reestablished. The reason you don’t see it is that most players (which includes the GM) ratify most statements by silent consent – they don’t contest. Some of these ratification duties can be fobbed off onto formalized system - combat rolls, skills rolls, etc.

As such, the Lumpley Principle is a descriptor, it describes how people do something, it does not tell people how to something. In regards to your statement “…that the principle may cover the gamemaster intent on Character action too…”, of course it does! It’s all covered in the negotiation process of the LP. Any statement that is headed for the SIS is subject to negotiation, which means the GM can get in there and do what he thinks is fit, which is also subject to negotiation and ratification. However, that the GM is allowed to muck around with the Characters in such a way is something that needs to be established in the Social Contract before play. Thus the problem of GM coauthorship of Character is not so much a problem of design as it is a matter of Social Contract. Is this technique something that players are interested in?

Tomas HVM wrote: …The gamemaster may force reactions and emotions on the Characters, and still leave the players to deal with these in a way they choose to be relevant for their Character…
…When confronted with it in play, most players accept it without question, and those questioning it are usually convinced by the simple statement: This is one way of feeding you stuff to play with. You're still the one expected to play with it…
…The apparatus as such is not suited for any and all roleplaying games. I can't think of any one technique which are. The point is that roleplaying games as such lend themselves to this kind of play, and by that reason there should be some exploration of the possibilities within it…


I think you already covered how to do it. The problem is not so much the apparatus as the expectations of the players, which is handled in the Social Contract level of the game. I play in a game that sounds like it does the exact same thing that you do. Emotions do sometimes come in from the GM and we are expected to “play with it.” And it does add dimension and all sorts of roleplay possibilities for the Character as well as experiential events for the player. Are you asking or suggested that there needs or should be some sort of formalized system technique for this process or are you simply bringing up the point that the interjection of emotions and “automatic reactions” into a Character by a GM ought be used more frequently as a game play/story telling tool?

Tomas HVM wrote: The main focus of the player is himself and his own enjoyment, and it should be.


I believe that this statement is troubling for several reasons. First, if a player’s main focus is himself what would then motivate said player to share any screen time at all and not dominate the game utterly? Or if said player, focusing on his own enjoyment, enjoyed wrecking other players’ enjoyment why is that the way “it should be.” While I understand that you did not say this directly, the implications of your assertion can very easily lead to this Situation. Roleplay, with its Shared Imagined Space, is a communal effort, and must be so to function, so why should it be that the main focus of the player be upon himself? What are you really trying to say? It is understood that we all do recreational things because we, as individuals, reap enjoyment from that activity, but why is it so that it should be that the satisfaction of the self be preeminent? Sure the feelings of enjoyment are felt/registered within, but it does not follow that we must narcissistically pursue ourselves and our self-satisfying agendas to maximize our internal feelings of enjoyment.

Tomas HVM wrote: Maybe I should formulate my idea in another way, to make it clear: the player are focussed, by the roleplaying game, on the Character. The Character is the main entrance to the fictional world of the game, for the player. Through the Character the fiction is brought to life.


As M. J. Young has pointed out, our entrance into the game is not necessarily via Character only, nor is the fiction brought to life via Character only. However, as Simulationists, it is true that our primary means of addressing Situation is through Character. I’ll agree with you this much, that in addressing Situation we do become much more absorbed into the fictional world and that said fiction is brought to a much more engaging and vibrant life. Note however, that only in the Simulationist Creative Agenda is Character prioritized or “focused” upon in the manner in which you speak. Gamists focus or prioritize on Challenge and Narrativists focus or prioritize on Premise. In other words Character is to Simulationism as Challenge is to Gamism and Premise is to Narrativism. So be careful to qualify your sweeping generalizations such as when you assert, “players are focused, by the roleplaying game, on the Character.” This does not mean that players in non Sim CA’s can’t or don’t focus on or enjoy Character, but rather there is another priority that supersedes that focus.

Regarding your ideas about audience –

The distinctions you make between the player, the spectator, and the performer are rather superfluous regarding roleplay. The idea you put forth about the “mindset” of each category is unsupportable by observation. How do you know that someone who is “spectating” does not actually wish and desire to affect the drama, but is kept from doing so due to some constraining force? Just because one cannot affect the flow of the drama does not mean that an individual does not wish to so. This type of circumstance would clearly put said individual into the same mindset as that of the player; and while an actor cannot address Situation like we do in Roleplay, acting performance is a subset of the process of roleplay of Character. Even within the restrictions of sticking to a script, an actor is still creating and is not just aping words on a page as part of his performance efforts. It is said (William James late 1800’s) that emotions are simply a readout of the body’s physiological state. That being the case, an effective actor must create certain emotional states within himself to physically portray his performance. How he gets there is a creative act all his own, but it is certainly something more than just mannerisms.

Your descriptions of the various categories conflate the ideas of ability to affect the flow of drama and the desire to affect the flow of drama. As one cannot ascertain what is going on in someone’s head directly, but can only do so via observation, it is neither worthwhile nor effective to discuss or categorize by desire. Even if your categorizations and their definitions were solid, it is impossible to know the internal states of people. One could never effectively apply these category labels in the real world as you define them. So even if someone were observed to be a passive observer, it would be impossible to tell if someone were just acting the role of the audience, a player who by some constraining circumstance couldn’t take action, or that said individual had opportunity to change the flow of the drama, but chose not that path. All the same observationally and operationally.

So what is your real issue then? Are you worried about players not participating? Certainly the idea that at certain points in a game a player may be quite content to be an audience to someone else’s unfolding drama can't be at issue. In fact, it is, to me, vitally important that players do don the role of good audience members when the camera is not on them and thus support the actions and acting of the players for whom the camera is currently fixed.

Aure Entaluva,

Silmenume

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On 5/2/2004 at 8:32am, Tomas HVM wrote:
RE: Players never have a "free choice"

Silmenume wrote: I am not certain if you are up to speed on the Lumpley Principle or not. ... Any statement that is headed for the SIS is subject to negotiation, ... Thus the problem of GM coauthorship of Character is not so much a problem of design as it is a matter of Social Contract.
Seems like I'm not up to date on the Lumpley principle. I've argued on the basis of a misunderstanding of it. Thanks for informing me on it. Up to date now.

So my argument don't relate to the Lumpley principle. It is solely concerned with the historical accident that characters are regarded some sort of autonomous domain of the player, in the game. The character may not be subject to certain kinds of interaction, according to tradition.

The behaviour in mind spring forth from social tradition, and is more often than not "taken for granted", in the meaning that players smoke it out to be some possible way of seeing the game, and jump at it as long as the issue is not handled by the game design. It is certainly a question of design if you're ambition is a game where such attitudes are contrary to your design goals.

Silmenume wrote: The problem is not so much the apparatus as the expectations of the players, which is handled in the Social Contract level of the game.
Expectations of players, when picking up a new game, is often formed by the content of the game. If you communicate your vision in a good way, it will exite the players, and they will "accept the quest".

You may call the endgoal of this negotiation an accepted "social contract". However; techniques or modes of play on the fringes of tradition, are often met with arguments like: "this violates the social contract", showing that the frequent use of "social contract" and the attitudes commonly connected with it, makes it a problematic term. It is necessary to underline the importance of renegotiating this "contract" for each and every game, and the need for spontaneus negotiations of it during play. It is also necessary to see that not every decision on this level of play is in the hands of the players; with some games the players have to accept other venues of play than the ones they have grown used to, in order to play that specific game at all.

Silmenume wrote: Are you asking or suggested that there needs or should be some sort of formalized system technique for this process or are you simply bringing up the point that the interjection of emotions and “automatic reactions” into a Character by a GM ought be used more frequently as a game play/story telling tool?
Your question is strange... if I were to expect a gamemaster to use emotions/automatic reactions more, I would certainly give him the techniques and tools to do so. I've developed some techniques and tools to do so myself, and have related these techniques to gamemasters in the design of several games, by open lectures for gamemasters, and through tournament-instructions for gamemasters at game conventions.

I do suggest that this is a valid, viable and valuable technique to use in roleplaying games. How it is used by other designers, or not, must be up to them. I can only argue the benefits to be had in using it.

I wrote: The main focus of the player is himself and his own enjoyment, and it should be.
Silmenume wrote: I believe that this statement is troubling for several reasons. First, if a player’s main focus is himself what would then motivate said player to share any screen time at all and not dominate the game utterly?
He will get evicted by the other players. An ordinary player would not enjoy being evicted from the game. He'll be cut off from the inspiration of other players, and their actions in the game. This makes most players motivated to make room for other players.

Silmenume wrote: Or if said player, focusing on his own enjoyment, enjoyed wrecking other players’ enjoyment why is that the way “it should be.”
If said player, focusing in any way you could think of, were wrecking the enjoyment of the game; the enjoyment would soon cease. Your example is one of extreeme social behaviour, and not very interesting to argue.

Silmenume wrote: Roleplay, with its Shared Imagined Space, is a communal effort, and must be so to function, so why should it be that the main focus of the player be upon himself?
Roleplay is a communal effort, yes, but it is ROLEplay. Whatever you say, the players use of a role, and commonly his creation of it, will be at the core of this activity. The players focus on their own character is not a simulationist trait, it is a trait central to all gameplay. The focus is not to the exclusion of all other considerations.

Silmenume wrote: why is it so that it should be that the satisfaction of the self be preeminent?
It is sound to place your own enjoyment first. If you don't enjoy the game, you will find little comfort in others enjoying it. I'm not arguing egotistical or narcissistical behaviour. I believe I'm tracking an elusive, but inherent, ability of roleplaying games; to focus each and every player on his own enjoyment, through the use of the character as his vehicle in play. I believe this focus is true for all roleplayers, whatever level of immersion or simulationism they are at. And I hold it to be a very sound approach.

Silmenume wrote: ...
Regarding your ideas about audience –

The distinctions you make between the player, the spectator, and the performer are rather superfluous regarding roleplay.
I'm sorry to hear you say that. I'll rest my case.

As for my real issue;
- Players are bound by their characters.
- They are bound by the setting.
- The genre is binding them.
- Players are bound by method.
- The very interactive nature of roleplaying games is binding them.

By realising this as a player, as a gamemaster and as a designer you will release great creative powers. As you realise this your ability to use these powers will also sharpen, to the benefit of all players.

So players never have a free choice, and never should they ask for one; it is too limiting!

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On 5/2/2004 at 10:32pm, Ron Edwards wrote:
RE: Players never have a "free choice"

Hello,

Unless I'm mis-reading, Tomas, what you've just written is synonymous with my points:

1. Exploration is composed of Character, Setting, Situation, System, and Color. Creative Agenda concerns the aesthetic standards for this activity.

2. System Does Matter in realizing Creative Agenda, individually and in terms of the group.

Can anyone explain whether I'm misunderstanding? And if I'm understanding correctly, could everyone reflect on why it took five pages to arrive at a simple identity of conclusions?

Best,
Ron

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On 5/2/2004 at 11:19pm, Tomas HVM wrote:
RE: Players never have a "free choice"

Hi Ron!

The discussion in itself has been thoroughly knocked about already. So I hope your post is an effort of constructive participation.

I'm quite comfortable with five pages of discussion. The discussion has it's own value in my eyes. It has dealt with issues related to the first statement made by me. To me this discussion has been both complex and challenging. I do not perceive it to be "simple" in any way. I do not perceive any of it to be "synonymous" with the list of elements in your post.

I propose for you to explain it yourself; how you think the issue at hand interact with your set of terms, and in what way those terms affect the thinking on "player freedom".

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On 5/3/2004 at 1:24am, Christopher Kubasik wrote:
RE: Players never have a "free choice"

Hi Tomas,

I've got two questions for you.

1) Are you saying that players can't decide to do any damned thing at the table because their creative choices are bound by:

- characters.
- setting.
- genre
- method
- and the interactive nature of roleplaying games

2) Thus, you're defining "freedom" as the choice of behaviors that would ignore one or more of the boundries listed above.

Thanks,

Christopher

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On 5/3/2004 at 6:51am, Tomas HVM wrote:
RE: Players never have a "free choice"

As all players are "bound" by lots of things (or limited in choice), it is obvious that they still may do a lot of things, decide for themselves what course of action to take, behave within scenes in various ways.

Many players believe the character should be "free" of social boundaries. Many are convinced that for a game to be amusing, it has to be played out with a group of characters totally "free" from human emotions. I do sympathize with the urge to do so in a juvenile player, and hold it to be escapism of the best kind. As such I have catered for it both in design and in gamemastering. But in adult players, or as something close to a philosophy of roleplaying games, it is abhorrant. As a visible attitude within the roleplaying community, and in the games, it makes roleplaying games less interesting to engage in for ordinary, adult people. It also lends weight to any claims of "roleplaying games being escapism". It certainly is, for a lot of people.

I'm not "defining" freedom as such. I'm trying to adress some misuse of the concept.

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On 5/3/2004 at 8:28am, Christopher Kubasik wrote:
RE: Players never have a "free choice"

Hi Tomas,

Thanks for the reply.

Like you, I agree that the best creative work is contained with bounds and limits.

I said as much back on page one of this thread when I wrote, "As it stands, I know you think limits are good for the creative act -- which is all well and good."

I don't think anyone here would argue with this point of view. And like Ron, I'm amazed you've somehow jiggled this conversation enough to keep people going this long.

Your saying playing without boundries is immature. I would say useless. It's like playing tennis without a net.

Despite my requests for you to define "freedom," you have refused -- even though it is the point of your arguement. But your last post in reply to my questions, it seems to boil down to this:

"The ability of any player to decide -- against the face of previously established rules of character, setting, characters, method, and the interactive nature of roleplaying games -- to do anything they want willy-nilly."

Because it's clear from the answer you just gave me (players have "limited choice"), that they do have freeom. Limited freedom, but indeed free within the bounds.

So they do have "free choice."

So the title of the thread should have been, "Players Don't Have Absolute Freedom." Becuase that's what you're saying.

Okay.

And... So what?

Is this really news?

To anyone?

I mean, apparently it's news to Tomas, who I can only assume has been pelted with players all these years who actually expect Absolute Freedom in a game. But anyone else? Certainly he hasn't read anything on these boards that would suggest people expect that around here.

If this is the case, then I'm glad Tomas got to talk through this thread and find that everyone already agrees with him.

Right?

Christopher

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On 5/3/2004 at 9:20am, Tomas HVM wrote:
RE: Players never have a "free choice"

Christopher,

I've raised a debate, and I have responded in earnest to those questioning my statements. Your sarcasm and rethorical constructions are neither justified, nor very pleasant. If the debate don't interest you, or if you are unable to participate in a civilized manner, please leave it.

As it is, your arguments are mixed with elements that are way out of bounds.

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On 5/3/2004 at 11:45am, Eero Tuovinen wrote:
RE: Players never have a "free choice"

Tomas HVM wrote:
I've raised a debate, and I have responded in earnest to those questioning my statements. Your sarcasm and rethorical constructions are neither justified, nor very pleasant. If the debate don't interest you, or if you are unable to participate in a civilized manner, please leave it.

As it is, your arguments are mixed with elements that are way out of bounds.


On the contrary, there is nothing wrong with Christopher's questions and statements. Do you understand that what he's saying was first implicated on page one of this thread, and on page two the question was clearly stated. Have you anything else to say apart from the fact that limitations generate art?

This thread has been going on far too long, and I for one haven't frankly seen any progress. If you read the thread so far, most of it doesn't even concern itself with your opening statement, but with some idiotic debate about the difference between player and audience. It's idiotic because there's thousands of words there about simple misunderstandings flowing from your insistence of not trying to formulate your argument clearly.

It's obvious to most that you are working from some very specific assumptions concerning roleplaying. You assume a GM. You assume a readymade situation. You assume GM prepared plot. You assume players immersing in character, or at least simulating character. You assume players being passive about the art, to be guided to conclusions by the GM. These are all common here in Finland, too, and indeed the mark of high roleplaying of the best style. They are hardly that in Forge.

Most of your arguments are insupportable or self-evident to people here, as they don't share your preconseptions about what roleplaying is or should be. When you insist in confronting the discussion on your own terms we generate these monstrous five-page threads with the conclusion that "yes, you need a net to play tennis sensibly".

In the future, formulate your argument to say "The players are all limited by the structures of play they have agreed to, and these structures make roleplaying something far more interesting than simple wish-fulfillment." I expect nobody to disagree, and there's no need to try to get the meaning out of you in vain.

As for debate; it's not a value in itself, and I see nothing good in keeping it up purposefully. It won't make you look any more intelligent. Most people here aren't debating you, but instead trying to find out your opinion and tell you about their's. It's no wonder this drags on if you persist in seeing it as debate instead of communication.

Frustation is the name of the game as far as I'm concerned; this thread has been singular waste of time compared to the common fare. For the last three pages there has been nothing to discuss at all, not after the common realization that you are arguing the need of limitations, not an in-built impossibility for choice.

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On 5/3/2004 at 4:16pm, Andrew Norris wrote:
RE: Players never have a "free choice"

Eero Tuovinen wrote:
As for debate; it's not a value in itself, and I see nothing good in keeping it up purposefully. It won't make you look any more intelligent. Most people here aren't debating you, but instead trying to find out your opinion and tell you about their's. It's no wonder this drags on if you persist in seeing it as debate instead of communication.

I am really glad that this was said.

Tomas, to the extent that you may have felt people were being contentious with you in this thread, it's not really that they were trying to argue with you. Rather, looking back on the thread I see some fairly mild social pressure exerted to "get to the point", a pressure which increased as pages and frustrations mounted up.

People on The Forge don't debate for the sake of debate, and they don't dodge requests for clarification. That's not a hard and fast rule, but it's how the culture of this particular online community has formed. And as a result, I find that threads here are much more pleasant to read than they are on a number of other online forums.

If you look at other threads on similar topics posted recently, and then look at this one for comparison, I think you'll see the difference. Most discussions here I enjoy reading; this one gave me a headache.

So I'm not trying to be rude, and forgive me in advance if you take offense at this. But if you truly believe that five pages of going back and forth debating terms and trying to define the question is productive and pleasant, you might think about whether or not this is where you want to have this kind of discussion. For example, if you'd posted this thread on RPG.net, you'd probably have several hundred responses by now, with people jumping in to argue back and forth about this and that point. Us? We didn't even know it was a debate. If that's what it really is, you're likely to see responses drop to nothing.

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On 5/3/2004 at 6:24pm, joshua neff wrote:
RE: Players never have a "free choice"

Another thing to consider, Tomas: one of the reasons there's an urgency to "get to the point" of threads & not go on & on & on is that the Forge doesn't have unlimited hosting capacity. There is limited space here, & none of us outside of the people who run the Forge are paying for it. Since we're getting this service for free, it behooves us all to save as much space as possible. It's good to have a lengthy discussion, if the discussion warrants length. But if the length is taken up with a lot of arguing over terms when everyone posting pretty much agrees with the central premise, the length isn't necessarily warranted.

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On 5/4/2004 at 5:37am, Tomas HVM wrote:
RE: Players never have a "free choice"

A "debate", Eero, don't necessarily imply quarreling or trying to win something. That's not my idea of it. I've tried to argue an issue (several, as the debate has evolved). I know for sure that the communication of it has not altogether failed.

The debate on player and audience is not "idiotic". It may seem so to you, Eero, but I've tried to use these words to point at a real difference. I see this difference as quite essential, and as quite illuminating in relation to what a "player" is, and is not. Most of you don't. This may be due to me communicating it badly, or to real disagreement, but it is not a point of semantics, not to me at least.

Eero claim that "it's obvious to most that you are working from some very specific assumptions concerning roleplaying". It should be, as I have implied it very openly in the debate. I will try to clear it up now, commenting on your list, Eero:

- I do talk of a gamemaster, but it is not essential to my argument. I'm not assuming that a gamemaster is present in all roleplaying games. I'm mostly conserned with "the player" (including the gamemaster in relation to most issues). I've had some great games without gamemasters present, but in relation to tabletop roleplaying I'm fairly convinced that the use of a gamemaster/player-setup make for the best games. However: other setups are possible, should be explored, and not every game using a gamemaster is great (!).

- I'm not sure what Eero means by "readymade situation". Is he referring to the social setup of the game, or to the contents of it? I'll make a comment on the assumption that it is the latter. In my own practise as gamemaster, I do not normally make scenarios in the traditional meaning of the word. My scenarios tend to be lists of names (to be used as NPCs are created during play), some general knowledge of the setting (including maps, but not normally dungeon or floor-plans) and the contemplation of one or more conflicts in the character group or in the setting.

- I freely admit to plan my games, but not as rigid as "plot" usually implies. The above text should show as much. Most of my design at the present also make use of a gamemaster, and I strongly advice some preparedness on her part, before play is commenced. A minimum of preparation would be to read my gamebook beforehand, to know what this roleplaying game is all about. My most present game is not about plotting at all. It has an appalling lack of opponents to be challenged and fought. It is almost totally focused on social interaction. As such it has to be played with an open and truly interactive attitude by both gamemaster and players, in order to function at all. "Planning" by the gamemaster in this game, amounts to making up a guestlist for the gathering (for herself and the players), listing popular themes of conversation (for the players), and pondering the various motives to be had for different NPCs (for herself).

- I do assume that players identify with a character in the game. And players do so in the vast majority of roleplaying games. I've presented some argument on this, trying to communicate to what extent I hold this to be done. I do believe that each and every player of a roleplaying game is "immersing" in his character. I maintain that this is a game of "pretend to be someone else". I do not assume that everybody agrees with me in the use of "immersion" in this respect.

- I do not assume that players are passive about the art. I assume that most players don't care about roleplaying games as an artform, and that they don't care about the many challenges a game designer is met with. As a designer I assume that the people buying my books may be quite blank in relation to what a roleplaying game are. But I also assume that these people have qualities that enables a great game to be had, if they can be induced to make the effort. I assume that people, once they have become players, are quite active in the games they play, trying to make the best out of it.

- I do not expect players to be guided to conclusions by the gamemaster. I expect it to happen at times, as part of a game, but I do not consider it a sound overall attitude towards a game of interaction. I do perceive roleplaying games to be interactive, and I consider the fuelling of this interaction in various ways, to be almost unavoidable in the quest for great gameplay.

I hope this clarifies some of the assumptions you have about me, Eero.

As for those of you complainig about the debate in general, or the way I have behaved in it; please hold your tongue. The debate has been interesting and illuminating, under the din of your complaints. I have used a large portion of my time on it lately, because I hold it to be important for me as a designer of roleplaying games. I expect to be taken seriously when claiming that I have insights to communicate.

The issues of this debate may relate to the people visiting the Forge in different ways. Some of you may think they are issues of lesser importance, or issues you have dealt with a long time ago. You may state that "all agree on this", as several of you have. You may be right, or maybe you're not. The fact is; I still make use of the Forge to debate these issues. I find it useful. Some others do to.

I do not answer any and all questions directly. However; my will to discuss the issue is evident in the efforts I have made to communicate. You may deem my communication to be bad, or my cause to be unworthy, but please; grant me the right to express myself.

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On 5/4/2004 at 8:22am, Rob Carriere wrote:
RE: Players never have a "free choice"

Tomas HVM wrote: I do not answer any and all questions directly. However; my will to discuss the issue is evident in the efforts I have made to communicate. You may deem my communication to be bad, or my cause to be unworthy, but please; grant me the right to express myself.


Tomas,
I had already observed the pattern of non-answers, and so have some others. Here you imply that it is deliberate. I agree with you that your will to discuss is evident, but I am puzzled about your chosen methods. What is your purpose in withholding clarification when people are clearly having trouble reading what you wrote?

No, I'm not being sarcastic, I'm genuinely curious.
SR
--

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On 5/4/2004 at 9:51am, Tomas HVM wrote:
RE: Players never have a "free choice"

I'm not saying that I deliberately don't answer questions. I'm saying that they are not answered directly. But my choosen wording is misleading. Please accept this to be what I intended to say: I do not answer all questions directly.

I do not withold clarification. As a rule I make an effort to be clear and communicative. Evidently I have not succeeded here, at least with regards to some of the participants in this debate.

If I try to explain my view, and you still don't get it, it may be due to my skills as a communicator, your skills as a reader, or both. To discuss our skills in this respect is really besides the issue, as well as a bit too personal, so I will not engage in it.

After the last wave of "discussion" of clarity and communication, I will no longer follow up on this debate. If you want to make comments directed to me on such issues, you will have to make it a personal message.

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