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Topic: Helpful and Enjoyable? Bah humbug!
Started by: JamesDJIII
Started on: 5/28/2004
Board: RPG Theory


On 5/28/2004 at 1:32pm, JamesDJIII wrote:
Helpful and Enjoyable? Bah humbug!

I was re-reading the responses to this thread http://indie-rpgs.com/viewtopic.php?t=11255.

Ron, you said:

...One of the topics I'm forever maundering about concerns the plain-old-people dialogue that surrounds or grounds a role-playing session, during play. I'm usually trying to help someone see that such dialogue is not only helpful and enjoyable, but often central to play, whereas they are struggling with their training which insists that such dialogue is very wrong and bad for role-playing.


(Emphasis added by me.)

I'm surprised by that. Are you kidding? Do people really feel that way? I can see players dismissing such talk as so much wordy talk (I've met them, I've played with them, and some of them are my good friends). But I have a hard time imagining them being actively hostile to it.

I want to also make a distinction: I don't mean hostile to the conclusions made from these discussions, or even the terms and definitions, but hostile to the act of talking about this stuff.

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On 5/28/2004 at 2:08pm, JamesDJIII wrote:
RE: Helpful and Enjoyable? Bah humbug!

[never mind!]

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On 5/28/2004 at 2:13pm, greyorm wrote:
RE: Helpful and Enjoyable? Bah humbug!

No, such discussion is bad! It detracts from the game session! It makes you step out of character, and thus takes others out of character! If you speak out of character about the game, you are obviously trying to gain some sort of mechanical advantage over the gamemaster: you're a munchkin. If you speak out of character about anything else, you are obviously not interested in the session -- that makes the GM sad -- please don't bother others during the game. No jokes! Jokes are bad, because they break immersion and distract everyone at the table; they can destroy the mood of a scene!

These are standard (if generally unspoken, until they're broken) 'rules' and beliefs in any group I've ever been a part of, including my own up to just a couple years ago.

You've never encountered any of these, James?

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On 5/28/2004 at 2:30pm, JamesDJIII wrote:
RE: Helpful and Enjoyable? Bah humbug!

greyorm wrote: No jokes! Jokes are bad, because they break immersion and distract everyone at the table; they can destroy the mood of a scene!


Jokes - yup. Seen that. But I hadn't association making jokes at the table with game discussion about the game.

Eveything else - no, really. I've never encountered that. Maybe I've been playing RPGs in some distant backwater planet on the edge of the galaxy?

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On 5/28/2004 at 2:31pm, pete_darby wrote:
RE: Helpful and Enjoyable? Bah humbug!

Mr equivocation says... depends on the group.

In line with Chris Lehrich's work on ritual, and the idea of creating ritual space, certainly non-game related banter can harm the process of making the space and time the game occurs in psychologically special, to aid in identification with the shared imaginary space.Eliminating it shows a commitment to the SiS as something worthy of your time and effort to create and explore.

But, on the flip side, RPG's are a social pastime, and cracking down on socializing can certainly make you question why you're doing it. I mean, we're there to have fun, right?

In my own group, it's pretty obvious from early on in any night whether that night will be a gaming night or a socializing night, with light gaming.

Cracking on with the hoary old music makers metaphor... It doesn't matter if you're a terrible band musically for you to enjoy being a band, hanging out while playing the same riffs again and again. Sure, you'd like to be better musicians, but it's more important to be ina band with friends.

On the flip side, you can be the greatest band in the world, but if you're not enjoying each other's company outside of playing, the band will split.

After all, Mick Jones got kicked out of the Rolling Stones because he didn't know any Max Miller routines...

As for folk being actively hostile... homework tongiht is to find examples of rulebooks that actively punish players for this kind of thing.

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On 5/28/2004 at 3:24pm, JamesDJIII wrote:
RE: Helpful and Enjoyable? Bah humbug!

pete_darby wrote: As for folk being actively hostile... homework tongiht is to find examples of rulebooks that actively punish players for this kind of thing.


Oh great - now I gotta go down to the "car hole" and dig out my books again.

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On 5/28/2004 at 4:00pm, Ron Edwards wrote:
RE: Helpful and Enjoyable? Bah humbug!

Hello,

Arrowflight: throughout text, but most especially in terms of player-character death. I hasten to add that I think Arrowflight is tremendously coherent and that such advice is consistent with many other techniques supported by the rules.

Usagi Yojimbo: a monk character has the special ability of using out-of-character knowledge to prompt a character decision, very much in the sense of Author Stance (no a priori in-game justification needed). The text also provides an aside which states that of course no other character should be played utilizing such a technique, all straight-faced with no evidence of metatextual meaning.

As for direct punishment, I suggest looking for experience-point systems which reward "stayed in character" or "contributed to the adventure" (which I consider to mean "Participated" in the Holmesian sense).

Best,
Ron

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On 5/28/2004 at 7:08pm, greyorm wrote:
RE: Helpful and Enjoyable? Bah humbug!

JamesDJIII wrote: Eveything else - no, really. I've never encountered that. Maybe I've been playing RPGs in some distant backwater planet on the edge of the galaxy?

Um, yes? (Sorry, I'm just wowed.)

You've never heard of or seen the dreaded rule, "No giving advice to someone about what to do unless your character is there"?

You know, to prevent, "I'll bet there's a secret door here leading to the lich's lair. You should look for secret doors!" and "Trolls regenerate everything but fire! Cast a fireball!" and "Ask the king about letting me out of the prison!" and so on and so forth, which is always considered to be 'cheating.' This is also often used to preclude discussion about the game as well, unless it is the characters who are discussing events and plans.

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On 5/28/2004 at 8:36pm, montag wrote:
RE: Helpful and Enjoyable? Bah humbug!

greyorm wrote: You know, to prevent, "I'll bet there's a secret door here leading to the lich's lair. You should look for secret doors!" and "Trolls regenerate everything but fire! Cast a fireball!" and "Ask the king about letting me out of the prison!" and so on and so forth, which is always considered to be 'cheating.' This is also often used to preclude discussion about the game as well, unless it is the characters who are discussing events and plans.
I was about to add myself to the number of those who are also unfamiliar with the practice, as described, until you brought that up.
I've seen plenty of that, but – AFAIK – for different reasons. For one, in Forge terms, I've seen it used to give the player a chance to realise their own CA. If the player wants to explore, he or she should be able to use that moment of "solitude" to explore, uninterrupted by the gamist concerns of other players. If the player wants to step on up, those who would like her or him to explore should keep quiet for the moment. Second, within a gamist CA, such a moment is an opportunity to show what challenge the player can meet on his or her own. Sometimes it's also used against players who are too eager to get the spotlight on themselves. Finally, I have seen people reprimanded for interruptions (and have done so myself) to emphasise that this is an important moment for that player or PC, and they should respect that (the latter instance strongly resembles certain ritualistic practices IMO).

Apart from that, I'll readily admit to being hostile to OOC talk to a certain degree. When I'm roleplaying, I like to be focussed on that, which is why I reserve time for off-topic talk (which is important to me as well) before and after the game. I don't appreciate lengthy stories about so-and-so while I'm trying to watch a movie, same goes for roleplaying.
Similarly, I don't appreciate being told every Monty-Python joke and similar nonsense that those around me think of. I expect them to briefly consider the relevance of their contributions (though much less, than e.g. the Forge does).
Of course, especially the latter paragraph is purely personal preference, I'm aware that there are cultural and individual differences concerning that matter. However, if a decent number of people share my view, that might explain the game texts.
Can anyone think of a way to tell apart the possible interpretations?

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On 5/29/2004 at 12:11am, Noon wrote:
RE: Helpful and Enjoyable? Bah humbug!

Hmmm, I'll say that I'm gamist and so is our group. So when some character is seperated, ooc is interfearing with his stepping on up. I mean, if the other dude who's PC isn't even there can call all the big shots for this player...why is that player at the table? The other dudes doing all the step on up for him!

But in the same way, light hints OOC are acceptable in the terms of 'dude, you should have seen this by now'. In other words it provides a light peer presure for the lone player to step on up quick and proper, otherwise someone else will give him the answer and he'll miss out on the glory of answering it himself. But going into full detail on what to do, that's someone else playing his character.

BUT, I'd actually read Rons comments as more being interplayer dialog to maintain the health of the session, stuff like 'Hey Jim, it looks like you haven't had anything to do for awhile while your PC's alone and were doing other peoples scenes...I reakon you would have run into (insert interesting thing), what do you think, GM (clear pointer to give Jim some screen time)?'. Stuff like that. Was I wrong?

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On 5/29/2004 at 8:11am, bcook1971 wrote:
RE: Helpful and Enjoyable? Bah humbug!

Noon wrote: BUT, I'd actually read Rons comments as more being interplayer dialog to maintain the health of the session . . .


I agree. I think JamesDJIII's initial post addresses the attitude that competes with open dialogue (between players, outside the game, about play, for the purpose of high-level course adjustments).

To contrast with montag, upthread, I rise up in my chair like a cat when players start rambling on IC. IME, after that point, play quickly shifts away from linear progress towards innerspace-type onion peeling.

This is the strata:


• Intolerance towards OOC dialogue . . .


• because it's breaking character, as though the group were in a play.
• because it's cheating if you hint and disenfranchises a player if you push decisions on him that you see as obvious.


• Guys hitting on chicks; watching movies inbetween fight scenes; listening to music; having a conversation about work and at a volume to drown the dialogue of play; excessive joking as to derail play; expressing apathy or impotence of deprotagonization by announcing pointless actions (e.g. "I get drunk and have sex with the Ogress.")



And the good stuff, potentially:


• Adopting tasteful mannerisms and expressive qualities to invest in a character and enrich the portrayal of game world experience.
• Take the cue of one player, repeatedly shifting all his d10's from one hand to the next, and say, "Ok. How can we get Barbarus involved?"

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On 5/29/2004 at 10:37am, JamesDJIII wrote:
RE: Helpful and Enjoyable? Bah humbug!

Blll nailed it in one. Of the division of the "bad" talk between the first and second groups, I was referring to the second, not the first.

Is it generally recognized that they are the same "bad" by others? We always frowned on the first, because we recognized it felt like a distraction from the main event.

I don't think we ever analyzed the whys of the second category, or made distinctions that the decision you would make regarding this groups of OOC talk would be radically different for different kinds of games.

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On 5/29/2004 at 3:42pm, Ravien wrote:
RE: Helpful and Enjoyable? Bah humbug!

I might add that I don't mind when my players make humorous suggestions to my other players which could enrich the scene. For example, one of my players' character has a tail, and occasionally other players will make comments about what he might do with it in a given scene, which he sometimes adopts for the benefit of the scene, and much fun is had by all.

On the other hand, I do get annoyed when a certain player of mine decides that other player's scenes are a good time to leave the table and do other stuff. This player is notorious in other groups for under-involvement though, but it still is frustrating. I feel it puts pressure on myself and the other players to adjust their playing (which we all might be very much enjoying) just to "win back" this player. But I digress.

I also have no problem with audience members (non-players) throwing in a comment or two, on one condition: that they are not helping a player with a problem, but are instead adding to the liveliness of the imaginary environment. But in my experience, I've never had to spell out that condition, because most people seem to respect the importance of players overcoming obstacles on their own (us Aussies are big on our competency, and helping people when they don't need it is a big no no).

My last point, is that I don't mind OOC chat when all the players are faced with a problem, providing their implementation, and how they introduce their solution, is plausibly in character. This might be because I tend to make my puzzles devious and unique, only being able to be solved through practical application on the character level, rather than player knowledge.

-Ben

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On 5/29/2004 at 6:04pm, ethan_greer wrote:
RE: Helpful and Enjoyable? Bah humbug!

I have no idea what this thread is about. Furthermore, I get the sense that every single person who has posted to it is talking about a different thing. Can someone spell it out for me so I can stop going crazy? No pronouns, no assumptions. What behavior are we talking about here?

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On 5/30/2004 at 12:32am, JamesDJIII wrote:
RE: Helpful and Enjoyable? Bah humbug!

Ethan,

I thought it was about Ron's observation that talking about a game is/was considered wrong and a bad thing by lots of folks who play those games. At least, that what it should be about.

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On 5/30/2004 at 3:23am, Noon wrote:
RE: Helpful and Enjoyable? Bah humbug!

Mmm, in terms of that from my own play I can see significant focus on playing in character and engaging the story, etc. Now even if no body bites your head if you stop doing those things to talk about the game as a whole, the heavy focus on the roleplay, etc, means there is a push away from this kind of ooc talk. This push is enough to start eliminating any 'game as a whole' management any particular user might want to initiate.

There doesn't need to be any agression involved really, to stop helpful game management techniques being applied.

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On 5/30/2004 at 4:11am, iambenlehman wrote:
RE: Helpful and Enjoyable? Bah humbug!

JamesDJIII wrote: Eveything else - no, really. I've never encountered that. Maybe I've been playing RPGs in some distant backwater planet on the edge of the galaxy?


greyorm wrote:
Um, yes? (Sorry, I'm just wowed.)

You've never heard of or seen the dreaded rule, "No giving advice to someone about what to do unless your character is there"?

You know, to prevent, "I'll bet there's a secret door here leading to the lich's lair. You should look for secret doors!" and "Trolls regenerate everything but fire! Cast a fireball!" and "Ask the king about letting me out of the prison!" and so on and so forth, which is always considered to be 'cheating.' This is also often used to preclude discussion about the game as well, unless it is the characters who are discussing events and plans.


BL> Dude, you just described almost every game I ever played (well, with one group, at least). If there isn't the table-talk, how do you relate in-game, especially if the party is split? And, in a heavy-gamist strategy engine like D&D3, how do you keep the "slower" players like me up on the strategy?

I'm getting the feeling that every isolated group has its own rules about this, because almost no system is actually explicit about it. Wow.

yrs--
--Ben

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On 5/30/2004 at 10:48am, Cemendur wrote:
Dialogue

montag wrote: . . .Finally, I have seen people reprimanded for interruptions (and have done so myself) to emphasise that this is an important moment for that player or PC, and they should respect that (the latter instance strongly resembles certain ritualistic practices IMO).

Apart from that, I'll readily admit to being hostile to OOC talk to a certain degree. When I'm roleplaying, I like to be focussed on that, which is why I reserve time for off-topic talk (which is important to me as well) before and after the game. I don't appreciate lengthy stories about so-and-so while I'm trying to watch a movie, same goes for roleplaying.?


I'll give three metaphors involving movies. Each is a social contract:

1) Intermission - Individuals can freely discuss the program.
2) *Pause* - The movie (rpg) is paused for (OOC) commentary.
3) Play like Mystery Science Theatre 3000 (3000?) - The movie (game) runs like normal with (OOC) dialogue commentary concurrent with events.

I know a few individuals who do not tolerate any interruptions from their movies. I do not enjoy movie watching with them. I would never role-play with them.

Personally, I never finished an episode of MST3000, nor do I care for more that the fleeting infrequent concurrent commentary with my movie watching or my role-playing. Pausing is less frequent, but can last longer.

We have smokers in our games. Intermissions happen every 2 hours.

The map is not the reality. These metaphors are only a glimpse at OOC/IC relationship. I would like to see further research into its relationship with ritual theory.

bcook1971 wrote: . . .
This is the strata:


• Intolerance towards OOC dialogue . . .


• because it's breaking character, as though the group were in a play.
• because it's cheating if you hint and disenfranchises a player if you push decisions on him that you see as obvious.



I've played both styles and I've played where OOC dialogue is not discouraged. In fact I am currently playing an extremely gamist version of epic D&D that turns this on its head. Particular forms of OOC dialogue are incouraged.

For instance, players are rewarded for solving puzzles using OOC knowledge and introducing it OOC. The reward is in the form of in-character advancement exp.

GM: "Herald comes across a building. On the front is painted a red cross."

George says to Tom (playing Herald) OOC, "Hey, Tom its a hospital."

GM: "Good thinking George, 250 exp." (George's character is not even in the scene.)

- O.k., that example was too easy (everyone knows OOC that its a hospital) , but it explains the concept.) -

I've played other RPGs (and other versions of D&D) with the same gaming group, where this style of play is discouraged.

bcook1971 wrote: . . .
• as to derail play; expressing apathy or impotence of deprotagonization by Guys hitting on chicks; watching movies inbetween fight scenes; listening to music; having a conversation about work and at a volume to drown the dialogue of play; excessive joking announcing pointless actions (e.g. "I get drunk and have sex with the Ogress.")

]


This rarely happens in games I play between fight scenes. When it occurs, it is usually during fight scenes - when playing D&D (esp. as written).

bcook1971 wrote: . . .
And the good stuff, potentially:



• Adopting tasteful mannerisms and expressive qualities to invest in a character and enrich the portrayal of game world experience.
• Take the cue of one player, repeatedly shifting all his d10's from one hand to the next, and say, "Ok. How can we get Barbarus involved?"



I'm lost to the context of your second bullet.

In sum, the attention to dialogue, its use, its restrictions, is important. However, the particulars are not set in stone. Their is no "true way". Hell, their isn't a true way for me. I enjoy playing different styles for different games, or even for different characters, or even at different scenes. Its all in the context- the set, setting and expectation.

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On 5/30/2004 at 1:30pm, Jack Spencer Jr wrote:
RE: Helpful and Enjoyable? Bah humbug!

JamesDJIII wrote: I thought it was about Ron's observation that talking about a game is/was considered wrong and a bad thing by lots of folks who play those games. At least, that what it should be about.


And apparently textual advice in some RPG book either for or against the idea that talking about it is bad.

I wish I had more to add to the discussion, but this issue never really came up for me. I think in my experience the channels were always open but nobody thought to use them. Sort of like the prison in that show the State on MTV where the door was wide open but the warden told the prisoners to just consider that open door "off-limits" so no one used it, not that we were told it was off limits, but we all acted like we were.

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On 5/30/2004 at 2:21pm, ethan_greer wrote:
RE: Helpful and Enjoyable? Bah humbug!

James,
Oh, okay. Thanks for the clarification.

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On 6/1/2004 at 4:17pm, clehrich wrote:
Re: Dialogue

Cemendur wrote: The map is not the reality. These metaphors are only a glimpse at OOC/IC relationship. I would like to see further research into its relationship with ritual theory. ... In sum, the attention to dialogue, its use, its restrictions, is important. However, the particulars are not set in stone. Their is no "true way". Hell, their isn't a true way for me. I enjoy playing different styles for different games, or even for different characters, or even at different scenes. Its all in the context- the set, setting and expectation.
From my perspective, there are two levels here. As you note, what's going on is the group formulating boundaries between "the game" and what is outside it. Of course these boundaries depend considerably on the group, the game, the social context, and everything else. But the point is that there is always a boundary drawn. This is, if you will, step one.

Step two is more complicated. It's obvious that there has to be a boundary in place, however fluid; without one, you could never adjudicate anything, and you wouldn't have a game at all. But what are the implications of and claims about where the boundary is set?

I think what Ron is talking about is the tendency to naturalize this boundary on the basis of a false ideal, often immersion. So a game-text tells the group that ideally, everything should be done in-character; OOC conversation should, ideally, not happen at all. In reality, of course, OOC stuff will occur, but the claim is that it should be minimized, and furthermore should not be allowed to "count," i.e. affect what goes on within the game's boundaries.

This constructs an ideal-type of what gaming "really is," i.e. a One True Way sort of thing. And when I say it gets "naturalized," what I mean is that such game-texts, and such groups, generally do not make arguments or explanations of why it should be like this, nor seriously consider the possibility that there are other ways of doing things. The implication is that immersion of some sort is obviously what good gaming should be like, and the only question is how best to effect a close approximation. And that leads to policing of OOC commentary, and ranking of players and groups on the basis of their immersive skills, and so forth.

In terms of ritual, one good way to see this is if you think about ideas of what a ritual "should" be like. Consider a ritual performer during a ritual, for example a priest celebrating Mass, or a priestess drawing down the Moon. There is a common notion that these people, as high-level performers, should be totally involved in what they are doing; it's sort of like some theories of acting that strive toward total involvement. The claim, usually implicit (although not uncommonly explicit in neo-Pagan and other revival movements), is that the priest or priestess should be completely wrapped up in the spiritual moment, and that by being so wrapped up (to the point of essentially not seeing anything outside or being distracted) a greater spiritual validity and depth is achieved. By extension, other ritual participants (the congregation, etc.) are enjoined to feel that they should be totally involved in what's happening, and that deep spiritual experience is dependent upon this; because a given congregant can't seem to stop thinking about the fight he had with his spouse last night, he actually experiences the ritual less intensely because he believes that his "distraction" impedes spiritual experience.

Continuing this line of thought, note that there is a tendency to think of non-modern or non-Western societies as more able to be totally involved in this way. Indeed, this is part of why Wiccans claim the antiquity of their ritual inspirations, and why many Protestant groups emphasize the rhetoric of the "primitive Church", i.e. that they do things the way they were done in the old days, back when people were more able to become totally involved in spiritual events. But in fact, there is no real evidence to support this claim. There is no way to demonstrate that intensity of spiritual experience, whatever that would mean exactly, goes hand in hand with total immersion or lack of distraction. It can become true, of course, if everyone involved believes that such immersion is required, but there are many societies in which such a sharp division between in-ritual and out- is not deemed necessary for "true" experience of divinity or whatever.

Coming back to RPG's, the point is that there is a longstanding tendency to believe that deep immersion and intense experience are very tightly linked. Because this connection is taken as "natural" and obvious, because of the same factors as lead many and perhaps most people of our society to connect spiritual experience with total involvement, game-texts tend to emphasize ways of enforcing immersion as the obvious and natural way to achieve good gaming.

The point of the ritual conception here is that these divisions are not natural or definite, but rather are entirely socially conditioned. And I think what Ron is talking about is simply that gamers ought to divorce good gaming from immersion, such that the goal of good gaming can be achieved by many methods, including but not in any way limited to immersion.

I don't know if any of that is useful, but a couple of people mentioned the ritual thing and I thought I'd follow up a bit. I do want to be sure that folks understand the concept of spiritual experience and immersion, and that I'm not saying that such immersion is either at odds with or supportive of such intensity; I just mean that, as with gaming, there are many ways to skin a cat, and immersion is only one.

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On 6/2/2004 at 1:34am, John Kim wrote:
RE: Re: Dialogue

clehrich wrote: I think what Ron is talking about is the tendency to naturalize this boundary on the basis of a false ideal, often immersion. So a game-text tells the group that ideally, everything should be done in-character; OOC conversation should, ideally, not happen at all. In reality, of course, OOC stuff will occur, but the claim is that it should be minimized, and furthermore should not be allowed to "count," i.e. affect what goes on within the game's boundaries.

This constructs an ideal-type of what gaming "really is," i.e. a One True Way sort of thing.

Sigh. I guess we're back to the "Deep Immersion" issue, and the idea that D&D and other traditional games are really at the height of deep immersion -- against any OOC conversation. I really can't see where anyone gets this. Now, LARPs like Hamlet or Mellan himmel och have are deep immersion. In contrast, D&D is primarily beer-and-pretzels and is really darn far from promoting deep immersion in any sense, and particularly in the sense of "no OOC conversation".

Within tabletop games, the only game that I know of that seriously tries to minimize OOC conversation is Puppetland. However, even it doesn't qualify as "deep immersion" in my opinion.

I have certainly seen groups and individuals who try to minimize OOC conversation, and those who declare it as the "One True Way". And in case it isn't clear, I completely disagree with it as the "One True Way" -- but it certainly can work. But I don't see that as the dominant form of role-playing nor what most tabletop RPGs are designed for. In the wild, gaming groups vary tremendously in how much and what kinds of OOC conversation they prefer.

clehrich wrote: Coming back to RPG's, the point is that there is a longstanding tendency to believe that deep immersion and intense experience are very tightly linked. Because this connection is taken as "natural" and obvious, because of the same factors as lead many and perhaps most people of our society to connect spiritual experience with total involvement, game-texts tend to emphasize ways of enforcing immersion as the obvious and natural way to achieve good gaming.

Other than Puppetland's rule #2, I'm not sure what you're talking about. Outside of that, the only thing I have seen is GM advice which recommends against particular kinds of OOC conversation or processes. But I don't see any tabletop game which idealizes complete lack of OOC conversation.

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On 6/2/2004 at 3:07am, clehrich wrote:
RE: Re: Dialogue

I wrote: I think what Ron is talking about is the tendency to naturalize this boundary on the basis of a false ideal, often immersion. So a game-text tells the group that ideally, everything should be done in-character; OOC conversation should, ideally, not happen at all. In reality, of course, OOC stuff will occur, but the claim is that it should be minimized, and furthermore should not be allowed to "count," i.e. affect what goes on within the game's boundaries.

John Kim wrote: Sigh. I guess we're back to the "Deep Immersion" issue, and the idea that D&D and other traditional games are really at the height of deep immersion -- against any OOC conversation.
I really didn't say that, John. This is not a question of absolutes.
As Rev. Daegmorgan wrote: No, such discussion is bad! It detracts from the game session! It makes you step out of character, and thus takes others out of character! If you speak out of character about the game, you are obviously trying to gain some sort of mechanical advantage over the gamemaster: you're a munchkin. If you speak out of character about anything else, you are obviously not interested in the session -- that makes the GM sad -- please don't bother others during the game. No jokes! Jokes are bad, because they break immersion and distract everyone at the table; they can destroy the mood of a scene!
This is deliberately exaggerated, but fairly accurate. Let's suppose even one of these notions is operative within a group. That sets up a notion of an ideal-type of play, one in which OOC stuff does not occur. Note what an ideal-type is: it's something that everyone knows never actually happens, but thinks of as a desirable utopian goal. What I'm talking about, and what I think Ron was referring to, is the point that this utopian goal need not be operative at all. And did I say anything about D&D? I think that would be a poor example of this sort of gaming, actually; some people apparently played it that way, but I never saw it done.

I also wrote: Coming back to RPG's, the point is that there is a longstanding tendency to believe that deep immersion and intense experience are very tightly linked. Because this connection is taken as "natural" and obvious, because of the same factors as lead many and perhaps most people of our society to connect spiritual experience with total involvement, game-texts tend to emphasize ways of enforcing immersion as the obvious and natural way to achieve good gaming.
And John wrote: Other than Puppetland's rule #2, I'm not sure what you're talking about. Outside of that, the only thing I have seen is GM advice which recommends against particular kinds of OOC conversation or processes. But I don't see any tabletop game which idealizes complete lack of OOC conversation.
This is exactly what I'm talking about. There is a deliberate attempt to constrain the types of activity that can enter the sphere of play. And of course, there has to be some such restraint. But why is it always the same sort of restraint?

First, name as many games as you can think of that encourage players toward something like Pawn Stance. From that list, how many also say that OOC conversation is often distracting or otherwise problematic?

Now, name as many games as you can think of that encourage strong OOC play. From that list, how many also say that IC conversation is distracting or otherwise problematic?

Seriously. Think about it a minute. How many RPG's have you ever seen that discourage in-character conversation? Now ask yourself why this isn't just as common as discouraging OOC conversation. Sure, in-character stuff, even immersion, can make a great game, but it isn't needed. Just so, OOC stuff can be great, but isn't needed either. And the irrelevant yapper isn't really much worse than the drama queen, to look at it in negative terms. So how come RPG's take it for granted -- read, naturalize as ideal -- that IC is good and normal and OOC is dubious?

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On 6/2/2004 at 5:03am, John Kim wrote:
RE: Re: Dialogue

Alright, I think my reply here was kind of huffy -- I think I was dragging the prior "Deep Immersion" discussion into this, but on the other hand I think this is something of a re-hashing.

clehrich wrote: That sets up a notion of an ideal-type of play, one in which OOC stuff does not occur. Note what an ideal-type is: it's something that everyone knows never actually happens, but thinks of as a desirable utopian goal. What I'm talking about, and what I think Ron was referring to, is the point that this utopian goal need not be operative at all. And did I say anything about D&D? I think that would be a poor example of this sort of gaming, actually; some people apparently played it that way, but I never saw it done.

OK, so you admit that the most popular tabletop RPG does not match what you say, right? Then at least we're getting somewhere. If you were to level this charge against particular RPGs -- like, say, GURPS -- then I would have more sympathy for your case.

But all RPGs are not alike. These days there are tons of games with meta-game mechanics, like Torg which actively encourages trading and discussion of Drama Deck cards, or Ars Magica, or Buffy, or many others. Many games don't have direct mechanics but encourage a more meta/audience-level feel: like Feng Shui, Toon, and HERO. Then there are the more beer-and-pretzels type games, like D&D (to some degree) and Rune.

clehrich wrote:
John wrote: Other than Puppetland's rule #2, I'm not sure what you're talking about. Outside of that, the only thing I have seen is GM advice which recommends against particular kinds of OOC conversation or processes. But I don't see any tabletop game which idealizes complete lack of OOC conversation.

This is exactly what I'm talking about. There is a deliberate attempt to constrain the types of activity that can enter the sphere of play. And of course, there has to be some such restraint. But why is it always the same sort of restraint?

Answer: it's not. If you read Feng Shui it has a radically different set of advice than GURPS. Games vary enormously both in what is encouraged by the rulebooks and in how gamers actually play them. Some roleplayers insist that out-of-character secrets are kept secret from the players, but it is also extremely common to hold the opposite.

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On 6/2/2004 at 11:51am, Valamir wrote:
RE: Helpful and Enjoyable? Bah humbug!

John, what you keep failing to take into account, is that it is entirely irrelevant what proportion of actual play groups actively enforce the extreme version of OOC play. They are simply drifting the game to accomodate. This is no different than choosing to ignore the weapon vs. armor modifiers in AD&D 1e. The rules are still very much in the book, your play group is deciding how to implement them.

But simply because many groups don't actually adhere to all of the rules as written, does not make the existance of the rules in the first place harmless.

Those rules set up a Platonic ideal of what a game is supposed to be. Having rules for Weapon vs. Armor sets up an ideal of the sort of things that should be in the rule book even if they're not used. How many people today criticize a game for not being "complete" because it doesn't have vehicle combat rules or some other presumed thing that should be in the book...even if 99% of play doesn't involve vehicle combat.

Its the same thing. The vast majority of gamers accept the ideal as being ideal, even if they themselves never actually approach it. Its still very much creates a Moses-on-the-mountain environment that pervades the hobby.

Then set out a game which instead of explicitly condemning meta play and promoting immersion actually has rules that clearly require meta play, and you get an immediate back lash. Even though most players don't actually follow the strict guidelines of "proper play" anyway, the presence of those guidelines is both comforting and a familiar landmark.

Get outside of the relatively limited circle of internet RPG discussion forums like the Forge and RPG.net and you run smack into this backlash like a brick wall.

What makes RPG.net such a special place, is the enormous concentration of gamers who are ready willing and able to experiment. Go outside of that circle and the gamer community is much different.

That said the internet is making greater inroads, and the environment is not as hostile as it once was. But historically this issue has had a huge and lasting impact on the hobby.

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On 6/2/2004 at 7:18pm, John Kim wrote:
RE: Helpful and Enjoyable? Bah humbug!

Valamir wrote: John, what you keep failing to take into account, is that it is entirely irrelevant what proportion of actual play groups actively enforce the extreme version of OOC play. They are simply drifting the game to accomodate. This is no different than choosing to ignore the weapon vs. armor modifiers in AD&D 1e. The rules are still very much in the book, your play group is deciding how to implement them.

I don't see how relates to what I said. I claim that the rules are not in "the book" -- that is, tabletop RPG books do not uniformly idealize deep immersion. Now, for particular games may do this -- but it isn't a uniform truth. For example, if you were to cite GURPS as a game which idealizes "no OOC information", I'd absolutely agree with you. But on the other hand, D&D is not this way. In Forge jargon, it involves no Drift for me to play D&D in a non-immersive, beer-and-pretzels, lots-of-OOC-chat fashion.

Valamir wrote: Then set out a game which instead of explicitly condemning meta play and promoting immersion actually has rules that clearly require meta play, and you get an immediate back lash. Even though most players don't actually follow the strict guidelines of "proper play" anyway, the presence of those guidelines is both comforting and a familiar landmark.

Get outside of the relatively limited circle of internet RPG discussion forums like the Forge and RPG.net and you run smack into this backlash like a brick wall.

Maybe this is a regional thing? For example, I just went to KublaCon in Burlingame, and there people were clamoring to get into the Buffy/Angel RPG events, and no one seemed to have a problem with the Drama Points and their plot twist usage. Moreover, they seemed to take for granted many OOC practices like having isolated-character action spoken in front of all the players.

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On 6/2/2004 at 7:25pm, neelk wrote:
RE: Re: Dialogue

clehrich wrote:
This constructs an ideal-type of what gaming "really is," i.e. a One True Way sort of thing. And when I say it gets "naturalized," what I mean is that such game-texts, and such groups, generally do not make arguments or explanations of why it should be like this, nor seriously consider the possibility that there are other ways of doing things.


I don't agree with this -- your argument here has a rather High Modern "all architecture must show the ductwork and girders" sound to it. Sure, I work hard to make sure that the rules in my homebrews all have some justification, but I don't always put that justification into the game. It might break the flow of the text, or a rule's justification might require a comparison to other possible rules that aren't actually in this game. Either way, my attitude would be "save it for the designer's notes".

====

Incidentally, I actually have run a game that had explicit rules governing which kinds of jokes were permissible and which weren't. My short Leftover Dudes campaign had the rule that all jokes about the characters, setting and game events had to be in-character, and that at-the-table out-of-character jokes were strongly discouraged.

I was trying to push the game towards a Buffy or Scream style mix of action/horror and comedy. In these movies and TV shows, a lot of the comedy arises from the self-referentiality -- Roger Ebert once wrote that very few of the characters in horror movies ever act like they've ever seen one. But the characters in Scream or Buffy have all seen the same horror movies and read the same comic books that the players have, and are able to make the same connections that the players do. Furthermore, jokes are used as a tension-relieving device. By requiring that jokes about game events have to be in-character, we create the illusion that the jokes were a sign that the characters were scared and trying to defuse their own fear, rather than that the players are disengaging from potentially-intense situations.

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On 6/3/2004 at 2:46am, greyorm wrote:
RE: Helpful and Enjoyable? Bah humbug!

I, personally, am sick hearing responses that boil down to, "Oh that NEVER happens," or "Gee, that must be some FREAK thing that only ever happened to you," regarding how the groups I've been a part of functioned. It's incredibly insulting and is a complete belittling of mine own and others' similar experiences, so, really, please knock it off.

After all, according to the repeated hand-waving on this issue, all my 1st and 2nd Edition AD&D experiences either never really occurred or were just bizzare flukes. Five different groups, five totally different sets of people, and half of those from completely different geographical areas and introductions to gaming, spread over two decades...but no. We must have just all read the text wrong. Every single one of us.

Let's be serious.

There's obviously more going on here when you consider the facts: numerous other gamers report the same sorts of standard behavior in their groups regarding OOC conversation and IC idealization; writers for game magazines reference what could be called "the myth of perfection through immersion" constantly in written articles (for as far back as I can recall); there is always talk about how great, glorious and grand a particular session was "because we didn't roll a die all night" and "it was all about role-playing;" and snobbish types always point out "It's called ROLE-playing."

Yet these facts seem lost to some, in either their existance or their implications. These items point towards, or support, the idealization of immersion as a goal and thus affect the extent and types of allowable OOC conversation during a game to the point that what would be otherwise valid conversation among players is often painted as "bad."

Raise your hand if you remember the "if you say something, your character says it" house rule? Yeah. That one: the one that's been spoofed in gaming comics; the one that's been offered as advice by the wise and sage as the cure for DMs in dealing with "disruptive" players.

Part of the problem is that we aren't discussing "Deep Immersion" here, or rather, as I'm begining to think, "Deep" Immersion isn't about the "depth" at all, but the perception of what it is and what it means; it's about the influence of the ideal on the culture. So perhaps the name is a misnomer, perhaps clearer terminology would help...but that's besides the point.

We're talking about talking about play, during play, being considered a bad thing by many groups. Note that my initial statements to James were examples of various rules I have seen implemented at various times in play; the only-sometimes-verbalized-but-understood rules of play. They are the impressions one gains from reading about "How to Game" in various magazines over twenty years, and listening to gamers write and talk about gaming on various websites and chatrooms. For myself, it was very early that I "learned" the ideal in reading Dragon magazine and playing with established gamers from elsewhere in the country in my first year or two of gaming.

These aren't exactly the problem being discussed, but they're related to it, and thus the reason I brought them up -- they're illustrative. As with the following:

Above, when I talk about one player giving another player advice, I'm not talking about stealing the spotlight from them, I'm talking about plain old giving advice. One group I was a part of had a rule, "You can't help another player with what to do or even give hints unless your character is there, and conscious." This meant, for example, we could not discuss what we thought the villian was up to, as players, unless our characters were together, and THEY were discussing it.

I don't recall what the "punishment" was, if any (beyond the social stigma of having "done something wrong"), though I do recall players whose characters were slain being told to leave the table and find something else to do (often, "Go roll up a new character -- but don't bother anyone"). Half the time, the owner of the slain would simply go watch TV, since they weren't allowed input about the game (having no character to input with), and as "talking about play" during play with no in-game representation of a possible speaker was treated as a distraction (off-topic).

Here's where it gets wonky, in retrospect: you could talk about the game if you had a character there...even if it was just "talk about the game." Compare:

Graham: "Damn, that would have been a great place to roll a 20! I swear my dice suck tonight."

Tom, with character: "We must bless the dice! Pray to the dice gods!"
(Everyone Laughs)

Tom, with no character: "We must bless the dice! Pray to the dice gods!"
DM: "Stop interrupting the game, Tom."

And I'm dead serious about how that goes down.

Some of those reading this might be staring and going, "Whoa, no way," but I'd bet a good sum of money at least half of those reading this are nodding and saying, "Uh-huh." Because they've been there and done that, and seen it done (and had it done to them).

What I think we can garner from the first page of discussion is that there are obviously good OOC topics and methods, and bad OOC topics and methods, and it varies with the group; but there's also these weird assumptions and rules that go with the territory, that many groups and their players have and carry around with them, which aren't so rational when examined later.

They're accepted, because most people don't examine their play like this: they don't have examples of contrasting behavior to examine, and they aren't thinking about examining behavior in contrast to the same. It's just "obvious" what "the correct" behavior is at any given moment, even when it is dysfunctional and bizzare in retrospect and examination.

This isn't really what Ron is referring to when he talks about people's training getting in the way of talking about play, during play, but its a symptom caused by the same source.

All this is illustration of that supporting culture, the idealization of "what good games are like" and "what good players are like," which gives rise to the problem of discussion about the game, during play, being labelled as bad or distracting from the experience of play.

I don't think this is simply a "designer's notes" phenomenon, either, since the games really aren't meant to be played like that. This seems to be an unintentional side-effect brought on by subconscious weighting in the text and in the indoctrination of players to the gaming culture at large. I reference Chris' post as to (perhaps) the reason for this occurence, or at least as a mirror of the situation in other venues.

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On 6/3/2004 at 3:26am, xiombarg wrote:
RE: Helpful and Enjoyable? Bah humbug!

Amen, Raven. I've gamed in Pittsburgh, Iowa, North Carolina, Maryland, and DC, and at various cons throughout the East Coast and the Midwest. The only region I can't speak for is the West Coast, and I've seen exactly what you're talking about.

The tightening down on OOC chatter happens everywhere. Hell, when things started to go south in my D&D game last year, I found myself, as DM, telling people not to talk unless their character was there, as a knee-jerk way of dealing with the nasty social situation that was coming out. Immediately after the session, I realized how bad a mistake that really was, but I realized I was falling back on an old "DM technique" that you see all over the place.

It comes down a problem that we talk about on the Forge a lot: People gaming with people that they wouldn't be friends with otherwise. Wanting to clamp on OOC chatter is a way of trying to avoid that problem, by trying to get everyone to concentrate on the game, rather than the fact that they actually don't like each other that much OOC, which becomes more apparant the more they interact outside the game. Of course, it doesn't really work, but it does tend to extend the life of the game somewhat, by repressing the dysfunction until it explodes IC somehow. Doing that to deal with a distruptive player is a way of avoiding doing the adult thing and talking it out, or kicking 'em out of the game. By making "deep immersion" the "goal" of "true roleplaying," you can feel good about yourself while you engage in this sort of dysfunctional behavior.

(That said, sometimes too much OOC chatter can be a problem -- but that's something that should be negotiated, not clamped down a priori by force. It's just that immersion is often used as an escuse for avoiding frank discussion.)

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On 6/3/2004 at 5:21am, iambenlehman wrote:
RE: Helpful and Enjoyable? Bah humbug!

greyorm wrote: I, personally, am sick hearing responses that boil down to, "Oh that NEVER happens," or "Gee, that must be some FREAK thing that only ever happened to you," regarding how the groups I've been a part of functioned. It's incredibly insulting and is a complete belittling of mine own and others' similar experiences, so, really, please knock it off.


BL> Funny, so am I. But, if you'll see above, nearly all of my experiences gaming outside of a LARP scene were heavy with OOG chatter. So, reading your post makes me grit my teeth and want to scream.

I think that the truth of the matter (note that I do not have my 1e D&D books or Tunnels and Trolls books with me as I post this) is that the old, classic books give *no indication at all* of whether out of game chatter is acceptable or not, and each group came to its own conclusions about it. Thus, some published games (TORG, Planescape, etc.) except OOG chatter as "natural" and some (Usagi Yojimbo, Amber) reject it is "disruptive." D&D, for better or for worse, was an incomplete game. We all came to our own conclusions about how it should be played.

yrs--
--Ben

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On 6/3/2004 at 7:30am, contracycle wrote:
RE: Helpful and Enjoyable? Bah humbug!

Having changed hemispheres, I would say that the 'No OOC' rule is so firmly established that you can reliably expect it to be in place pretty much everywhere. I do think of it as a constant of gaming culture, and I do think it was present in the early works. It may not be universal, but it is certainly common IMO.

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On 6/3/2004 at 7:46am, John Kim wrote:
RE: Helpful and Enjoyable? Bah humbug!

greyorm wrote: I, personally, am sick hearing responses that boil down to, "Oh that NEVER happens," or "Gee, that must be some FREAK thing that only ever happened to you," regarding how the groups I've been a part of functioned. It's incredibly insulting and is a complete belittling of mine own and others' similar experiences, so, really, please knock it off.

Er, who is this directed at? Me? I thought I clear stated that it does happen. As I said, I think that both gamers and published game texts vary pretty widely in the degree of IC/OOC conversation that they imply as ideal. So that means that there are some on the heavily-IC side, as well as some on the heavily-OOC side. But there is a big difference between "Some game groups seek a high level of immersion as an ideal" to "Almost all games inherently promote total immersion as an ideal".

It's possible that we've had different experiences on this front. I've gamed in a number of different groups, and they've been pretty varied on how much out-of-game conversation they prefer. Do you suppose this is unusual? From what you say, I can't tell if you consider my experiences to be a freakish outlier, or if you just have a different perspective on similar experiences.

greyorm wrote: Raise your hand if you remember the "if you say something, your character says it" house rule? Yeah. That one: the one that's been spoofed in gaming comics; the one that's been offered as advice by the wise and sage as the cure for DMs in dealing with "disruptive" players.

I've heard of it, but never actually seen it or experienced it in practice. Are you suggesting that it was actually dominant among gamers? As you note, this is a house rule. The only game which comes close to institutionalizing it that I know of is Puppetland.

greyorm wrote: All this is illustration of that supporting culture, the idealization of "what good games are like" and "what good players are like," which gives rise to the problem of discussion about the game, during play, being labelled as bad or distracting from the experience of play.
greyorm wrote: I don't think this is simply a "designer's notes" phenomenon, either, since the games really aren't meant to be played like that. This seems to be an unintentional side-effect brought on by subconscious weighting in the text and in the indoctrination of players to the gaming culture at large.

Well, at least we seem to be agreed that published games generally aren't meant to be played like that (i.e. in a heavily-IC fashion). So at least from the publishing side this ideal doesn't seem to be dominant. And game writers are game players, in general.

While I don't reject out-of-hand theories about patterns of subconscious influence and subtle indoctrination, it seems to me that the simpler explanation is that some people like to play that way. They might not be able to write out a theoretical paper justifying their choice, but that doesn't invalidate it as a personal preference. At this point, I don't see any reason why the simpler explanation isn't plausible.

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On 6/3/2004 at 11:50am, Valamir wrote:
RE: Helpful and Enjoyable? Bah humbug!

I've heard of it, but never actually seen it or experienced it in practice. Are you suggesting that it was actually dominant among gamers? As you note, this is a house rule. The only game which comes close to institutionalizing it that I know of is Puppetland.


You keep repeating this. But surely you're aware that the actual game texts in the earliest days of the hobby were probably the least influential pieces of verbage about "how to play the game".

Its the discussions in Alarums & Excursions, the face to face discussions at cons where "real roleplayers" would criticize the "tourney players" in the first episodes of Role vs Roll. Theres a vast sea of tradition from the earliest issues of A&E to regional mimeographed gamer zines to the early days of Dragon Magazine and the first BBSes that shaped and molded the traditions of gaming.

That's why so many gaming texts obliquely acknowledge the various trappings of playing fully immersed but, as you correctly point out, do not generally carry detailed instructions for how to do this. The detailed instructions are not necessary when the tradition is already so firmly established.

When you give driving directions to a friend you might reference "turn left at the 3rd stop light", but you don't describe in detail what the lights on the stop light mean, or how to use a turning signal. Those things are already deeply ingrained into any trained driver that you simply brush over them and rely on their own understanding of how to drive to fill in the details.

Same with these gaming texts.

You are claiming that because the texts are not explicit about it, that they don't support the theory about how prevelent this attitude is. In fact, I feel quite the opposite. It is because they are not explicit that proves how prevelent this attitude is. They brush over the details because they know they can rely on the reader's own understanding of "how to roleplay" to fill in the rest.


And by brushing over the details I mean throughout the whole text, not just in the "how to roleplay" section. Look at how few games get really explicit about the IIEE of their game. Without IIEE being established you can't really play at all. If its not being established in the text, it has to get established in the play group. Yet the writers of the game didn't feel the need to explain the details...why? Because they could rely on the underlying knowledge of "how to roleplay" that pervades the hobby to fill in those details, and to fill them in closely enough to how they play to make the game work..."Of course everyone knows its the GM who gets to decide when a roll gets made..." etc.

There are lots of built in assumptions in the rules of RPG texts about how to play, and a very close to universal assumption in most of the traditional games is that players will strive to remain immersed. Its all through the text in as much what's not said as what is. You can't just read the "how to roleplay" stuff and expect to have it neatly spelled out.

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On 6/3/2004 at 12:15pm, iambenlehman wrote:
RE: Helpful and Enjoyable? Bah humbug!

Valamir wrote:
You keep repeating this. But surely you're aware that the actual game texts in the earliest days of the hobby were probably the least influential pieces of verbage about "how to play the game".

Its the discussions in Alarums & Excursions, the face to face discussions at cons where "real roleplayers" would criticize the "tourney players" in the first episodes of Role vs Roll. Theres a vast sea of tradition from the earliest issues of A&E to regional mimeographed gamer zines to the early days of Dragon Magazine and the first BBSes that shaped and molded the traditions of gaming.

That's why so many gaming texts obliquely acknowledge the various trappings of playing fully immersed but, as you correctly point out, do not generally carry detailed instructions for how to do this. The detailed instructions are not necessary when the tradition is already so firmly established.


I disagree.

For one, an incredibly large body of gamers never participated in cons, never read A&E or any other mimeographed zine, and merely learned to play from "the books," which most commonly were AD&D, "Basic" D&D, Tunnels and Trolls or Call of Cthulu. These books are ambiguous in some cases, and in other cases give strong indication of pawn/author stance.

I am one of these gamers or, at least, I come from this heritage. My first contact with a gamer from outside my own particular lineage was 8 years after I started playing and, lo and behold, they supported the same "close to character but not personification" pawn/actor stance play with a lot of OOG chatter. I had some idea about deep immersion gaming, and even played around with it myself, but I had no concept, all through high school, of this being the best sort of gaming. It is not until I arrived at college that I encountered any sort of strong emphasis on actor stance, and this was in the context of LARP where, frankly, it makes a good deal of sense.

To give a sense of the disparateness of most gamers, I have yet to meet a gamer outside of myself who has heard of Alarums and Excursions, and I have yet to meet any gamer who has ever been to GenCon or, in fact, any strictly gaming convention of larger than local size. And I have met a large number of gamers, probably between 100-200. With the dawn of the internet and Knights of the Dinner Table, these people have come into some contact with the "gaming community" but, frankly, not too much.

I think that a *very* large chunk of gamers, including people who were writing for TSR throughout 2nd edition, hold these opinions. I hold up as evidence the Planescape book, which contains a faction whose special drawback is that you cannot "take back" or discuss actions -- if you say you did it, you did it, and if you say it, you said it. The fact that this restriction is applied to a specific type of character directly implies that this restriction is not applied to other characters/players, which implies to me that a degree of table-talk and "no, wait" existed at the Planescape authors' gaming tables.

Note that I am not saying that deep immersionists did not exist. I am simply saying that they were not and are not the only type of gamer, by any means.

yrs--
--Ben

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On 6/3/2004 at 1:13pm, xiombarg wrote:
RE: Helpful and Enjoyable? Bah humbug!

iambenlehman wrote: Note that I am not saying that deep immersionists did not exist. I am simply saying that they were not and are not the only type of gamer, by any means.

Um, Ben, no one is claiming that. The claim is that it is very culturally common.

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On 6/3/2004 at 1:30pm, iambenlehman wrote:
RE: Helpful and Enjoyable? Bah humbug!

iambenlehman wrote: Note that I am not saying that deep immersionists did not exist. I am simply saying that they were not and are not the only type of gamer, by any means.

xiombarg wrote: Um, Ben, no one is claiming that. The claim is that it is very culturally common.


BL> Okay, so I was being hyperbolic with "the only type of gamer." Clearly they aren't the only type of gamer -- people here sometimes don't play in that style.

My point is that it is a little short-sighted to consider this the background that every gamer comes out of. Because, frankly, it isn't. Yes, you and Raven and Valamir have that experience. Well, frankly, I don't. And neither, it seems, does John Kim. And we won't know who is "the most common" without heavy polling. So lets not fight about that, and consider that the fact that there is disagreement about this strongly suggests that gamers (an insular, isolated culture to begin with) are high non-homogeneous in regard to Social Contracts, particular in regard to Stance.

yrs--
--Ben

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On 6/3/2004 at 1:54pm, xiombarg wrote:
RE: Helpful and Enjoyable? Bah humbug!

iambenlehman wrote: My point is that it is a little short-sighted to consider this the background that every gamer comes out of. Because, frankly, it isn't. Yes, you and Raven and Valamir have that experience. Well, frankly, I don't. And neither, it seems, does John Kim. And we won't know who is "the most common" without heavy polling. So lets not fight about that, and consider that the fact that there is disagreement about this strongly suggests that gamers (an insular, isolated culture to begin with) are high non-homogeneous in regard to Social Contracts, particular in regard to Stance.

I dunno, Ben, I think there's a reasonable argument that it's very common. If it's so uncommon, why does it get made fun of in gamer comics? Why have I encountered people making it a sort of de facto assumption on the old Amber mailing list, on the In Nomine list, and, for that matter, vitually every gaming mailing list I've ever been on, including even Nobilis and the new Marvel RPG?

So, okay, there isn't a survey, but the anecdotal evidence is strong, and it's worth mentioning at least in part because it's common in a lot of places. I mean, we're not talking about something that only happens in New Jersey.

I mean, I'm more than willing to admit that not all groups do it -- I'd say it's been about 50/50 in my experience. But the point is that some groups do it, and that it's not a rare abberation.

Regardless, however, I'm not sure what you're arguing, Ben. The original question that opened this thread was: "Does this really happen?" And I think that Raven, Ralph (Valamir), Gareth (contracycle), myself, and Ron (who was the person originally quoted on this) have shown that, yes, yes it does, as difficult as it is for people who haven't encountered it to imagine it. The fact that you've never encountered it (and I say, "lucky for for you") doesn't change the answer to the question James opened this thread with, which is "yes". Do you deny that? If you don't, there isn't any real disagreement here, methinks.

Now, frankly, assuming that we can all agree that such groups exist, even if we disagree about exactly how common they are, I think they're common enough that it's worth discussing why those groups exist, and what they're actually trying to achieve with such techniques, and whether it's really immersion they're after, or something else. I dunno if that would be thread drift or not, but I think we've more than adequately answered James's original question, that there are indeed people with such attitudes and they are not a hallucination, and that their existance doesn't mean people like Ben is familiar with are a hallucination, either, which I don't think anyone was saying. So I'd like to get to a more interesting phase of discussion about those sorts of groups, but that's just my agenda.

James, where do you want this thread to go? Has your question been answered? Do you want to stop, or expand the discussion?

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