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Topic: Triad - Just another RPG...
Started by: joe_llama
Started on: 1/8/2002
Board: Indie Game Design


On 1/8/2002 at 11:42am, joe_llama wrote:
Triad - Just another RPG...

Hi again,

I know I haven't even passed 10 posts in this forum, so this next message is kind of a bold move on my side.

I just finished reading James V. West's 'The Pool' and 'The Questing Beast' games. I know, I know - it's a sin to be on this forum and not read them, so I did.

To be perfectly honest, they are two of the best RPG's I've ever seen. James, you have earned my utmost respect - *joins his hands and bows deeply*

In fact, 'The Pool' reminded me so much of my own system which I've been using for the last couple of years. So, in gratitude for exposing me to your game, I will unveil my system, called Triad.

There is nothing very special about Triad. To be more accurate, it has nothing you Forgefolk haven't seen yet. But it's a solid, troupe-style, narrative system and my group had not complained about it once in the last 2 years of our gaming together. (maybe I'm so intimidating they're afraid to talk? hmmm.... its possible....)

OK, I made a temp page for it. Here's the link:

http://www.geocities.com/gobatwing/triad_rpg.html

The only thing I ask in return is feedback.

This is not aimed particularly at James (who may decide to ignore this altogether), but to all who can spare a few moments to review the system.

Just tell me what you think.

With respect,

Joe Llama

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On 1/8/2002 at 2:07pm, Paganini wrote:
RE: Triad - Just another RPG...

joe_llama wrote:
I know I haven't even passed 10 posts in this forum, so this next message is kind of a bold move on my side.


Bah! My first post to the forge contained a game. What else are we here for but to talk about them?

Besides, with a name like Joe Llama, how could we not be filled with awe? :)

About the game... I like it! But I have a couple of minor suggestions. for one thing, I don't like rolling 1d6 much. d6 are so flat that they just sort of go "thunk" on the table when you throw them. I suppose they're just as random as any of the other dice, but they don't FEEL that way. I don't like the feel a 1d6 roll brings to the game, even if it's perfectly acceptable mathematicaly. So I suggest using a d12 or a d20 (they make the best single rollers IMO, because they're rounder). All you have to do is remap your chart to the new die type, like this:

d12

1 Catastrophic failure
2 - 5 Failure
6 - 7 Partial/Mixed outcome
8 - 11 Success
12 Outstanding success 

And so on for d20.

Also, this way a catastrophic failure / success is something that you can actually roll every so often, without needing special modifiers from the GM.

Other than that, it looks pretty nice. I think the actual play information you give is a really good idea.

Just one thing... lose the white on black! ARGGGH!

:)

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On 1/8/2002 at 5:46pm, joe_llama wrote:
RE: Triad - Just another RPG...

Thanks Paganini for replying so quickly.

with a name like Joe Llama, how could we not be filled with awe? :)


Ah yes, it is a nickname as old as my 2E Player's Handbook :)

for one thing, I don't like rolling 1d6 much. d6 are so flat that they just sort of go "thunk" on the table when you throw them. I suppose they're just as random as any of the other dice, but they don't FEEL that way. I don't like the feel a 1d6 roll brings to the game, even if it's perfectly acceptable mathematicaly. So I suggest using a d12 or a d20 (they make the best single rollers IMO, because they're rounder). All you have to do is remap your chart to the new die type


Actually, the original mechanics were not based on any specific die but on a generic range. It looked something like this:

< min Catastrophic falure
< mid Failure
= mid Partial/mixed
> mid Success
> max Outstanding success


min = minimum of gaming die (usually 1)
mid = divide gaming die by 2
max = maximum of gaming die (in d6 this means 6)

Also, this way a catastrophic failure / success is something that you can actually roll every so often, without needing special modifiers from the GM.


The philosphy behind this decision was: "simple actions give simple results - the fun lies in the extremes". Besides, Karma is more interesting this way because it gives the player some control over the story/adventure.

Just one thing... lose the white on black! ARGGGH!


Done. Finito.

Funny thing is, I never liked that design anyway. So why did I even use it? Silly mistake, I suppose :)

Thanks again.

With respect,

Joe Llama

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On 1/8/2002 at 6:26pm, Laurel wrote:
Triad

I like it, particularly the writing style itself. Simple and coherent, which makes it easier for starting gamers to follow the process. There's nothing that really connects a character's important aspects to the rules of action or conflict though. Even if there's no game mechanic that directly uses aspects to modify the rules of action/conflict, there should be some advice/suggestions for the players on how to incorporate them together... encouraging them to "flavor" the manner in which they succeed or fail with their aspects and their details. With the attention that is provided for metagame concerns in Part III, it makes sense to offer something similar that specifically helps players to use their aspects and description in story-creating, plot-creating, action/conflict relating ways.
All in all, I think its a really promising little system, not all that dissimilar from what I'm personally working on.

Laurel

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On 1/8/2002 at 9:32pm, Mike Holmes wrote:
Not Narrativist

Sorry to disagree, but what I see here is rules lite Simulationism. Rules lite does not equal Narrativist. Your admonition not to play with player knowledge, and lack of any particularly Narrativist mechanics amongst other things make for a very typically Sim design.

I think that it may be the lightest Sim design I've ever seen, FWIW. Might be easy to drift to Narrativism from it.

I like your Player and Guide responsibilities. Lots of good common sense advice there.

Mike

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On 1/8/2002 at 9:59pm, Laurel wrote:
RE: Not Narrativist

I'll echo what Mike just said. After reading his post, I went back up and read your introduction and agree that I wouldn't call this a narrativist system, even though it could drift there easy enough.

http://www.indie-rpgs.com/forum/viewtopic.php?t=1149 and Ron's post there is one of the most readable and understandable things regarding the most significant separation between sim-oriented and nar-oriented systems that I've seen.

I would say that this game, as written, relies on players imagining being in a story, or setting, or situation, as the first priority. The narrative focus on characters as a tool to further the goal of story-creation as a priority is definately missing, as are any mechanics to provide for that.

Laurel

Forge Reference Links:
Topic 1149

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On 1/9/2002 at 4:57am, James V. West wrote:
RE: Triad - Just another RPG...

Hey, joe!

First, thanks a heap for reading my games. I appreciate the comments.

I just found the post, and I don't have time to read your stuff tonight. I promise to give you some feedback on it tomorrow.

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On 1/9/2002 at 1:59pm, joe_llama wrote:
RE: Triad - Just another RPG...

Wow. So many things to say, so little time:

To Laurel:

Simple and coherent, which makes it easier for starting gamers to follow the process.


One of the reasons Triad is so easy to digest is that everything in the game revolves around the number three (for all of you who were wondering why the game is called 'Triad').

Can you tell how many occurrences of 'threeishness' are there in the system? It's a little game I played with my group, and amazingly they found more results than I did!

Even if there's no game mechanic that directly uses aspects to modify the rules of action/conflict, there should be some advice/suggestions for the players on how to incorporate them together...


I agree with you. Many clarifications and examples were included in earlier versions of Triad, but I took them out to emphasize simplicity. I see now that they were an important part not to be omitted. It will take some time to integrate those lost parts back into the system, but it's feasible.

In spite of the above, something very interesting happened during the development of Triad (I think, Laurel, that you would find this story very interesting) :

I had the privilege of testing Triad on groups other than my regular group. Most of these groups were composed of people with very little or no expereince in role playing games. Many times, it was amazing to see that failing to mention the difference between 'good' and 'bad' aspects during character creation (a common sight in many systems) actually produced very interesting characters with all kinds of benefits and hindrances. The testers never thought of 'cheating' the game or building a powerful character. By telling them the game was about telling stories, they came up with characters full of conflicts, tragedies and emotions.

We sometimes forget, as gamers, that we have a background of gamist experience and 'balancing' systems. When we finally feel like playing a 'story-oriented' game, we still try to 'power-up' and 'balance' our characters. (I apologize for sloppily using certain terms. I still find it difficult to invoke GNS terms in a coherent manner).

My somewhat strange conclusion was: 'Failing to mention a problem might actually help to prevent it'.

To Mike and Laurel:

Sorry to disagree, but what I see here is rules lite Simulationism. Rules lite does not equal Narrativist. Your admonition not to play with player knowledge, and lack of any particularly Narrativist mechanics amongst other things make for a very typically Sim design.

I'll echo what Mike just said. After reading his post, I went back up and read your introduction and agree that I wouldn't call this a narrativist system, even though it could drift there easy enough.

Ron's post there is one of the most readable and understandable things regarding the most significant separation between sim-oriented and nar-oriented systems that I've seen.


Thanks Mike for noticing and thanks Laurel for linking the post. I see now the error of my ways :)

Seriously though, I've read through the sim vs. nar post, Jesse's 'Narrative Mindset' and (re-read) Ron's GNS article. I finally realized today that all this time I was just another simulationist in a sea of simulation. Hey, you learn something new every day :)

(As a side note, the word 'simulationist' makes me somewhat itchy, as if I'm doing something wrong, you know? It's such a harsh word. Speaking in Planescape jargon, I prefer the word 'Sensate')

I guess Triad is sim-oriented after all. It's not that sad, really. Sim-oriented games are a lot of fun. Even better, there's a whole world of RPG's I haven't met yet!

Come to think of it, isn't my discovery of Narrative-oriented games makes me an explorationist? :)

Back to the subject at hand, I admit of making the mistake calling my system Nav-oriented. I hope that the gods of the Forge, in their divine benevolence, will forgive my ignorant and pitiful being. But what I really need is feedback about system content.

Is there anything wrong with the system? Things that require clarification or elaboration? Give me some criticism! (the last word sounded more like 'masochism', did it not?)

Thanks again everyone.

With respect,

Joe Llama

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On 1/9/2002 at 2:42pm, Mike Holmes wrote:
Simulationist

Yep, you shouldn't feel bad about a Simulationist apellation for your game, per se. The question is do you really have story as a driving design goal. If so, then the system has a problem. One that might be solved by such things as Laurel's suggestion, as well as many other types of mechanics.

Anyhow, until we know your goal, it's hard to critique. What I will say is that a system this light does lean on the players and GM to drive the game. This can be good or bad itself, depending on circustances. Simple generic systems are not uncommon, however. How would you say this system impoves upon, say, FUDGE, or other similar games?

Mike

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On 1/9/2002 at 4:44pm, Logan wrote:
RE: Triad - Just another RPG...

..

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On 1/9/2002 at 5:39pm, Laurel wrote:
RE: Triad - Just another RPG...

<Many times, it was amazing to see that failing to mention the difference between 'good' and 'bad' aspects during character creation (a common sight in many systems) actually produced very interesting characters with all kinds of benefits and hindrances. The testers never thought of 'cheating' the game or building a powerful character. By telling them the game was about telling stories, they came up with characters full of conflicts, tragedies and emotions.

You were right; I did find all of this really interesting. In fact, I put this in my "food for thought" corner of my brain :)

One big thing to comment on (and you'll see it all over the place here on the Forge) is that there's nothing wrong with Sim-oriented games, Gamist-orieinted-games, blah blah or Sim-oriented players, Narrative players, Gamist players. No group is "better" or "worse", just distinctly different even though they have varience within them and some elements incorporate easily with a different game style.

The purpose of separating gamers and systems into these three categories is to help unhappy players/GMs find systems and groups of fellow players that support the same underlying goal, because this will greatly facilitate 'fun'. Its not the "surefire 100% solution to having a super-dooper game every single time you play" but I'm convinced that it sure paves the way towards enjoying RPing again for people who are
unhappy with their existing sytem or game group.

As for the name- as a matter of fact, I started looking for Triads within it and was impressed and pleased at how deeply the archetype of a "Triad" is maintained by the system itself.

Laurel

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On 1/9/2002 at 7:42pm, joe_llama wrote:
RE: Triad - Just another RPG...

To Mike:

The question is do you really have story as a driving design goal. If so, then the system has a problem.


Well, my answer will probaly surprise you but it's a definite YES, even with the current rules. Let me repeat that - even with the current rules. After reading GNS articles and narrative related posts all day, a new perpective began to form in my mind but it is far from being coherent. This perspective better fits a different thread, so I'll speak no more of it for now. Check the 'RPG Theory' forum in the next couple of days.

What I will say is that a system this light does lean on the players and GM to drive the game. This can be good or bad itself, depending on circustances.


True. This system requires 'good' players and 'good' GM's in order to run properly. How to be 'good' is outlined in part III, but maybe it's still too abstract. As you say, the system is so light most of the game relies on pure common sense. But what if someone doesn't have common sense? Or maybe his/her common sense is different than mine? So far, I've been ignoring these folks - the system was made for personal use, it was never meant to be published.

How would you say this system improves upon, say, FUDGE, or other similar games?


Well, without being too humble, there are a few advantages to Triad:

(1) Learning three rules is much easier than any higher number (say four rules, for instance).

(2) It's possible to go through a session without uttering a single number (part of my repulsion from other systems is the obsessive use of numbers of any kind).

(3) By using three as a basic structure for the game, it is much easier to read and remember. In fact, after reading it just three times, you may never need to read it again :)

(4) Characters are not 'tainted' by mechanics. Let me explain why this is good: It encourages a higher level of player assimilation into the character (getting into character) and into the game - the player is forced to imagine the scene rather than letting the numbers do the 'tedious' work for him/her. In fact, players become involved in everything that's going on instead of hiding their creativity behind numbers. In the same manner, character aspects are uniform in attitude instead of being divided into advantages, disadvantages, skills, etc. There are many cases of aspects which tend to fall 'in between' predefined groups and disappear or generate excessive mechanics. This uniformity serves to increase freedom of chracter design and prevent such events.

(5) All three rules give results but they do not give descriptions. This means that both players and GM's have the opportunity to 'fill in the blanks' in their own special way.

(6) The Rule of Action is made of only one scale, and even that is subtle. In GURPS and similar systems, you have two scales to work through: The player scale ('Terrible' to 'Superb') and the challange scale ('Trivial' to 'Absurd'). The combination of the two gives you a target number to roll a die against. First, absolute scales bring no end of trouble - as soon as your game runs into some extreme situation, the system starts to grow new branches called 'optional rules'. Secondly, is it really necessery to go through two scales to get the difficulty rating you want? How about putting the two scales together and measuring difficulty relative to the conditions at hand? What you have now is just one simple and relative modifier. As for being subtle, you will notice such a modifier is mentioned only once in the rules - this is based on my assumption that 'Failing to mention a problem might actually help to prevent it'.

(7) The Rule of Conflict is not only very simple, but IMO also far more dramatic than any other conflict resolution mechanics I've seen so far. Explaining why would waste time and be generally ineffective - try it and see for yourself.

(8) The Rule of Karma is simple and direct. It does not deal with numbers (like bonus or damage increase). It does not confuse a gamer with different costs for different options (e.g. 3 points for automatic success and 0.25 points for every HP reduced from damage). In addition, Karma can have multiple purposes in the same game, such as luck, destiny, and faith.

(9) Half the system is completely dedicated to 'how to make the most of role playing'. While there is nothing new about it for a veteran, it is part of the basic rules and not some optional appendix at the end of the rulebook.

Whew! I feel like a politician under interrogation defending his office. (just a general feeling Mike, nothing personal)

Again, the bad thing about this system is that it totally relies on 'good' players and GM's. I can only thank my lucky star that my group handles it so well.

Due to this realization, I will re-define the game concept into: 'Mechanics-light system suitable for Narrativists who wanna take a break once in a while and play a good Sim' :)

Thanks again for the helpful comments, Mike.

To Logan:

Triad doesn't have a direction, a premise, or a goal. It's not about anything. That's not bad, but it means your game is not a game yet.


It was never meant to be beyond that. In fact, Triad was designed in such a way that whenever my group wanted to play in a different setting, it would be as easy as opening a book and reading it.

If you want the Narrative touch, give the player the power to change the situation (1 karma), introduce a subplot (2 karma), introduce a major plot or goal (3 karma).


See advantage no. 8 above for an adequate response.

To Laurel:

One big thing to comment on (and you'll see it all over the place here on the Forge) is that there's nothing wrong with Sim-oriented games, Gamist-orieinted-games, blah blah or Sim-oriented players, Narrative players, Gamist players. No group is "better" or "worse", just distinctly different even though they have varience within them and some elements incorporate easily with a different game style.


I know that. I stopped looking for the best system in the world when I came up with Triad. Not because I think it's the best system ever, it just made me realize that what I needed all along was a system specifically tailored to me and my group. Realizing I was a Sim all these years didn't come as a bad thing - it showed me where I (and Triad) stand in the world of RPG's. It's nice to know where you are, don't you think?

I started looking for Triads within it and was impressed and pleased at how deeply the archetype of a "Triad" is maintained by the system itself.


You have to share your findings with me. I want to know what a person with 15 years of Tarot experience would come up with :)


Everybody, keep those feedbacks coming in, I can't tell how much this means to me (I'm too sentimental these days...)

Respect,

Joe Llama



BTW, did you notice that I wrote nine advantages? Nine. That's 3 times 3... *silly giggle*

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On 1/10/2002 at 11:58pm, joe_llama wrote:
RE: Triad - Just another RPG...

Hi again,

I have updated the page - it looks much better now IMO. I also made a few correctins, mostly bad English and typos (not my mother tongue).

FYI Laurel, the new design has even more Triads hidden inside :)

In addition, I have added a section to part III called 'Being a character - The role of the Player'. It's empty now, but it will eventually contain useful info on how to play a character in the game'.

Does anyone have any suggestions on what should go into this section? I'm still researching the subject, so this would be a good time to throw a lead or two.

Oh yeah one more thing, please inform me of any mistakes or typos that you find in the page.

Thanks in advance.

With respect,

Joe Llama

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On 1/11/2002 at 3:52pm, Mike Holmes wrote:
Don't take it personally...

joe_llama wrote:
...there are a few advantages to Triad:

(1) Learning three rules is much easier than any higher number (say four rules, for instance).


Um, sure, but then two would be better, no? Or, rather, what makes three the magic number? Perhaps you're missing one, and just don't realize it. Or one is superfluous. Maybe the game should be Diad.


(2) It's possible to go through a session without uttering a single number (part of my repulsion from other systems is the obsessive use of numbers of any kind).

Is it numbers you don't like or the added complexity of math? FUDGE has a system that doesn't mention numbers (just masks them, really). So is that a problem, or not?


(3) By using three as a basic structure for the game, it is much easier to read and remember. In fact, after reading it just three times, you may never need to read it again :)

I kinda got that idea from the title, but it never occurred to me as I read through it. Might help some, but I think that forcing symetry for symetry's sake can be dangerous.


(4) Characters are not 'tainted' by mechanics. Let me explain why this is good: It encourages a higher level of player assimilation into the character (getting into character) and into the game - the player is forced to imagine the scene rather than letting the numbers do the 'tedious' work for him/her. In fact, players become involved in everything that's going on instead of hiding their creativity behind numbers. In the same manner, character aspects are uniform in attitude instead of being divided into advantages, disadvantages, skills, etc. There are many cases of aspects which tend to fall 'in between' predefined groups and disappear or generate excessive mechanics. This uniformity serves to increase freedom of chracter design and prevent such events.

Why have any mechanics, then? Why not just Collaboratively Storytell? How do the simple mechanics provide what complex mechanics cannot?


(5) All three rules give results but they do not give descriptions. This means that both players and GM's have the opportunity to 'fill in the blanks' in their own special way.

Again, the system allows the players to do almost anything, but not quite. They cannot mess with a result. Why not allow the players to decide success and failure as well, then? It seems to me that the minimalist argument logically concludes that systems do a bad job of creating events. If this is so, why have any system at all? If you have "good players", won't they be able to decide when to have success and failure as well? If not, how does leaving it to a random roll help?


(6) The Rule of Action is made of only one scale, and even that is subtle. .... As for being subtle, you will notice such a modifier is mentioned only once in the rules - this is based on my assumption that 'Failing to mention a problem might actually help to prevent it'.

Same problem. Why not just not mention it at all? Then you'll never have any problems. More extensive systems are meant to give Sim players the feeling of Immersion, or exploration. If you feel that your players want that, then that's an argument for more system. If they don't want a system for Immersion, then why have a Simulationist system at all?


(7) The Rule of Conflict is not only very simple, but IMO also far more dramatic than any other conflict resolution mechanics I've seen so far. Explaining why would waste time and be generally ineffective - try it and see for yourself.

I'd suggest that it's because the GM has a large lattitude in interpereting the results. Everything but success or failure. Why limit him?


(8) The Rule of Karma is simple and direct. It does not deal with numbers (like bonus or damage increase). It does not confuse a gamer with different costs for different options (e.g. 3 points for automatic success and 0.25 points for every HP reduced from damage). In addition, Karma can have multiple purposes in the same game, such as luck, destiny, and faith.

You keep mentioning players being confused by numbers. Is this very specific to your group? If so, fine. But I don't have a math aversion (in fact I like math a lot). Your examples always seem so funny to me. I can understand a Rolemaster amount of math being distracting, but subtracting three? Or even fractions? There isn't a point at which the numbers are so simple as to be innocuous? If not, then aren't things like notes on paper just as distracting? I'm having trouble sympathizing, as you can see.


(9) Half the system is completely dedicated to 'how to make the most of role playing'. While there is nothing new about it for a veteran, it is part of the basic rules and not some optional appendix at the end of the rulebook.

Way more than half the text. But these are, at best, social contract agreements. They are not mechanics. Which means that they are totally up to interperetation by the players. Which further means that they are just good suggestions on play which make sense in most any game. They are not system. I would import that stuff readily to many games I played, as I said, I like it a lot. But it's not system.

The point? System Does Matter. You can admonish players to play a certain way repeatedly, but the system will either work to produce the results you want, or it will not. Your system does nothing to promote the style of play that your notes suggest, with the possible exception of staying out of the way. And that argument leads us again to the conclusion that no system would be the best way to go.


Whew! I feel like a politician under interrogation defending his office. (just a general feeling Mike, nothing personal)

It's not meant as a personal attack, though I may come off that way. I've just decided to take out my frustrations with light systems on you today. Sorry, you were just at the right place at the right time with the right target. Feel free to ignore the above if you like, it's really more of a statement than an argument. If the system serves you well, then great, that's the most important thing.

But you may want to consider the positive aspects of system. Or consider Collaborative Storytelling instead of RPGs.

Mike

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On 1/11/2002 at 5:17pm, Logan wrote:
RE: Triad - Just another RPG...

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On 1/11/2002 at 8:17pm, joe_llama wrote:
RE: Triad - Just another RPG...

Mike,

First of all, thank you for your honest opinion, it is much appreciated. I consider any feedback to be useful, but I am especially fond of the aggressive ones. It gives me the feeling the person is replying with absolute honesty. He gives direct answers and avoids social traps on the way - he is taking a stand.

Mike Holmes wrote:

Um, sure, but then two would be better, no? Or, rather, what makes three the magic number? Perhaps you're missing one, and just don't realize it. Or one is superfluous. Maybe the game should be Diad.


I kinda got that idea from the title, but it never occurred to me as I read through it. Might help some, but I think that forcing symetry for symetry's sake can be dangerous.


Triad has a certain grace being this way. It's easy to use and easy to remember. Are these worthy goals? I would have to say yes. Search and handling times are two of my biggest turnoffs when it comes to gaming. As for being dangerous, I made sure that none of the vital points I wanted to deliver were hurt by the structure. It was not an easy job, but eventually I found ways of implementing points in ways that included both content and structure.

How do the simple mechanics provide what complex mechanics cannot?


They provide a certain freedom which I believe is essential to creative gaming. Someone mentioned in another thread (forgive me for not remembering who and where) that when a player sees that his ability ranges from 1 to 18, he immediately thinks of how to obtain the best possible score, even if he doesn't say it out loud. It is our basic nature to act this way and the best we can do is hide it, but we can never get rid of it. By putting 'price tags' on everything, we risk direct AND subtle 'munchkinism', which would eventually lead to a player's dissatisfaction with the game.

No one can resist the temptation - I have placed many players, rookies and veterans, with this dilemma and all seemed to give in to it at some point. Was it a completely objective and impartial research? Not really. But it was good enough to show a tendency to 'upgrade' numbers. These incidents (among others) were the reason I was trying to keep Triad as low on numbers as possible.

Again, the system allows the players to do almost anything, but not quite. They cannot mess with a result. Why not allow the players to decide success and failure as well, then? It seems to me that the minimalist argument logically concludes that systems do a bad job of creating events. If this is so, why have any system at all? If you have "good players", won't they be able to decide when to have success and failure as well? If not, how does leaving it to a random roll help?


Part of the idea behind playing a Sim is the knowledge that as a player you have intentionally less control over the story. The rest of the control goes to the GM. The GM now controls a large percentage of the game, which means it also requires of him to take into consideration many variables and situations, figuring out a path to contine the game through. This can be a) exhausting, b)takes a lot of time to figure (even without numbers) and c) somewhat deterministic for the game and unsurprising for the GM.

By allocating some control to random elements, the GM is free from choosing eventualities - the choice is given to him by God, the universe, whatever you believe. He has more time for shaping the story to look good and sometimes he can even find himself surprised by the results. In return for the control he had given up, the GM receives more space which he can share with his players. If used, this space can serve as neutral ground where players stand as equal to the GM - this is called Karma in Triad.

There is nothing to say except that this is what a Sim is about. You can take away Karma and even randomality, however common they may be. But the moment you give players more control, it ceases to be a Sim. It would turn into a Nar or semi-Nar game.

Same problem. Why not just not mention it at all? Then you'll never have any problems. More extensive systems are meant to give Sim players the feeling of Immersion, or exploration. If you feel that your players want that, then that's an argument for more system. If they don't want a system for Immersion, then why have a Simulationist system at all?

Can't Immersion be done without a system? When you read a book and become immersed in it, do you need a system to connect you with the story? Immersion is the quality of Sim, not mechanics. Mechanics serve as communication protocol between multiple participants. If you have intelligent participants, you need less mechanics, but you will always need some kind of protocol to commuincate within a game.

You keep mentioning players being confused by numbers. Is this very specific to your group?

One thing I do not accept is insults thrown at my group. The current four members (five including me) are gifted students half way to a doctoral thesis in the fields of Computer Science, Physics and Biology. They are more likely to be exhausted by numbers than confused by them. I couldn't think of a finer group of people to have as players in my games - I'm truly blessed. They like reading stories and playing games, but would prefer doing it with the least amount of math as possible for obvious reasons.

But I don't have a math aversion (in fact I like math a lot). Your examples always seem so funny to me. I can understand a Rolemaster amount of math being distracting, but subtracting three? Or even fractions?

I like math, too. In fact, I study for a BA in Mathematics - you must really love math to stride up this path. Somehow, math and RPG's mix badly when it comes to being me. After getting some pretty deep burns from playing Rolemaster, I guess light systems seem like the only cure for me.

Way more than half the text. But these are, at best, social contract agreements. They are not mechanics. Which means that they are totally up to interperetation by the players. Which further means that they are just good suggestions on play which make sense in most any game. They are not system. I would import that stuff readily to many games I played, as I said, I like it a lot. But it's not system.

Triad wouldn't function at all if you took out these agreements. While not being 'mechanical' they are vital to its existence and therefore IMO are considered mechanics.

The point? System Does Matter. You can admonish players to play a certain way repeatedly, but the system will either work to produce the results you want, or it will not. Your system does nothing to promote the style of play that your notes suggest, with the possible exception of staying out of the way. And that argument leads us again to the conclusion that no system would be the best way to go.


That is exactly what I was thinking when I read through the whole thread again. I realize now that none of the nine advantages I mentioned ealier was what the system is really all about.

Triad is about staying out of the way. It was designed specifically to do just that. I wanted a system that would let me convert an idea directly into a game, without any interference on the way. I wanted a system that would tell a story AND allow 'Immersion' at the same time.

Why have any mechanics, then? Why not just Collaboratively Storytell?


Because it's still about playing a game. There should be some framework to restrict the game in a way. The game is like a pressure cooker: If you don't have the cooker, you cannot cook. If you seal the cooker too much, it will eventually explode. But if you provide just enough venting, then you get a whole new style of food. One of my players called this condition - 'Creativity Combustion Chamber'.

Do I think Triad is the 'perfect cooker'? Hardly. But so far it has cooked the best meals of my life :)

I've just decided to take out my frustrations with light systems on you today. Sorry, you were just at the right place at the right time with the right target.


Well, if it made you feel better, then I guess Triad was put to good use anyway :)

Your reply is direct and to the point - that's about the best thing that happened to me today. I had my good share of deceptions and misdirections in the last few days and it made me feel this world is more annoying than I ever believed so far. You sure have made a difference.

Many thanks, Mike.

With respect,

Joe Llama

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On 1/11/2002 at 8:42pm, Logan wrote:
RE: Triad - Just another RPG...

OK.

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On 1/11/2002 at 8:55pm, Garbanzo wrote:
RE: Triad - Just another RPG...

M. _llama:

We all remember the crazy charts in the ol' DMG - this is what happens if you're wearing armor when you change to your were-form, illumination radius for a bullseye lantern, etc etc.
All this combersome Gygaxitude was (I charitably think) a way to model for the user the decisions the designers would've made on the fly.
We all recognize now that if a rule isn't intuitive, it's probably easier to fake it and keep going.

But for my money, there has to be something. I'm a big fan of Rules Lite - I have room in my head for about 4 things at once. But I do like those 4 things to be ingenious. And there's the rub.

My ideal is for a few simple pieces that have really varied and interesting interactions.
(Like the ideal job that everyone in the country wants - challenging, fun, just a little stress, yada yada.)

In making approximations, though, different people have different preferences. Some folks like stats and points and modifiers (cf RoleMaster, GURPS). Some folks like almost nothing at all (FUDGE, The Window). After giving a quick read to Triad, it feels to me like the latter. To me (and, I'm guessing, to Mike) minimalist sim systems axiomatically end up being very similar. The merest sketch of some numbers to allow GM and Player elaboration.


I'd say (and you may well feel precisely the opposite) Triad needs a few more rules. Something to make it distinct, something to differentiate it from the next mimimalist system.

Obviously, you are going to play whatever you feel like. But I think any system can be strengthened by looking at it from an external POV - what can turn it into a rules set that somebody might stumble across and get really intrigued by.

-Matt
(due to post his own scratchy system any decade now...)

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On 1/11/2002 at 9:00pm, Mike Holmes wrote:
RE: Triad - Just another RPG...

Joe (is that your real name, BTW?), I like your pressure cooker analogy. The cooker is the system, and what you throw in represents the player creativity. Where we disagree is that apparently you want a very simple cooker, and I want one with lots of gizmos. You see the gizmos as distracting from the "real cooking", what is being added to the pot, while I see the gizmos as potentially useful. And, after all, it only takes a modicum of self-control to ignore the gizmos and keep your eye on the content. You seem to think that its actually impossible to ignore them. Well, even if they are, I think that fiddling with the gizmos is fun all by itself.

That last is the same with the math. I really don't understand your friends and math, I wasn't trying to be insulting (it was you who brought up the tiny subtraction problems). If they find math to be too much of a "job" then they're going into the wrong fields, IMO. I program tools for statistical analysis all day long, and when I get home, I can't wait to try and employ these same skills in RPGs. My friends and I actually liked the math of RM. Probably why we still play occasionally; in fact they force me somtimes. I have things I don't like about RM, but math is not one (nor the complexity as a whole). Heh, my wife is getting her BA in math. Maybe I'm just math mad. :-) But even if you don't like a ton of math in your game, eliminating it as a whole on principle seems extreme to me.

If you really have a strong aversion to any math in games, might I propose that you might be over-reacting at this point? I know that RM produces extreme reactions in many players; I hope it didn't spoil you on math unnecessarily. OTOH, maybe I'm just crazy. That's always a possibility that I have to accept. :-)

Mike

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On 1/11/2002 at 9:21pm, Ron Edwards wrote:
RE: Triad - Just another RPG...

Hi there,

Joe and Mike, please lay off this stuff about who likes math and who doesn't. It's irrelevant and people are turning on their math-geekier-than-thou sirens. I don't care who started it or who's said what or whatever you were about to post about it. Please stop.

Back to the substantive issues, here's my call, Joe. You see numbers and ranges and so forth as, well, meat for Gamists. A Drama-based, more free-form design appeals to you, as a means of encouraging a more Narrativist approach (far as I can tell). Correct me if this impression is incorrect.

I suggest checking out Amber and The Window as the main vanguards of this design, as well as Theatrix, perhaps the pinnacle to date.

All of these games illustrate some pitfalls in the outlook I've described. First, the strongly-Gamist role-player is most cunning. Power-plays may be wholly social, with no numbers used, and victory-loss conditions among the role-players may be inserted into, and come to define, purely scenario-outcome terms. Amber lends itself to this most thoroughly.

[Please note that none of this is derogatory toward the Gamist mode of play; in fact, now that I grasp it better, I am awed at its memetic power.]

Second, you might be interested in my posts in this thread, in which I describe why free-form systems are actually prone to, rather than immune from, much tacit control-problems in terms of what's happening in-game. My experiences with The Window and some recent, much-discussed play of Theatrix by others lead me to think that both games become the GM's chew-toy in play despite their much-trumpeted "creative power to all" accompanying text.

None of this post is directed toward Triad in any way, but rather to some of the more fundamental, principle-based issues that have cropped up in the discussion.

Best,
Ron

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On 1/11/2002 at 10:42pm, Mike Holmes wrote:
Math and Geeks

My bad. Remember, Ron, it's the nature of the geek to revel in his geekery. I'll try to be more restratined in the future.

Mike

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On 1/12/2002 at 12:36am, joe_llama wrote:
Joe Llama standing down

Hi everyone,

First, I'd like to apologize for all the mess I caused.

I had no intention to ram you, Mike, and I hope that my reply sounded more like a debate than a battle cry. I'm always over-protective when it comes to my group, so I guess I got carried away.

Ron, I take all the blame for the math talk - it has no room on this forum. As of now, no more math discussions.

As for Triad: Well, I'm happy with it, there's no doubt about that. All the feedback I got was actually very useful - it helped me define better where I stand and what will be the fate of Triad. It helped me better understand why did I make certain design choices in the first place. It also helped me visualize new horizons which I haven't discussed at all. You see, feedback is always useful, no matter what's your position on a subject.

Triad lives on. It will remain the same (give and take a few minor changes). It was born a minimalist system and it will stay that way as long as I support it. There are many minimalists out there, but Triad works best for me. There is nothing wrong with other systems - they probably were also designed for personal use in the first place.

Right now I'm working on additional material to support Triad, but I'll discuss it in another thread.

To Mike:

Joe (is that your real name, BTW?)


My real name is Nadav Gordon, but Joe Llama is my nickname since 1989.

As for the cooker analogy, I plan to use it again in an upcoming thread. I refuse to do it alone - you must join me :)

To Ron:

You see numbers and ranges and so forth as, well, meat for Gamists. A Drama-based, more free-form design appeals to you, as a means of encouraging a more Narrativist approach (far as I can tell). Correct me if this impression is incorrect.


It is correct. I see no reason to correct you :)

I suggest checking out Amber and The Window as the main vanguards of this design, as well as Theatrix, perhaps the pinnacle to date.


They were a major guiding force in the design process, especially The Window.

you might be interested in my posts in this thread, in which I describe why free-form systems are actually prone to, rather than immune from, much tacit control-problems in terms of what's happening in-game.


Thanks for the link. The stuff you wrote there was very inspiring. I have taken note of it.

As for the risks of using a minimalist system - I learned about them when I started playtesting Triad on other groups. My conclusions were somewhat different, but I will make no issue of it (for now). Part of these conclusions appear in earlier posts on this thread.

Again, I'm sorry about the mess. I meant (and still mean) no harm.

With respect,

Joe Llama

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On 1/12/2002 at 9:30am, Le Joueur wrote:
Take the Pressure Off Who?

joe_llama wrote:
Mike Holmes wrote: Again, the system allows the players to do almost anything, but not quite. They cannot mess with a result. Why not allow the players to decide success and failure as well, then? It seems to me that the minimalist argument logically concludes that systems do a bad job of creating events. If this is so, why have any system at all? If you have "good players", won't they be able to decide when to have success and failure as well? If not, how does leaving it to a random roll help?

Part of the idea behind playing a Sim is the knowledge that as a player you have intentionally less control over the story. The rest of the control goes to the GM. The GM now controls a large percentage of the game, which means it also requires of him to take into consideration many variables and situations, figuring out a path to contine the game through. This can be a) exhausting, b)takes a lot of time to figure (even without numbers) and c) somewhat deterministic for the game and unsurprising for the GM.

But I always saw that as an argument for more system. In my experience a 'lite system' means that the gamemaster has to do more of the "exhausting" work figuring out how to handle all the situations that could be potentially "deterministic" (I usually talk about the need to appear impartial and not subjective).

I also find that most of the time when there are no "numbers" to describe things, it actually takes longer to describe them. I tend to call this the 'communal language effect' more mechanics has. Game system inspired jargon, done right, cuts down on the number of requests for clarification in many situations. (I do recognize that not enough game designers have even considered this point and so their games wind up requiring more dialogue rather than less, but I do not see this as inherent in whether a system is 'light' or not.)

Likewise, they way you paint it, it sounds like the gamemaster is largely responsible for 'keeping it on track.' (Being unable to avoid using another plug...) In Scattershot (<-- that's actually five links), we chose to put the mechanics 'above' everyone and give the responsibility for the maintenance of that part of the game to everyone. I don't know this for sure, but you write like you are coming from the 'gamemaster as referee' school where only the gamemaster is and has to enforce the 'rules.' And yes, that does get tedious on top of maintaining the focus of the scenario.

It's just that reducing the rules to lighten the gamemaster's workload isn't the only solution. (I think it in fact complicates everyone's play, reducing the commonality that your group does not seem at all naturally lacking in. I wish I had players as 'on the same page' as yours sound.) In Scattershot, we shift the responsibility for enforcing the mechanics away from the gamemaster instead of shrinking them, it has the same effect on gamemaster workload. (And the players still have "less control" because they are still subject to the mechanics, even though they 'self-police.')

joe_llama wrote: By allocating some control to random elements, the GM is free from choosing eventualities [Snip.] In return for the control he had given up, the GM receives more space which he can share with his players. If used, this space can serve as neutral ground where players stand as equal to the GM

Again, this is still an argument to me to put the mechanics in the hands of the players, not to take them out completely.

joe_llama wrote: There is nothing to say except that this is what a Sim is about. You can take away Karma and even randomality, however common they may be. But the moment you give players more control, it ceases to be a Sim.

I just don't see that. Just because the players take part in enforcing the laws of physics (id est continuity), it makes the game surreal? This so strongly implies that players don't automatically play 'by the rules' naturally. In 'playing by the rules' do they lose their immersion (what you seem to imply "Sim" is for)? If they weren't subject to rules, wouldn't being affected by them destroy to continuity of the "Sim" anyway?

This "control" you speak of sounds like the ability to 'ignore the rules' when they see fit. I think one of the primary points of Ron's System Matters essay was that a game is poorly designed if, at any point, rules had to be ignored. It seems, by your implied logic, that since the players can't be trusted to subscribe to a "Sim" and inforce the rules upon themselves without losing the "Sim," and that its too much work for the gamemaster to enforce the rules for the "Sim," that taking the rules away (your solution) would also have to destroy the integrity of the "Sim" because fewer rules must mean more player control.

I mean, the players are already subscribing to the boundaries of the "Sim" (which is usually the rules, but now you expect it to be something as easily contested as the specific interpretations of meta-physics), why would they have a problem enforcing a set of concise rules upon each other, freeing up the gamemaster for all the "control over the story." That would mean better "story" from a gamemaster who isn't expected to do all the refereeing, and more continuity of "Sim" for those elements that do not have real world (or at least real experience) analogues.

joe_llama wrote:
Mike Holmes wrote: Same problem. Why not just not mention it at all? Then you'll never have any problems. More extensive systems are meant to give Sim players the feeling of Immersion, or exploration. If you feel that your players want that, then that's an argument for more system. If they don't want a system for Immersion, then why have a Simulationist system at all?

Can't Immersion be done without a system? When you read a book and become immersed in it, do you need a system to connect you with the story?

Books have the advantage of narrative inertia, you don't have time to question the naturality of what is occuring. The ongoing narrative keeps up the 'feel' of continuity. Role-playing games are completely different in that respect. The instant a distraction occurs, inertia is lost. A game system affords the 'feeling' of consistency, like having gravity work the same every time (this is especially true for things that don't occur in the real world or that are outside personal experience).

Besides, the kinds of systems Mike and I are talking about don't connect the players to the "story" (wouldn't that be Narrativism?), they provide the bedrock upon which the "story" is built. A 'light' system requires more commonality amongst the participants, because it doesn't provide it. If you have that in your group, I think that's just great (and I am envious), but this doesn't make preaching about the barest of 'light' systems any more valid. It especially galls that you imply that no matter what the genre, any set of players will have a total commonality of experience and expectation (because without that, it will be much more "exhaustive work" than having a clear, and much 'heavier,' system)

joe_llama wrote: Immersion is the quality of Sim, not mechanics. Mechanics serve as communication protocol between multiple participants. If you have intelligent participants, you need less mechanics, but you will always need some kind of protocol to commuincate within a game.

If that's what mechanics are for (and this has always been my opinion), then by cutting back on them, aren't you saying that you want effective communication reduced as well?

And I only sort of agree with this first sentence. I think 'Immersion is the quality of the consistency of the "Sim," which is reinforced by the mechanics.'

joe_llama wrote:
Mike Holmes wrote: Way more than half the text. But these are, at best, social contract agreements. They are not mechanics. Which means that they are totally up to interperetation by the players. Which further means that they are just good suggestions on play which make sense in most any game. They are not system. I would import that stuff readily to many games I played, as I said, I like it a lot. But it's not system.

Triad wouldn't function at all if you took out these agreements. While not being 'mechanical' they are vital to its existence and therefore IMO are considered mechanics.

I thought what Mike was saying was that you make them only as suggestions. If they are so important, shouldn't you formalize them; make them into directions, thereby making them more binding as 'system' and not as casual as 'agreements.'

joe_llama wrote: Triad is about staying out of the way. It was designed specifically to do just that. I wanted a system that would let me convert an idea directly into a game, without any interference on the way. I wanted a system that would tell a story AND allow 'Immersion' at the same time.

Have you had a chance to read the part in my [Scattershot:] posts (links above) where I discuss the difference between General, Specific, and Mechanical play? In the technique descriptions I am writing right now, Scattershot talks a lot about staying in General play as much as possible, and only shifting to Specific play largely for how the system can 'generate information' ("How long did that hunting trip take?") and only using Mechanical play when impartiality is paramount ("Hey! The gamemaster just killed off my character even though I had the advantage!") Yes this means that Scattershot has lots of mechanics that aren't readily put to use. (That's also why the mechanics are divided up into Basic, Intermediate [Tournament], and Advanced, so the consumer can 'season to taste.' Even the Basic mechanics have much more than you purport to be ideal.)

joe-llama wrote:
Mike Holmes wrote: Why have any mechanics, then? Why not just Collaboratively Storytell?

Because it's still about playing a game. There should be some framework to restrict the game in a way.

But hasn't your whole argument been to do away with such restrictions? Which is it? You can't have it both ways.

joe-llama wrote: The game is like a pressure cooker: If you don't have the cooker, you cannot cook. If you seal the cooker too much, it will eventually explode. But if you provide just enough venting, then you get a whole new style of food.

But your "cooker" puts no pressure on at all (though it sounds like your groups communal world does that intuitively, that's still no reason to blame, and therefore remove, rules).

If 'open pot' cooking is "Collaboratively Storytelling" and 'heavy' systems are going to "seal the cooker too much," what makes you proselytize 'just putting a lid on it?' (Your ideal sounds like it couldn't go much 'lighter' of system.) To me it sounds like you are suffering from a degree of 'referee burnout' and are tossing the mechanics that you feel caused it; this does not make this 'light' of system as much of an ideal as you say it is. I would still lean towards a few more than three rules for a "Sim," to actually put a little 'pressure' on the game. (For a "Nar" it might be different, but I think "Sims" need solid, consistent foundations.)

Fang Langford

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On 1/12/2002 at 2:14pm, Paganini wrote:
RE: Take the Pressure Off Who?

Fang, I'm not going to respond to everything in your post (whew! It's huge) but I do want to address the point of accuracy vs. detail in simulationist games. There was a big discussion about this over at RPG Create last week.

My point was that accuracy is a requirement of simulationism. I said that, since precision (detail) in a system gives you more information, such a game would neccesarily be more accurate.

The response was, "No, that's not true, because you can have inaccurate information encoded in an accurate game."

Well, duh, I said, but assuming that the information encoded is good, then a precise game must be more accurate. Obviously people can use bad information, but that sort of mistake is a feature of the design process, not definitive of precise games.

Sure, they said, but do you know how hard it is to make a very precise game really accurate? So they gave me some examples about how even computers don't hae enough processing power to handle things like combat with both detail and accuracy.

Then they went on to point out that the kind of rounding errors that you get to the information encoded in the game can make a detailed game with much information inaccurate. The anaolgy used was chain measuring. If you lay a foot ruler on the floor and try to measure your house by flipping it end over end, no matter how careful you are there's going to be some error, maybe only an inch or to, but still some error. If you use a single tape measure to do the job in one sweep, the margin of error is much much less. This problem grows greatly when you apply it to larger things. If you measure your house with a foot-long ruler, you may only be a few inches off. If you try to measure something a mile long, you'll be feet off. The errors add up exponetially.

An RPG analogy for this is combat... it's not (currently) computationaly possible, even for a computer, to make a combat system that can handle both small combats (duels, parties) and mass combat with the same degree of accuracy. If you apply, say, a rolemaster combat chart system to a thousand man battle, you get some really wierd results. :)

The point is that great detail may be accurate for one scale of existance, but if you try to apply it to something at a much larger scale you'll get the same sort of errors in the measuring example above. The more you try to inflate it, the more serious the errors are.

All this detail is a lot of work for the GM too. It's often easier, as well as more accurate, to have a single, not so precise, method that gives accurate results.

In Cornerstone, I don't have very much detail at all, by default. (Of course, the GM can add detail if he feels like it.) But it's still fairly accurate, because it has broad mechanics that give believable results. It doesn't take every factor in to account when reaching the results, nor does it make every factor in the event visible. It's not precise, but it can be accurate.

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On 1/12/2002 at 4:09pm, Logan wrote:
RE: Triad - Just another RPG...

..

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On 1/12/2002 at 4:49pm, Le Joueur wrote:
RE: Take the Pressure Off Who?

This is a really nice response, except it seems to suffer from too much dualism. Allow me to illustrate.

Paganini wrote: but I do want to address the point of accuracy vs. detail in simulationist games.

My point was that accuracy is a requirement of simulationism. I said that, since precision (detail) in a system gives you more information, such a game would neccesarily be more accurate.

There is a big difference between precision and detail and that difference is measured in accuracy. Detail can be anything from something as simple as 'a man in a coat' all the way up to 'a 36 year-old man, in a brand-new leather jacket and jeans, who has long, brown hair.' Precision is about having more accurate detail. But just because precision is detail, does not make just any detail into precision.

Paganini wrote: The response was, "No, that's not true, because you can have inaccurate information encoded in an accurate game."

Assuming that the information encoded is good, then a precise game must be more accurate. Obviously people can use bad information, but that sort of mistake is a feature of the design process, not definitive of precise games.

Certainly, but I was not talking about taking a game necessarily all the way to "precise." Your discussion is rapidly progressing towards a dualism where either a game in highly precise or it is 'light.' This is both divisive and conflating my article with suggesting that such precision is either necessary, possible, or desirable. That was not my point.

I wasn't advocating highly precise games, merely that the opposite extreme has significant problems and that the ideal espoused seemed a might reactionary as opposed to well-reasoned. (I argue for a balance between the severe lack of mechanics and incredible levels of detail, for somewhere in the middle in fact.)

Paganini wrote: "Sure," they said, "but do you know how hard it is to make a very precise game really accurate?" So they gave me some examples about how even computers don't have enough processing power to handle things like combat with both detail and accuracy.

Then they went on to point out that the kind of rounding errors that you get to the information encoded in the game can make a detailed game with much information inaccurate.[Snip.]

An RPG analogy for this is combat... it's not (currently) computationaly possible, even for a computer, to make a combat system that can handle both small combats (duels, parties) and mass combat with the same degree of accuracy. [Or for that matter, just a long battle, it has to do with compounding small errors.]

The point is that great detail may be accurate for one scale of existance, but if you try to apply it to something at a much larger scale you'll get the same sort of errors in the measuring example above. The more you try to inflate it, the more serious the errors are.

All this detail is a lot of work for the GM too. It's often easier, as well as more accurate, to have a single, not so precise, method that gives accurate results.

Um...point of order. You have not established the responsibility of the gamemaster to generate, control, or even supply detail. As I tried to point out with Scattershot, in some games, anyone can create detail using mechanics, not just the gamemaster.

Paganini wrote: In Cornerstone, I don't have very much detail at all, by default. (Of course, the GM can add detail if he feels like it.) But it's still fairly accurate, because it has broad mechanics that give believable results. It doesn't take every factor in to account when reaching the results, nor does it make every factor in the event visible. It's not precise, but it can be accurate.

To extend your accuracy argument, measuring your house with your car's odometer is also prone to inaccuracy, worse yet if you try to use it to measure your shoe size. Using a "broad" scale to measure things much smaller than it is just as faulty as using a small scale to measure a large subject.

But I figure you don't mean "broad" scale, you mean something like a 'general' mechanic. I can't fathom how letting "the GM can add detail if he feels like it" won't be much more precise than skipping having a system for detail altogether. (I guess I don't see how a "broad" or 'general' system will be more likely to create any more accurate a game without additional work on whoever's part.)

I also don't understand how you can start off conflating detail with precision implying that they are not related to accuracy, and then suggest that precision has nothing to do with accuracy. Even the dictionary uses the word 'accuracy' all over the definition of precision (and you make it sound as if precision is the same as detail), so I cannot see how you can have something that is accurate without being detailed according to your own words.

It also seems like you are confusing verisimilitude (your word was believability, but I think that term may be a little too inflamatory) with accuracy when talking about Cornerstone. For sticklers, it is true that verisimilitude does not occur without accurate detail, but I am highly dubious that accuracy is at all necessary for the suspension of disbelief that exists supported by verisimilitude. (For example, a player whose favorite realm is their character's emotions will not need an accurate scenario to have verisimilar emotional states.)

And somehow throughout you give this vague implication that either a game is either precise or it is 'light,' that there are no 'light,' precise games and no 'heavy,' undetailed games. Then you suggest that your game makes up for that by being accurate without being detailed (as if 'light' games were inherently poor because of they lack of detail, or that they need to be justified).

I have seen precise, 'light' games, and the opposite is possible (though I know not if it is desireable - except if it's for the sake of color), meaning I cannot see how this implied dualism is even based on contrary factors.

Or you are using the term 'accuracy' in a fashion I am not recognizing...

Fang Langford

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On 1/12/2002 at 5:52pm, Paganini wrote:
RE: Take the Pressure Off Who?

Le Joueur wrote:
There is a big difference between precision and detail and that difference is measured in accuracy. Detail can be anything from something as simple as 'a man in a coat' all the way up to 'a 36 year-old man, in a brand-new leather jacket and jeans, who has long, brown hair.' Precision is about having more accurate detail. But just because precision is detail, does not make just any detail into precision.


Interesting point, Fang. In the discussion, we were taking "detail" and "precision" to be equivalent. More below...


I wasn't advocating highly precise games, merely that the opposite extreme has significant problems and that the ideal espoused seemed a might reactionary as opposed to well-reasoned. (I argue for a balance between the severe lack of mechanics and incredible levels of detail, for somewhere in the middle in fact.)


I agree that balance is need. The balance point will neccesarily be different from person to person, though.


Um...point of order. You have not established the responsibility of the gamemaster to generate, control, or even supply detail. As I tried to point out with Scattershot, in some games, anyone can create detail using mechanics, not just the gamemaster.


That's not quite what I meant. A game that has many detailed mechanics is usually more work for the GM... not because he's responsible for injecting detail into the game, but for remembering and applying many mechanics. Cornerstone just has one mechanic, and is therefore easier for the GM to remember and apply. Cornerstone may still require a lot of GM work to play, but the work won't be involved with the system, it'll be involved in other factors.


But I figure you don't mean "broad" scale, you mean something like a 'general' mechanic. I can't fathom how letting "the GM can add detail if he feels like it" won't be much more precise than skipping having a system for detail altogether. (I guess I don't see how a "broad" or 'general' system will be more likely to create any more accurate a game without additional work on whoever's part.)


I was speaking of abstraction... by "broad" I meant much abstraction in the mechanics. In contrast, "narrow" is less abstraction, and many details.


It also seems like you are confusing verisimilitude (your word was believability, but I think that term may be a little too inflamatory) with accuracy when talking about Cornerstone. For sticklers, it is true that verisimilitude does not occur without accurate detail, but I am highly dubious that accuracy is at all necessary for the suspension of disbelief that exists supported by verisimilitude.


Accuracy is required, but don't confuse accuracy with realism. Theatrix as a genre simulation is accurate (or so I've been told ;). A narrative game that's heavy on character exploration is accurate if the characters behave believably, no matter how the setting and other game elements are constructed. The focus of the game determines the *sort* of accuracy that's required for verisimilitude (I don't like typing that word! I prefer realism! We all know what we mean anyway... :), but accuracy is required for whatever facet you're focusing on.


And somehow throughout you give this vague implication that either a game is either precise or it is 'light,' that there are no 'light,' precise games and no 'heavy,' undetailed games. Then you suggest that your game makes up for that by being accurate without being detailed (as if 'light' games were inherently poor because of they lack of detail, or that they need to be justified).


That was the terminology used in this discussion. Precise, by definition, meant mechanics heavy, as a precise system is one that is detailed. Keep in mind that we're talking about a detailed *system,* not just a detailed game. Cornerstone can be used to run a detailed game, if the GM so chooses, but it is not a detailed system. Cornerstone can still give accurate results, even though the mechanical pathway it uses to arrive at the results is not precise.

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On 1/12/2002 at 6:44pm, Le Joueur wrote:
RE: Take the Pressure Off Who?

I understand now, that it was just a terminology misunderstanding. I have no disagreement with your point then, and I only wanted to clarify what I meant.

On the other hand there is on thing I think you are still missing about what I wrote.

Paganini wrote: A game that has many detailed mechanics is usually more work for the GM... not because he's responsible for injecting detail into the game, but for remembering and applying many mechanics. Cornerstone just has one mechanic, and is therefore easier for the GM to remember and apply. Cornerstone may still require a lot of GM work to play, but the work won't be involved with the system, it'll be involved in other factors.

Usually this probably is the case. But we are discussing gaming in general, that includes new and unusual games as well (like a game with only three rules) As I said, in games like Scattershot, detailed mechanics are not necessarily anything that the gamemaster even has to 'remember and apply,' if so desired, this could be left completely in the hands of the players. I do not see how you justify this responsibility for the gamemaster. Can you explain this?

Fang Langford

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On 1/12/2002 at 10:38pm, Paganini wrote:
RE: Take the Pressure Off Who?

Le Joueur wrote:
On the other hand there is on thing I think you are still missing about what I wrote.

Paganini wrote: A game that has many detailed mechanics is usually more work for the GM... not because he's responsible for injecting detail into the game, but for remembering and applying many mechanics. Cornerstone just has one mechanic, and is therefore easier for the GM to remember and apply. Cornerstone may still require a lot of GM work to play, but the work won't be involved with the system, it'll be involved in other factors.

Usually this probably is the case. But we are discussing gaming in general, that includes new and unusual games as well (like a game with only three rules) As I said, in games like Scattershot, detailed mechanics are not necessarily anything that the gamemaster even has to 'remember and apply,' if so desired, this could be left completely in the hands of the players. I do not see how you justify this responsibility for the gamemaster. Can you explain this?


It could just be experiential difference between you and I. I have difficulty imagining a game with many detailed rules that are still applied during the game, without the GM being responsible for remembering and applying them. The only way it would work, as far as I can tell, is if the rules are beneficial to the players, and can be applied independantly without the GM's input. Even so I forsee situations like:

Player: "My character can do ABC because of minutia rule XYZ!"
GM: "What? No way!"
Player: "See, right here, on page DEF!"

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On 1/13/2002 at 1:49am, Ron Edwards wrote:
RE: Triad - Just another RPG...

Hey,

Quick clarifications ...

Nadav, please fill your posts with as much math as you'd like. I, and many others here, absolutely love math and probability and statistics as applied to RPG system design.

What I objected to concerned only the escalating references to who liked or was more comfortable with math, as an item of personally-directed contention between you and Mike. With that eliminated, the actual discussion of the math itself (including its utility during role-playing) is peachy-keen by me.

Fang, your post of "12 Jan 2002 03:30" is a beauty. I loved everything in it.

Best,
Ron

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On 1/13/2002 at 5:11am, Le Joueur wrote:
RE: Take the Pressure Off Who?

Paganini wrote:
Le Joueur wrote: On the other hand there is on thing I think you are still missing about what I wrote.

Paganini wrote: ...[having] many detailed mechanics is usually more work for the GM...because he's responsible... for remembering and applying many mechanics.

Usually this probably is the case.... in games like Scattershot, detailed mechanics are not necessarily anything that the gamemaster even has to 'remember and apply,' if so desired, this could be left completely in the hands of the players.

It could just be experiential difference between you and I. I have difficulty imagining a game with many detailed rules that are still applied during the game, without the GM being responsible for remembering and applying them. The only way it would work, as far as I can tell, is if the rules are beneficial to the players, and can be applied independantly without the GM's input. Even so I forsee situations like:

Player: "My character can do ABC because of minutia rule XYZ!"
GM: "What? No way!"
Player: "See, right here, on page DEF!"

You are quite likely right. I really 'cut my gaming teeth' with Champions/Marvel Superheroes/DC Heroes in one of the oldest gaming communities that exist (the one that spawned Gygax, as a matter of fact). Most of the time there was a certain momentum after the extensive work necessary to create a detailed character (especially in the older versions of these games). This momentum lead to player adjudication 'at the table' partly because of how long these detailed-rules combats could take.

I will admit, under this kind of duress, that on many of these occasions there were elements of 'player versus player' involved. The conflict between players seemed to fuel a certain rigid adherence to the rules in the absense of gamemaster fiat. I acquired a taste for that and incorporated it into my theories of sharing all parts of the gaming experience. That, taken with Scattershot's stress on playing more towards Specific and primarily General play, makes having to have a gamemaster do any of the adjudicating superfluous.

The tone I am reading in your posts sounds like it comes from either the schools of 'gamemaster versus the players' or 'gamemaster as referee.' I have always felt these styles of play stem from some kind of a lack of sharing ("It's my game and you have to play it my way."). I'm not saying that you play that way any more, but you may have in the past enough that it colors your perceptions. (Simple check: do you ever think about players cheating? That kind of thought bespeaks 'ownership issues' that are contrary to my ideal of 'sharing.' But then I like use of player knowledge.)

Fang Langsmurf...I mean...ford (Oops!)

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On 1/13/2002 at 2:39pm, Paganini wrote:
RE: Take the Pressure Off Who?

Le Joueur wrote:
The tone I am reading in your posts sounds like it comes from either the schools of 'gamemaster versus the players' or 'gamemaster as referee.' I have always felt these styles of play stem from some kind of a lack of sharing ("It's my game and you have to play it my way."). I'm not saying that you play that way any more, but you may have in the past enough that it colors your perceptions. (Simple check: do you ever think about players cheating? That kind of thought bespeaks 'ownership issues' that are contrary to my ideal of 'sharing.' But then I like use of player knowledge.)


It depends on the game I'm designing. In Cornerstone, the GM and the players are almost equal in terms of story exploration. I've just given the GM the power of veto so that if there is some sort of disagreement there's a rules-defined authority that can lay down the law and get on with the game. It does have a lot of GM as referee elements... that is, the GM decides whether or not a use of a descriptor is appropriate, and so on. The GM also has to approve the death of a character before it can take place (in the case of PC death, both the GM and the player have to agree that the death is appropriate.)

I enjoy GM vs. player games too, though. T&T is practicaly designed for that sort of play. My brother and I have been taking turns GMing for each other this week. So far, I've survived longer than he has... but... we'll see! :)

_________________
-- Paganini

"We are so smurfed!" - Gandalf's first Balrog sighting

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On 1/13/2002 at 3:25pm, James V. West wrote:
RE: Triad - Just another RPG...

Well, I'm late as usual. By the time I read the rules there were three pages of posts! I fear I'll have nothing new to add.

The system seems fairly solid and has at least some of all the necessary elements to tickle the gamist, sim, and narrator in me all at the same time. But it doesn't push the buck on any one of them, which, by some thinking, is a flaw.

Its simple, which is a big plus for it. There are a slew of generic games lying around the net (mine included), some good, some ok, some pretty sorry (the damn critic in me again). I think this one is good and I'll tell you why.

First, the simple presentation is appealing. Easy to read and well-written. Nothing to struggle through. The rules are laid out bare-bones and with very little flim-flam to guide you into any specific direction. Thus, the playing field is wide open. This is both advantageous and disadvantageous.

The advantage is the versatility. I can run pretty much whatever I want with it. It seems to be most suited for a fairly fast-play situation like an action movie. I was thining in terms of high fantasy, but don't I always?

The down side is the same thing. No direction. Now, this is no new news. I think Mike already addressed this one early in the thread. People will either ignore the game because nothing immediately grabs them (ooo, cool horror idea....or...kickass battle lords..or whatever), or they will measure it against their currently favorite generic system (well, GURPS has a better damage system...Rolemaster is much more detailed).

If you can live with that, then the game's just right. All I can really say is if I was looking for a generic system to attach to a setting, I would add this to my list of serious considerations. Why?

1) Simplicity. No detailed math. Fast.
2) Some metagame elements that support a bit of narrative approach (karma--which I still might tweak a bit more to my liking).

Hope I helped in some small way, though I'm pretty darn sure I just treaded over boot-stomped ground :).

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On 1/13/2002 at 5:08pm, joe_llama wrote:
Triad completes a circle

Hello again everyone,

This thread started as a gesture of gratitude to James for sharing with us his wonderful games. It seems appropriate that James would also be the one to seal this thread for good. Therefore, this is the last message I give on the issue of Triad.

I was planning on a large scale reply to all of your feedbacks, taking into consideration many issues discussed in Ron's articles 'System does matter' and the GNS Model. It turned into a HUGE reply with a deep examination of each and every piece of Triad, including all design considerations and comparison with other systems.

In the process, I discovered many unsolved issues concerning the GNS model and I will soon present them in a seperate thread. It is amazing how far and high you can go sometimes with RPG theory :)

I was just finishing page 16 of my reply (8 more to go) when I saw James' reply at the end of the thread. I realized then that my reply was useless. James was able to put everything that is good and bad about Triad and he also did it with great simplicity. Triad will remain as it is because I like it this way. I used to think otherwise, but I have changed my mind.

Many of you have given me some points to think about. I didn't ignore any of you, but maybe I kept all the answers to myself.

One advice that will soon be properly implemented deals with examples. I have cut out character, rule, and game examples to emphasize simplcity and avoid restriction of thought. It is clearly evident that in the process I have also injured the clarity of the system. All examples will appear soon as part of the text.

I also plan to support Triad with various settings - if such a thing interests you, all you have to do is drop me a line :)

I'd like to thank everyone who posted feedback on this thread - you helped me better understand the needs and desires of gamers worldwide.
And thank you, James, for taking the words out of my mouth and saying them better than I could ever hope to achieve on my own!

To finish this thread I would like to quote Ron from his article 'System does matter':

I do respect your opinion, but it's fair to consider how many role-playing games you have actually, truly played.


So please, even if any of the above didn't seem to make any sense, print a copy of Triad and playtest it yourself - it is the only true way to become familiar with a Role Playing Game.

With respect,

Joe Llama

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On 1/13/2002 at 8:38pm, Le Joueur wrote:
RE: Take the Pressure Off Who?

Paganini wrote:
Le Joueur wrote: The tone I am reading in your posts sounds like it comes from either the schools of 'gamemaster versus the players' or 'gamemaster as referee.' I have always felt these styles of play stem from some kind of a lack of sharing ("It's my game and you have to play it my way."). I'm not saying that you play that way any more, but you may have in the past enough that it colors your perceptions. (Simple check: do you ever think about players cheating? That kind of thought bespeaks 'ownership issues' that are contrary to my ideal of 'sharing.' But then I like use of player knowledge.)

It depends on the game I'm designing. In Cornerstone, the GM and the players are almost equal in terms of story exploration.

Are you sure? (Of course none of the following examples has much to do with exploration of 'story,' they're all about mechanics - which I didn't check the story-active qualities of - and thus may not have any bearing on the 'story.')

Paganini wrote: I've just given the GM the power of veto so that if there is some sort of disagreement there's a rules-defined authority that can lay down the law and get on with the game.

That would clearly make it the gamemaster's game. If it were 'shared,' then any player could resolve disagreements they were not involved in. My hope is Scattershot's mechanics are transparent enough that this is not only possible, but likely. (When it comes to the live-action component of the game, it is almost necessary for it to be that way.)

Paganini wrote: It does have a lot of GM as referee elements... that is, the GM decides whether or not a use of a descriptor is appropriate, and so on.

And this makes it well and truly the property of the gamemaster as well. It sounds very like you are giving veto power over everything to the gamemaster; this means nothing happens unless the gamemaster so wishes (or 'allows') it. Clearly not sharing (except at gamemaster whim). No matter what advice you give on latitude or interpretation, there will always be the feeling of a lack of impartiality.

Paganini wrote: The GM also has to approve the death of a character before it can take place (in the case of PC death, both the GM and the player have to agree that the death is appropriate.)

And that definitely makes it the gamemaster's game. ("What do you mean I can't die? It's my character!") That kind of easily abused control means that it is a quick slip into the familiar 'gamemaster versus the player' tradition.

Paganini wrote: I enjoy GM vs. player games too, though. T&T is practicaly designed for that sort of play. My brother and I have been taking turns GMing for each other this week. So far, I've survived longer than he has... but... we'll see! :)

Correct me if I am wrong, but Tunnels & Trolls had solitare play rules. I find it hard to believe that you could be 'against' anyone playing solitare. (But that's just sniping.)

So far you don't seem to have a good conception of shared gaming (especially when you say Cornerstone is shared and then obviously give its ownership to the gamemaster). Have you had a chance to read up on the articles on the Forge about "gamemaster-full" games (maybe try a "gamemaster-full" or "gmless AND full" search)?

I take that to mean this is your basis of experience?

Fang Langford

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On 1/13/2002 at 10:33pm, Paganini wrote:
RE: Take the Pressure Off Who?

Le Joueur wrote:
That would clearly make it the gamemaster's game. If it were 'shared,' then any player could resolve disagreements they were not involved in. My hope is Scattershot's mechanics are transparent enough that this is not only possible, but likely. (When it comes to the live-action component of the game, it is almost necessary for it to be that way.)


You know, Fang, I'm really looking forward to Scattershot. I'd even pay you money for it. Will you hurry up and finish the dang thing already?!


And this makes it well and truly the property of the gamemaster as well. It sounds very like you are giving veto power over everything to the gamemaster; this means nothing happens unless the gamemaster so wishes (or 'allows') it. Clearly not sharing (except at gamemaster whim). No matter what advice you give on latitude or interpretation, there will always be the feeling of a lack of impartiality.
[/qutoe]

I don't know about that. The gamers in my Gateway game didn't have any problem with this attitude. They had complete controll over their own characters, how they acted, felt, what they did, etc. I had controll over the world and how it reacted to the players.

In Cornerstone, I guess I could say something like "A player must convince the entire table that his use of a descriptor is appropriate," but that seems like it would often be a hangup. IMO it's better to have one person there who is accepted as being responsible for deciding such things so that the game can keep on moving. It's not just about impartiality, it's about game dynamics and the chain of responsibility. As a player, I don't really want to have to decide whether or not the actions of my colleagues' characters succeed or fail.


And that definitely makes it the gamemaster's game. ("What do you mean I can't die? It's my character!") That kind of easily abused control means that it is a quick slip into the familiar 'gamemaster versus the player' tradition.


Not quite. I definately want the GM to have the decisive power in the game... the game is not meant to be a democracy, such is chaos. But I also want to make sure that there is a division of controll. I don't want the GM to just be able to kill off characters at whim. At the same time, the GM is running the game, and the players shouldn't be able to take advantage of him, any more than he should be able to take advantage of them.


Correct me if I am wrong, but Tunnels & Trolls had solitare play rules. I find it hard to believe that you could be 'against' anyone playing solitare. (But that's just sniping.)


No, it's a real game. It does have solitaire dungeons (a bit like choose your own adventure) but it's a gamist dungeon crawl in the best (or worst, depending on your point of view) tradition of D&D. It has vastly different mechanics however.


So far you don't seem to have a good conception of shared gaming (especially when you say Cornerstone is shared and then obviously give its ownership to the gamemaster). Have you had a chance to read up on the articles on the Forge about "gamemaster-full" games (maybe try a "gamemaster-full" or "gmless AND full" search)?


Hold on here... I didn't say I wanted Cornerstone to be a shared creation. That was never one of the goals. There's a difference between all people involved being equal, and all people involved sharing an experience. Cornerstone is meant to be a traditional RPG with a GM and players, and a strict line between the responsibilities and powers of each. It is also meant to be played in a narrativist mode.

If you're referring to Ron's "Impossible Goal" idea (or whatever he called it) by the above, you should know that I respect Ron's stuff a *lot* and agree with most of it, but that particular theory is not included. :)

Controll of a game is not a binary concept, IMO. There are many aspects to any game, and different aspects can be divided up between people in different ways. For example, see my description of gateway. That was certainly shared experience... each person simply had controll over different things.

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On 1/14/2002 at 1:40am, Le Joueur wrote:
RE: Take the Pressure Off Who?

Paganini wrote:
Le Joueur wrote: That would clearly make it the gamemaster's game. If it were 'shared,' then any player could resolve disagreements they were not involved in. My hope is Scattershot's mechanics are transparent enough that this is not only possible, but likely. (When it comes to the live-action component of the game, it is almost necessary for it to be that way.)

You know, Fang, I'm really looking forward to Scattershot. I'd even pay you money for it. Will you hurry up and finish the dang thing already?!

"I'm smurfing as fast as I can!"

Paganini wrote:
Le Joueur wrote: And this makes it well and truly the property of the gamemaster as well. It sounds very like you are giving veto power over everything to the gamemaster; this means nothing happens unless the gamemaster so wishes (or 'allows') it. Clearly not sharing (except at gamemaster whim). No matter what advice you give on latitude or interpretation, there will always be the feeling of a lack of impartiality.

I don't know about that. The gamers in my Gateway game didn't have any problem with this attitude. They had complete control over their own characters, how they acted, felt, what they did, etc. I had control over the world and how it reacted to the players.

I didn't say that all gaming had to have sharing. You said that in Cornerstone, gamemaster and player were "almost equal" and then contrasted it to 'gamemaster versus player' (implying that it was sharing according to what I had said). I explained that:

It does have a lot of GM as referee elements... that is, the GM decides whether or not a use of a descriptor is appropriate, and so on.

Did not sound like sharing, role-playing games don't require sharing, I just want Scattershot to.

Paganini wrote: In Cornerstone, I guess I could say something like "A player must convince the entire table that his use of a descriptor is appropriate," but that seems like it would often be a hangup. IMO it's better to have one person there who is accepted as being responsible for deciding such things so that the game can keep on moving. It's not just about impartiality, it's about game dynamics and the chain of responsibility. As a player, I don't really want to have to decide whether or not the actions of my colleagues' characters succeed or fail.

Or you could just trust the players implicitly (if you thought sharing was important), and only suggest that people register disagreement when there is a problem. You seem to imply that 'appropriateness' of descriptors comes into question quite a bit. Again, this reads as an expectation of adversarialism.

Paganini wrote:
Le Joueur wrote: And that definitely makes it the gamemaster's game. ("What do you mean I can't die? It's my character!") That kind of easily abused control means that it is a quick slip into the familiar 'gamemaster versus the player' tradition.

Not quite. I definately want the GM to have the decisive power in the game... the game is not meant to be a democracy, such is chaos.

Or communion; sounds like your glass is half empty. A solid social contract would mean that participants can expect each other to 'play fair' for the collectively better game. You imply to the readers that they should expect problems; that rings of pessimism to me.

Paganini wrote: But I also want to make sure that there is a division of control. I don't want the GM to just be able to kill off characters at whim. At the same time, the GM is running the game, and the players shouldn't be able to take advantage of him, any more than he should be able to take advantage of them.

This sounds a little like Ron's Impossible Thing. The players can do anything they want, but the gamemaster is in control. You cannot have it both ways. (You'll have to read the essay, it explains it better than I can.)

Paganini wrote:
Le Joueur wrote:
Correct me if I am wrong, but Tunnels & Trolls had solitare play rules. I find it hard to believe that you could be 'against' anyone playing solitare.

No, it's a real game.

I don't remember saying that solitare was not a "real game." I meant that a solitare game has no gamemaster making 'gamemaster versus player' play impossible.

Paganini wrote:
Le Joueur wrote: So far you don't seem to have a good conception of shared gaming (especially when you say Cornerstone is shared and then obviously give its ownership to the gamemaster). Have you had a chance to read up on the articles on the Forge about "gamemaster-full" games (maybe try a "gamemaster-full" or "gmless AND full" search)?

Hold on here... I didn't say I wanted Cornerstone to be a shared creation. That was never one of the goals. There's a difference between all people involved being equal, and all people involved sharing an experience. Cornerstone is meant to be a traditional RPG with a GM and players, and a strict line between the responsibilities and powers of each. It is also meant to be played in a narrativist mode.

Okay, we're missing each other here. Let me run back over it again.

The main point I was trying to make about what Triad sounded like it was designed for, was the reduction of rules because they were more work for the gamemaster, was only one way to relieve that problem. I suggested that instead of mechanical reductionism (because of the potential for mechanical ambiguity clarification problems), sharing might be a better solution; might be.

Then we finally clarified your accuracy, detail, and precision terminology, but near the end I pointed out that your assumption that "detail is a lot of work for the GM too" ignored the possibility of shared gaming. My point was that the "lot of work" could be the players' responsibility in a shared game.

You responded that "Cornerstone has just one mechanic" saying that it would be easier to "remember and apply" for the gamemaster. That seemed to kind of miss my point, so I asked you to justify or explain the justification of the implication (of not ever dignifying the sharing idea) that the gamemaster must have this responsibility.

Your example of the player trying to 'pull one over' on the gamemaster, spoke loudly of adversarialism, and again ignored the concept of sharing. (It also implied for sharing that the "only way it would work," had to have some incentive, suggesting that it actually wouldn't work by the example.)

I agreed that in the tradition, this is how it worked, but that again, it did not have to be that way.

Then you came back with Cornerstone again, saying that gamemasters and players "were almost equal." Then, when you said you enjoyed 'gamemaster versus player' too, you implied clearly (at least to me) that you felt that Cornerstone wasn't 'gamemaster versus player.' (Kinda like the line, "No sane person likes nuclear war, and neither does Ronald Reagan," implies that Ronald Reagan isn't sane.)

I felt that your response was clearly in contrast to that implication, and went into detail to point out how. Now, suddenly you say Cornerstone was never meant to be a shared gaming experience. What am I supposed to say?

You still haven't commented on my original point. Shared games are an alternative to rules reduction for lightening a gamemaster's workload.

Paganini wrote: If you're referring to Ron's "Impossible Goal" idea (or whatever he called it) by the above, you should know that I respect Ron's stuff a *lot* and agree with most of it, but that particular theory is not included. :)

Control of a game is not a binary concept, IMO. There are many aspects to any game, and different aspects can be divided up between people in different ways. For example, see my description of gateway. That was certainly shared experience... each person simply had control over different things.

Except by your description, Gateway is not a shared game. They have theirs, you have yours, and you must authorize everything. That is not sharing and it also fails to be the 'Impossible Thing' of Ron's essay because not matter how much the players 'control' their character it is shown to be an illusion the instant they do something the gamemaster disagrees with. It is not player controlled at that point and therefore not in every instance meaning it is not truly Ron's Impossible Thing, because ultimately it is only a gamemaster-controlled game (with the illusion that the players control their characters, because the veto contradicts this).

Most importantly, even though it lets the players have "control over their own characters, how they acted, felt, what they did, etc.", they are not taking part in adjudicating the mechanics, which was the part I was talking about sharing in the first place. It does not matter whether or not Gateway is or is not Ron's 'Impossible Thing;' the way it is structured, it does not make any comment on my suggestion (except to support the idea that 'not sharing' is the "only way it would work")

Is that your point?

Fang Langford

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On 1/14/2002 at 5:31am, Paganini wrote:
RE: Take the Pressure Off Who?

Le Joueur wrote:
I didn't say that all gaming had to have sharing. You said that in Cornerstone, gamemaster and player were "almost equal" and then contrasted it to 'gamemaster versus player' (implying that it was sharing according to what I had said). I explained that:

It does have a lot of GM as referee elements... that is, the GM decides whether or not a use of a descriptor is appropriate, and so on.


Did not sound like sharing, role-playing games don't require sharing, I just want Scattershot to.


Ah, I understand now.

As a matter of fact, I want Cornerstone to have sharing also, but not equality. I want the players to be reponsible for some things, and the GM responsible for others. In places, the responisibility overlaps, like the character death rules.

It may be that I'm stating things a bit too strong here... I want anyone who uses Cornerstone to be able to do whatever he wants with it. I tried to make the mechancis as non-intrusive as possible. I intend to use it a certain method of play, and it's designed to optimaly facilitate that play, but that doesn't mean that someone else can't use it for his own method. :) I actually don't have that much in the rules about how the system "must be used." There are just a couple of places where I say something like (determined by the GM) or (as long as the GM agrees), and so on.


Or you could just trust the players implicitly (if you thought sharing was important), and only suggest that people register disagreement when there is a problem. You seem to imply that 'appropriateness' of descriptors comes into question quite a bit. Again, this reads as an expectation of adversarialism.


That's not how I meant to sound. Here's a relevant quote from the game:

"For the most part, common sense will be sufficient to determine whether or not a descriptor is applicable to a given situation. For example, a character with a descriptor of "Swordsman +2" should add +2 to all rolls made when fighting with a sword. However, the entertainment value of the game is greatly enhanced when players invent clever ways to use descriptors that are not immediately obvious. In these cases, the narration of the player should be the deciding factor in whether or not the use is allowed. If the narration is convincing, clever, humorous, or has otherwise desirable qualities, the game master should not hesitate to allow use the descriptor. The appropriateness of such a narration will ultimately depend on the style of the individual game and the preferences of the game master and players. Such a far-fetched but relevant use of a descriptor is not without disadvantage, however, as only half the descriptor's value (round up) is added to the roll."


This sounds a little like Ron's Impossible Thing. The players can do anything they want, but the gamemaster is in control. You cannot have it both ways. (You'll have to read the essay, it explains it better than I can.)


I have read the essay, and I disagree with that part of it. :) As I mentioned before, there are different things to controll in an RPG. Especially in a game that focuses on character exploration, the GM can have complete controll over the sequence of events without impunging on the individual players' controll of their characters.


Your example of the player trying to 'pull one over' on the gamemaster, spoke loudly of adversarialism, and again ignored the concept of sharing. (It also implied for sharing that the "only way it would work," had to have some incentive, suggesting that it actually wouldn't work by the example.)


Exactly. I said I didn't see how it could work unless there was some incentive. As the originator of the idea, the burden of providing examples is on you. :) I'm not dis counting the idea of a shared system out of hand, I just don't understand how one could work. WRT Cornerstone, it is NOT meant to be a shared system, yet it is meant to be a shared experience, as outlined previously.


Then you came back with Cornerstone again, saying that gamemasters and players "were almost equal." Then, when you said you enjoyed 'gamemaster versus player' too, you implied clearly (at least to me) that you felt that Cornerstone wasn't 'gamemaster versus player.' (Kinda like the line, "No sane person likes nuclear war, and neither does Ronald Reagan," implies that Ronald Reagan isn't sane.)


LOL!


I felt that your response was clearly in contrast to that implication, and went into detail to point out how. Now, suddenly you say Cornerstone was never meant to be a shared gaming experience. What am I supposed to say?


I think we have a bit of a terminology conflict here. Cornerstone is meant to be a shared experience in that each person involved has some controll over the exploration of the premise. I get a lot of "bah, minimal games rely on GM fiat... that's not role-playing, that's the GM railroading the players into acting out his novel!"

That does not mean that Cornerstone is an *equal* experience. The powers of the players are different from the GMs, and the GM has the power of veto, which means he also has more responsibility. The power of veto is writen into the system, while the other is just the philosophy I had in mind when I wrote it. I didn't specificaly mention the technique the GM should use for running his game, because I didn't want it to seem like I was forcing my ideas off on anyone.


You still haven't commented on my original point. Shared games are an alternative to rules reduction for lightening a gamemaster's workload.
[/qupte]

I made a comment that I don't see how such are possible without some sort of incentive to make it work. I need some examples from you before I can understand more.


Except by your description, Gateway is not a shared game. They have theirs, you have yours, and you must authorize everything. That is not sharing and it also fails to be the 'Impossible Thing' of Ron's essay because not matter how much the players 'control' their character it is shown to be an illusion the instant they do something the gamemaster disagrees with.


Not at all. The premise of this particular game was how the characters dealt with the situation they were in. The emotions and thoughts of the characters were the main focus of the game, and completely up to the characters. If Jake's player said "Jake feels scared," then Jake felt scared, period. That was his aspect of controll. OTOH, if I said "A giant alien bug attacks," then a giant alien bug attacked. The players had no controll over the events or the setting. What they had controll of was what the premise of the game focused on: how their characters felt in the setting and reacted to the events.


Most importantly, even though it lets the players have "control over their own characters, how they acted, felt, what they did, etc.", they are not taking part in adjudicating the mechanics, which was the part I was talking about sharing in the first place.


Yeah, I realized that in this post. When you started talking about "shared experiences" and "the impossible thing" I sort of got sidetracked. As a matter of fact, Gateway was a PBEM that I ran without mechanics at all. It was based on the three precepts of the Window.

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On 1/14/2002 at 2:59pm, Mike Holmes wrote:
RE: Triad - Just another RPG...

1

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On 1/14/2002 at 5:40pm, Le Joueur wrote:
RE: Take the Pressure Off Who?

Paganini wrote: As a matter of fact, I want Cornerstone to have sharing also, but not equality. I want the players to be responsible for some things, and the GM responsible for others. In places, the responsibility overlaps, like the character death rules.

But ‘dividing up’ responsibility is contrary to sharing it. (Id est; this is my responsibility and that’s your responsibility. "Hey! You got chocolate in my peanut butter!") In the places where responsibility overlaps, you give it to the gamemaster. That’s an example of not sharing.

Paganini wrote: There are just a couple of places where I say something like (‘determined by the GM’ or ‘as long as the GM agrees’), and so on.

And in those places you clear up any question about whether the game is shared. It isn’t. What do I have to say to convince you that, as described, Cornerstone is not sharing!

Paganini wrote: Here's a relevant quote from the game:

"...the gamemaster should not hesitate to allow use the descriptor."

That is what makes it only the gamemaster’s game. All descriptor use is at his allowance. No matter how nice (or lax) the gamemaster is, the players now know it is not up to them to decide what is appropriate.

Paganini wrote:
Le Joueur wrote: This sounds a little like Ron's Impossible Thing. The players can do anything they want, but the gamemaster is in control. You cannot have it both ways. (You'll have to read the essay; it explains it better than I can.)

I have read the essay, and I disagree with that part of it. :) As I mentioned before, there are different things to control in an RPG. Especially in a game that focuses on character exploration, the GM can have complete control over the sequence of events without impugning on the individual players' control of their characters.

Let me quote that last part again for emphasis:

Paganini wrote: The GM can have complete control over the sequence of events without impugning on the individual players' control of their characters.

That is utter nonsense. Don’t you realize that the sequence of events is determined by the characters’ actions? To exercise "complete control" of this sequence is to take control of those characters’ actions. This impugns on the players’ control of their characters’ actions in the most obvious way possible, by taking it away (it does not matter how briefly, it happens). No matter how permissive you instruct the gamemaster to be, ultimately you are giving all control to him. This kind of control (over what appears to be the potential for disruptive play) over a character’s actions is at the heart of what makes the Impossible Thing impossible.

You can’t tell the players they have complete control over their characters and then start making exceptions (when the gamemaster has to "completely control" the sequence of events by changing, or limiting, what a character does). Exceptions mean it’s not "complete." (And so long as the gamemaster is given "complete control over the sequence of events," the game will have nothing more than the illusion of sharing.)

The reason the unstoppable force cannot meet the immovable object is because, by definition one of them does not exist. Either a force exists that no object can stop or an object exists the no force can move; each excludes the existence of the other.

Paganini wrote: Cornerstone is meant to be a shared experience in that each person involved has some control over the exploration of the premise. I get a lot of "bah, minimal games rely on GM fiat... that's not role-playing, that's the GM railroading the players into acting out his novel!"

And the only point I have trying to make is that many times a minimalist system creates more work because it is gamemaster fiat. (Sharing was a separate issue I need to work out with you.)

Paganini wrote: That does not mean that Cornerstone is an *equal* experience. The powers of the players are different from the GMs, and the GM has the power of veto, which means he also has more responsibility. The power of veto is written into the system,

And that is the point at which player control is written out.

You do not have control if someone can veto your choices.


Paganini wrote:
Le Joueur wrote: Except by your description, Gateway is not a shared game. They have theirs, you have yours, and you must authorize everything. That is not sharing and it also fails to be the Impossible Thing of Ron's essay because no matter how much the players 'control' their character it is shown to be an illusion the instant they do something the gamemaster disagrees with.

Not at all. The premise of this particular game was how the characters dealt with the situation they were in. The emotions and thoughts of the characters were the main focus of the game, and completely up to the characters. If Jake's player said "Jake feels scared," then Jake felt scared, period. That was his aspect of control. OTOH, if I said "A giant alien bug attacks," then a giant alien bug attacked. The players had no control over the events or the setting. What they had control of was what the premise of the game focused on: how their characters felt in the setting and reacted to the events.

And what if the player says, "Jake runs into battle with the giant bug," and the gamemaster vetoes it ‘because Jake is scared.’ Who has control over Jake? The gamemaster.

If the players have so little control over their characters’ actions (which should be the primary motivator of the sequence of events in the game and the source of characters’ emotional interactions with the game), they are little more than bystanders who add a little emotional color to their roles. When a gamemaster practices ways of ‘covering up’ this fact and making the players believe they are fully in control of their characters’ actions, it is called Illusionism in Ron’s essay (and again, the essay describes this better than I can, please reread it at your convenience)

The following has been taken out of sequence for proper treatment:

Paganini wrote:
Le Joueur wrote: Your example of the player trying to 'pull one over' on the gamemaster, spoke loudly of adversarialism, and again ignored the concept of sharing. (It also implied for sharing that the "only way it would work," had to have some incentive, suggesting that it actually wouldn't work by the example.)

Exactly. I said I didn't see how it could work unless there was some incentive. As the originator of the idea, the burden of providing examples is on you. :) I'm not discounting the idea of a shared system out of hand; I just don't understand how one could work.

Example:

Two characters in battle, both operated by players.

Player A, "Albert jumps to the top of the bar, kicking drinks out of his way! ‘Aha! I have you now, Baron!’ Albert adds a plus two for height advantage in fencing."

Player B, "Wait, there isn’t a plus two for that amount of height, in fact, I think that since your blade would only, at best, reach the Baron’s head, I think I should have the advantage of being out of range."

Player C, "Hold on, first of all, Scattershot only allows a plus one for any kind of combat advantage, and if you want the cover bonus Baron, your going to have to do something for it. You can either burn an action or find a free action, you don’t get Combat Advantage for nothing!" He turns again to his opponent, "Have at thee, gamemaster!"

You see here, it operates as a part of the social contract. If Player C had not intervened, there would have been an argument. An argument is counter-productive to the game and there is all the incentive I think one needs.

Scattershot’s live-action mechanics take this a step farther, technically eliminating the gamemaster entirely. Whenever there is conflict between players another player (a referee, 20% of all players are required to be trained and authorized as referees) who is not involved in the scene is called upon to mitigate.

In regular tabletop play, Scattershot only has the gamemaster as referee as a facilitator, only group decision can ‘take over’ this kind of control of another player’s character’s actions. The gamemaster as referee is only empowered to reiterate the mechanics (largely because they spend relatively little time ‘in character’ and mechanics referencing can disrupt immersive play – only if that is the goal).

I am surprised that you can’t imagine players wanting their games to go smoothly (implied by "I didn't see how it could work unless there was some incentive") without any further provocation. You really must have little experience with cooperative play.

I mean, is there a referee needed in Bridge? Or Monopoly? Or the odd friendly game of touch football? What about good gamesmanship, fair play, and the sense of social contract towards a good game? Are these foreign concepts in role-playing games.

These examples function on the union of social contract and explicitly easily interpreted rules. I think its far past time for role-playing games to have excessive esoteric rules. A simple (and not necessarily minimalist) mechanic would lend itself to play in this fashion. So too would expunging the idea that players are inherently trying to ‘cheat’ and cannot be expected to act simply in the game’s interest. I mean that is primarily why I wanted Scattershot to be shared; there is no cheating when there is no ownership (unless you can cheat yourself).

Fang Langford

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On 1/14/2002 at 5:53pm, Ron Edwards wrote:
RE: Triad - Just another RPG...

Hello,

In the interest of Fang/Paganini harmony, let me offer the following points.

FIRST POINT
There is a big difference between announcing an action and resolving an action. The distinction that Paganini describes (GM controls world, players control actions) is conceivable if we are talking about announcements. It breaks down very fast if we are talking about resolutions. An immense amount of effort has been devoted in RPG design to try to minimize that breakdown, but I think much of it has been ill-informed.

Simply put, the resolution of a character's action is neither "world" nor "character," and separating those two things into "GM" and "player" does nothing to clarify, smooth, or facilitate the creation/determination of outcomes.

SECOND POINT
I am coming to realize that people are having a hard time understanding my Impossible Thing. (Evidenced in the recent El Dorado posts in particular.)

I think that a lot of folks are used to the players bombing around doin' X and Y and Z with "player free will," and the GM retrofitting all this activity to his background material, and making it into "story stuff" prior to the next session. Thus the players can do whatever they want and then they can say, later, "Gee, so that's how it was really a 'story' all along! Cool!"

(In theory, of course. In practice, the players who are bored by that 'story' stuff just don't bother to listen, and the players who are inspired by the 'story' stuff eventually want to contribute, and suddenly discover that they have no powe to do so.)

Anyway, GMs who do this are quite protective of their status as "story-creator" and resent the notion that they are not as Narrativist as anyone else. However, they are overlooking the fact that role-playing is not producing story, but rather their solo authoring behind the scenes and between sessions.

Best,
Ron

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On 1/14/2002 at 6:30pm, Mike Holmes wrote:
RE: Take the Pressure Off Who?

Le Joueur wrote:
Paganini wrote: As a matter of fact, I want Cornerstone to have sharing also, but not equality. I want the players to be responsible for some things, and the GM responsible for others. In places, the responsibility overlaps, like the character death rules.

But ‘dividing up’ responsibility is contrary to sharing it. (Id est; this is my responsibility and that’s your responsibility. "Hey! You got chocolate in my peanut butter!") In the places where responsibility overlaps, you give it to the gamemaster. That’s an example of not sharing.

C'mon you two. This is a very semantic thing here. Fang, If I have a toy car and I give it to you to use, and then you give it back, can't that be sharing. Even if the car is mine? Paganini means sharing in a limited sense, and you mean unlimited, or less limied sharing. Who cares? As it happens it's not salient to any point here.


Paganini wrote: Here's a relevant quote from the game:

"...the gamemaster should not hesitate to allow use the descriptor."

That is what makes it only the gamemaster’s game. All descriptor use is at his allowance. No matter how nice (or lax) the gamemaster is, the players now know it is not up to them to decide what is appropriate.

Participants aren't owners? Even the audience might own a performance in a fashion. Again, you each have different definitions here, and we know what each of you mean.


Let me quote that last part again for emphasis:

Paganini wrote: The GM can have complete control over the sequence of events without impugning on the individual players' control of their characters.

That is utter nonsense. Don’t you realize that the sequence of events is determined by the characters’ actions? To exercise "complete control" of this sequence is to take control of those characters’ actions. This impugns on the players’ control of their characters’ actions in the most obvious way possible, by taking it away (it does not matter how briefly, it happens). No matter how permissive you instruct the gamemaster to be, ultimately you are giving all control to him. This kind of control (over what appears to be the potential for disruptive play) over a character’s actions is at the heart of what makes the Impossible Thing impossible.

I don't think that's what Paganini means. By control of character, he means the right to choose what the character does, primarily. To totally not have that power would mean that the GM made all the decisions. What Paganini is suggesting is, as he's admitted, merely the normal level of "control" that a player has in most RPGs. The ability to state what actions the character takes under most circumstances. Not new, but you make it seem like he's claiming something that he's not Fang. Perhaps complete is too strong a term. But what-ever.


And the only point I have trying to make is that many times a minimalist system creates more work because it is gamemaster fiat. (Sharing was a separate issue I need to work out with you.)

FWIW, I agree with Fang's point here. Mechanics can be freeing if they are desingned appropriately. And given that they convey other advantages, they shouldn't just be thrown out on principle. IMO.

And what if the player says, "Jake runs into battle with the giant bug," and the gamemaster vetoes it ‘because Jake is scared.’ Who has control over Jake? The gamemaster.

OK, Fangs got ya here. Not quite complete control here (unless, in fact the GM cannot veto here). Still, calling it control does not seem too far out. Again, who cares.


If the players have so little control over their characters’ actions (which should be the primary motivator of the sequence of events in the game and the source of characters’ emotional interactions with the game), they are little more than bystanders who add a little emotional color to their roles.

Even if the GM is only supposed to use the veto sparingly? I have always said that there is nothing wrong with systems that give power over PC action to the GM or game (assuming they are well considered). I have no problems with the OtE-esque GM must approve descriptor use rule. Hey, but that's just me.

Paganini wrote: Exactly. I said I didn't see how it could work unless there was some incentive. As the originator of the idea, the burden of providing examples is on you. :) I'm not discounting the idea of a shared system out of hand; I just don't understand how one could work.

I see his point, Fang. Some players do not want to have any part of refereeing. Not that they don't want the game to go well, but they don't want to have to know the rules. This happens a lot in my Rolemaster games in which I try to engage the players for help. Some just refuse (and I'll bet many here would sympathize). OTOH, maybe Scattershot has rules that players will love to employ. Who knows?

I think that you both just have opinions as to how much control and sharing players and GMs have in these different sorts of systems, and are using the same terms to state different things.

FWIW, Paganini, your system could go a lot further towards having mechanics that do what you talk about wanting. I agree with Fang there. And, you wouldn't have to get away from lite to do it either, just shift control of some things. That's what I think Fang is saying.

Mike

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On 1/14/2002 at 7:45pm, Paganini wrote:
RE: Take the Pressure Off Who?

Fang, I want to let you know that from my perspective the tone of your post is starting to edge away from friendly debate to flames. I don't know if you intended it or not, but I'd rather just drop this, than have it turn into an argument.

However, I will go ahead and answer your points here with the assumption that the tone of the post was unintentional.

(Rearanging throughout)


But ‘dividing up’ responsibility is contrary to sharing it. (Id est; this is my responsibility and that’s your responsibility. "Hey! You got chocolate in my peanut butter!") In the places where responsibility overlaps, you give it to the gamemaster. That’s an example of not sharing.


I don't think you quite understand what I'm getting at yet. You're approaching this as though the game is a single, indivisible entity, like the game is an indescructable diamond... you can't cut it, all you can do is pass it back and forth.

I don't agree with this assesment. There are many different components of a game. If the players controll some parts and the GM controlls other parts, how are they not sharing the game? They might not have equal controll of all parts, but IMO equal controll of all parts is not a requirement for sharing.

Just think about file sharing on a computer server... do you grant access to your entire filesystem to any anonymous user who comes along? No, you divide up access, so that some users have controll over their own parts of the file system. All users are sharing the same file system, but not all users have the same controll over all aspects.


And in those places you clear up any question about whether the game is shared. It isn’t. What do I have to say to convince you that, as described, Cornerstone is not sharing!


Well, you're not ever going to convince me, because it is sharing! :) It's a shared game by definition, because that's what I designed it to be. You may *prefer* a kind of sharing where all participants have equal controll over all components, but that isn't the only kind of sharing that there is.


That is utter nonsense. Don’t you realize that the sequence of events is determined by the characters’ actions? To exercise "complete control" of this sequence is to take control of those characters’ actions. This impugns on the players’ control of their characters’ actions in the most obvious way possible, by taking it away (it does not matter how briefly, it happens). No matter how permissive you instruct the gamemaster to be, ultimately you are giving all control to him. This kind of control (over what appears to be the potential for disruptive play) over a character’s actions is at the heart of what makes the Impossible Thing impossible.


I think that you must have a very limited view of GM technique if this is what you believe. IME it's very easy to draw a line between GM control and player control, without any conflict at all. IME, the giving the GM complete controll over the sequence of events has absolutely no negative impact on player controll of characters at all.


I mean, is there a referee needed in Bridge? Or Monopoly? Or the odd friendly game of touch football? What about good gamesmanship, fair play, and the sense of social contract towards a good game? Are these foreign concepts in role-playing games.


Actually, yes, there are referees, in both games you mentioned, for serious play, as there are at, for example, Mage Knight tournaments, where someone has to be on hand to settle arguments between players. Your argument pretty much defeats itself... the examples you give of effective equal-distribution social contracts are competitive games! That's exactly the point I made before. I challenged you to show how such a contract could work in an RPG (a shared, non-competetive experience by your own admission), and you cited competitive games! I don't think so, Fang.

Furthermore, I disagree that such a sharing method is even very valuable in an RPG. This is all IMO, so obviously I don't expect you to agree. :)

In an RPG there are many different kinds of tasks to be done. It does not seem terribly efficient to me if the players are trying to handle all the aspects without a GM. It's a logical split to give some duties to the GM and others to the players.

Fang, you said "you can't have controll if someone can veto your choices." I can't believe you actually said it. Are you implying that the US government is a dictatorship since since the President has power of veto? Are you suggesting that there's no sharing of power between the three legistlative bodies? You just threw logic completely out the window with that statement. The power of veto helps distribute control; it doesn't grant totalitarian power.


You see here, it operates as a part of the social contract. If Player C had not intervened, there would have been an argument. An argument is counter-productive to the game and there is all the incentive I think one needs.


This is interesting. It's also a bit wierd... you can never play the game without an odd number of players, because arguments will be unaviodable.

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On 1/14/2002 at 7:50pm, Paganini wrote:
RE: Triad - Just another RPG...

Ron Edwards wrote:
Simply put, the resolution of a character's action is neither "world" nor "character," and separating those two things into "GM" and "player" does nothing to clarify, smooth, or facilitate the creation/determination of outcomes.


Yup, I agree. Especially at the mechanical level, resolution is very much meta-game.

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On 1/14/2002 at 7:51pm, Ron Edwards wrote:
RE: Triad - Just another RPG...

Gentlemen,

At the very least, I think it is apparent that we are no longer discussing Triad and its design per se.

Several other issues have cropped up, and all of them deserve their own threads. Please exercise some judgment about this and take those issues up separately.

Best,
Ron

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On 1/14/2002 at 7:59pm, Paganini wrote:
RE: Take the Pressure Off Who?

Mike Holmes wrote:
I don't think that's what Paganini means. By control of character, he means the right to choose what the character does, primarily. To totally not have that power would mean that the GM made all the decisions. What


Exactly. How the character feels, how he reacts to stimuli, and so on. *NOT* whether or not the character succeeds at an action. What would be the point?

"My character is going to try and pick the lock. Okay, I decide he fails. What next?"



And the only point I have trying to make is that many times a minimalist system creates more work because it is gamemaster fiat. (Sharing was a separate issue I need to work out with you.)

FWIW, I agree with Fang's point here. Mechanics can be freeing if they are desingned appropriately. And given that they convey other advantages, they shouldn't just be thrown out on principle. IMO.


Sure... and my goal is not to design a systemless game. Cornerstone has mechanics! I like a nice balance. The mechanics are just intended to be applied in a certain way, a way that Fang seems to be denying that they can be applied in.



And what if the player says, "Jake runs into battle with the giant bug," and the gamemaster vetoes it ‘because Jake is scared.’ Who has control over Jake? The gamemaster.


OK, Fangs got ya here. Not quite complete control here (unless, in fact the GM cannot veto here). Still, calling it control does not seem too far out. Again, who cares.


Well, of course it's not complete control if that can happen. Duh. :) If the player has complete control of his character, then, by definition, the GM can't veto what the character does. The GM can also never determine the emotional state of the character, or how that state effects the character. It's not the GM's character is hit? How can the GM be qualified to make such a decision. The example that Fang uses is unrelated to the rest of the discussion, which involved GM controll of mechanics. For some reason, it sounds like Fang doesn't think a player has any controll, period, unless he has equal controll of the mechancis with the GM.


FWIW, Paganini, your system could go a lot further towards having mechanics that do what you talk about wanting. I agree with Fang there. And, you wouldn't have to get away from lite to do it either, just shift control of some things. That's what I think Fang is saying.


What sort of things did you have in mind? Would you just like to see sections on GM / Player interaction, how and when the GM should apply the rules? Or would you like to see actual mechanical changes?

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On 1/15/2002 at 12:15am, Le Joueur wrote:
RE: Take the Pressure Off Who?

Mike Holmes wrote:
Le Joueur wrote:
Paganini wrote: As a matter of fact, I want Cornerstone to have sharing also, but not equality. I want the players to be responsible for some things, and the GM responsible for others. In places, the responsibility overlaps, like the character death rules.

But ‘dividing up’ responsibility is contrary to sharing it. (Id est; this is my responsibility and that’s your responsibility. "Hey! You got chocolate in my peanut butter!") In the places where responsibility overlaps, you give it to the gamemaster. That’s an example of not sharing.

C'mon you two. This is a very semantic thing here. Fang, If I have a toy car and I give it to you to use, and then you give it back, can't that be sharing. Even if the car is mine?

Okay, taken that way it’s true. What I heard was, "I have ‘complete’ control of the trucks and you have ‘complete’ control of with the cars; if a car gets in my way you have to move it because the toys all belong to me." It didn’t make sense to me because of the semantics.

Mike Holmes wrote:
Le Joueur wrote:
Let me quote that last part again for emphasis:

Paganini wrote: The GM can have complete control over the sequence of events without impugning on the individual players' control of their characters.

The sequence of events is determined by the characters’ actions? To exercise "complete control" of this sequence is to take control of those characters’ actions. This impugns on the players’ control of their characters’ actions in the most obvious way possible, by taking it away (it does not matter how briefly, it happens). No matter how permissive you instruct the gamemaster to be, ultimately you are giving all control to him. This kind of control (over what appears to be the potential for disruptive play) over a character’s actions is at the heart of what makes the Impossible Thing impossible.

I don't think that's what Paganini means. By control of character, he means the right to choose what the character does, primarily. To totally not have that power would mean that the GM made all the decisions. What Paganini is suggesting is, as he's admitted, merely the normal level of "control" that a player has in most RPGs. The ability to state what actions the character takes under most circumstances. Not new, but you make it seem like he's claiming something that he's not, Fang. Perhaps complete is too strong a term.

And, technically, the only problem I had was with the use of the word ‘complete.’ If it’s limited sharing, why did he use that word?

Mike Holmes wrote:
Paganini wrote: Exactly. I said I didn't see how it could work unless there was some incentive. As the originator of the idea, the burden of providing examples is on you. :) I'm not discounting the idea of a shared system out of hand; I just don't understand how one could work.

I see his point, Fang. Some players do not want to have any part of refereeing. Not that they don't want the game to go well, but they don't want to have to know the rules. This happens a lot in my Rolemaster games in which I try to engage the players for help. Some just refuse (and I'll bet many here would sympathize). OTOH, maybe Scattershot has rules that players will love to employ.

The problem here is I never said every game had to have sharing. I also never said that player refereeing was for everyone. I was trying to say that, if a player chooses Scattershot, they know they can be expected to do some refereeing. Not that they must nor that they should. I state this pretty explicitly in the ‘how to play’ stuff, why would a player who didn’t care for it, pick up Scattershot? It’s not the game for everyone.

The point here is that Paganini said he couldn’t "understand how one would work." I am at a loss to even explain your Rolemaster example to him (the one when the players don’t "refuse").

Mike Holmes wrote: I think that you both just have opinions as to how much control and sharing players and GMs have in these different sorts of systems, and are using the same terms to state different things.

Actually, I think the problem is that Paganini used the word ‘complete’ incorrectly, and I have been riding this argument on that point too hard. Sorry.

Fang Langford

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On 1/15/2002 at 12:23am, Le Joueur wrote:
RE: Take the Pressure Off Who?

Paganini wrote: I want to let you know that from my perspective the tone of your post is starting to edge away from friendly debate to flames. I don't know if you intended it or not, but I'd rather just drop this, than have it turn into an argument.

And I want you to know that I thought you were going that way first, but am happy to 'pull back' if you weren't.

Paganini wrote: Just think about file sharing on a computer server... do you grant access to your entire file system to any anonymous user who comes along? No, you divide up access, so that some users have control over their own parts of the file system. All users are sharing the same file system, but not all users have the same control over all aspects.

Ah, but the user does not have 'complete' control over their files. A sysop can do anything they want, at any time, and without permission. You see it's your use of the word 'complete,' that was bugging me.

Paganini wrote:
Le Joueur wrote: The sequence of events is determined by the characters' actions? To exercise "complete control" of this sequence is to take control of those characters' actions. This impugns on the players' control of their characters' actions in the most obvious way possible, by taking it away (it does not matter how briefly, it happens [This is why it's not 'complete.']). No matter how permissive you instruct the gamemaster to be, ultimately you are giving all control to him.

I think that you must have a very limited view of GM technique if this is what you believe. IME it's very easy to draw a line between GM control and player control, without any conflict at all. IME, the giving the GM complete control over the sequence of events has absolutely no negative impact on player control of characters at all.

No, I just have a limited view of what 'complete' means. If you change "complete control" as in autonomous dictatorship to "full guidance" as in fatherly concern, then we would have no argument. It's just that totalitarian dictator gamemaster ideal I have a problem with in a game that is defined as sharing.

Paganini wrote:
Le Joueur wrote: I mean, is there a referee needed in Bridge? Or Monopoly? Or the odd friendly game of touch football? What about good gamesmanship, fair play, and the sense of social contract towards a good game? Are these foreign concepts in role-playing games.

Actually, yes, there are referees, in both games you mentioned, for serious play, as there are at, for example, Mage Knight tournaments, where someone has to be on hand to settle arguments between players.

So now all gaming is so serious that it requires referees? There is no friendly gaming?

Paganini wrote: Your argument pretty much defeats itself... the examples you give of effective equal-distribution social contracts are competitive games!

I deliberately chose competitive games, because competition is often mistakenly thought of as needing a referee. How about chess then? No matter how "serious," a referee is never needed. You want non-competitive? How about Frisbee? Do you need a referee when you go out and toss the disk around?

Paganini wrote: That's exactly the point I made before. I challenged you to show how such a contract could work in an RPG (a shared, non-competitive experience by your own admission), and you cited competitive games!

You never said anything about not being a competitive game. (Or are you now saying that games of competition are never shared?)

Paganini wrote: You said "you can't have control if someone can veto your choices." I can't believe you actually said it. Are you implying that the US government is a dictatorship since the President has power of veto?

No, I am saying that congress is not in "complete" control. There is a 'check.' Because of the 'balance' of the two-thirds majority vote, neither it the president in "complete" control. According to what I read, your players don't have that option, which means they are never in "complete" control of their characters. (It is the use of the word 'complete,' that I have a problem with. If you had said there was a limited sharing, I never would have raised the issue.)

Paganini wrote: Are you suggesting that there's no sharing of power between the three legislative bodies? You just threw logic completely out the window with that statement. The power of veto helps distribute control; it doesn't grant totalitarian power.

I'm sorry, but I believe you need to check your logic. You were the one who said (effectively) congress had "complete" control over the government. Your players cannot overturn a gamemaster veto so ultimately they are not in "complete" control of their characters.

Paganini wrote:
Le Joueur wrote: You see here, it operates as a part of the social contract. If Player C had not intervened, there would have been an argument. An argument is counter-productive to the game and there is all the incentive I think one needs.

This is interesting. It's also a bit weird... you can never play the game without an odd number of players, because arguments will be unavoidable.

Perhaps, but the minimum is 3 participants. Two to conflict and a third to mediate, in any circumstance. A fourth (or other) player would simply be the bystander and there is nothing that says a gamemaster couldn't mediate, only that it was not his responsibility, taking some of the work off his shoulders (which was the point I started with).

And I still think you are being unfair in saying that arguments are unavoidable. I don't know your experience, but I have played in many games with no arguments at all.

Fang Langford

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On 1/15/2002 at 12:25am, Le Joueur wrote:
RE: Take the Pressure Off Who?

Paganini wrote:
Mike Holmes wrote: I don't think that's what Paganini means. By control of character, he means the right to choose what the character does, primarily. To totally not have that power would mean that the GM made all the decisions. What

Exactly. How the character feels, how he reacts to stimuli, and so on. *NOT* whether or not the character succeeds at an action. What would be the point?

"My character is going to try and pick the lock. Okay, I decide he fails. What next?"

Hey, that kind of thing has happened in Narrativist games that I have heard of.

Paganini wrote:
Mike Holmes wrote:
Le Joueur wrote: And the only point I have trying to make is that many times a minimalist system creates more work because it is gamemaster fiat. (Sharing was a separate issue I need to work out with you.)

FWIW, I agree with Fang's point here. Mechanics can be freeing if they are designed appropriately. And given that they convey other advantages, they shouldn't just be thrown out on principle. IMO.

Sure... and my goal is not to design a systemless game. Cornerstone has mechanics! I like a nice balance. The mechanics are just intended to be applied in a certain way, a way that Fang seems to be denying that they can be applied in.

First of all, I am not talking about potential applications; I am talking about how you describe the purposeful application.

Secondly, you are applying a dualistic principal if either a game has mechanics or is systemless. What Mike and I are talking about is how much system a game has. You could have too much, you could have too little, but you happen to have "a nice balance." Your "nice balance" happens to be ‘lighter’ than what I like and heavier than Triad sounds.

And third, my only disagreement was that the players can have "complete" control over their characters and the gamemaster can have "complete" control over the game at the same time. If it shifts back and forth, if it is partial, if anything else, it’s works fine by me; it’s the use of the word ‘complete’ that I disagree with. It’s semantic.

Paganini wrote:
Mike Holmes wrote:
Le Joueur wrote: And what if the player says, "Jake runs into battle with the giant bug," and the gamemaster vetoes it ‘because Jake is scared.’ Who has control over Jake? The gamemaster.

OK, Fang’s got ya here. Not quite complete control here (unless, in fact the GM cannot veto here). Still, calling it control does not seem too far out.

Well, of course it's not complete control if that can happen.

Then you weren’t saying what I thought I was reading and we have no conflict, end of discussion.

Paganini wrote: The example that Fang uses is unrelated to the rest of the discussion, which involved GM control of mechanics. For some reason, it sounds like Fang doesn't think a player has any control, period, unless he has equal control of the mechanics with the GM.

That’s because we are arguing past each other. I wasn’t talking about mechanics in the above example, because I assumed that character emotions were not a mechanical construct. (Possibly incorrect on my part.)

In Scattershot (perhaps alone), no one has control over the mechanics. If you read the section on General, Specific, and Mechanical play, you’ll see that in General play, mechanics are not applied, whatever the speaker says is what happens. In Specific play, mechanics are used to generate detail or settle disagreements; neither of these requires the gamemaster (Do you need a referee for a coin toss, okay make that a ‘friendly’ coin toss?). In Mechanical play, no one has the right to invoke or ignore any mechanic; no one has that control. Everyone has to ‘play by the rules,’ whether player or gamemaster. That’s just how Scattershot does it; this is neither better nor worse than any other game, purely an example of a game where "equal control of the mechanics" goes to everyone.

Ultimately, I flew off the handle. Anytime someone uses a ‘universal’ (I lift that term from philosophy; it means things like ‘complete,’ ‘total,’ ‘always,’ ‘unstoppable,’ ‘immortal,’ and others. You simply can’t kill an immortal, because if you could then they’re not immortal.) in contradictory fashion, I get a little riled. This has not been a good week for me, so I let this get the better of me. For that I am sorry.

We are not arguing about the same things, so let’s drop the word ‘complete’ as well as the rest of the argument.

Fang Langford

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On 1/15/2002 at 3:34am, Paul Czege wrote:
RE: Triad - Just another RPG...

Hey,

"My character is going to try and pick the lock. Okay, I decide he fails. What next?"

Hey, that kind of thing has happened in Narrativist games that I have heard of.


I don't want to derail the sharing vs. control discussion on this thread. I just want to say that although I've played games where players create and resolve their character's conflicts, I've not seen it work well at all, which makes me reluctant to see it given this much tacit acknowledgment as a feature of Narrativist games.

Otherwise, great discussion on sharing and control.

Paul

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On 1/15/2002 at 2:44pm, Paganini wrote:
RE: Triad - Just another RPG...

Ron Edwards wrote:
At the very least, I think it is apparent that we are no longer discussing Triad and its design per se.

Several other issues have cropped up, and all of them deserve their own threads. Please exercise some judgment about this and take those issues up separately.


:) Yeah. If this was a mailing list, I would have just changed the subject line a long time ago. But I don't know how to do that sort of thing here on the Forge... do you just post a new thread and hope it takes, or is there some way to split the thread off? Looking around the posting page, I don't see any buttons for that sort of thing.

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On 1/15/2002 at 3:09pm, Le Joueur wrote:
Splitting Threads

Paganini wrote: But I don't know how to do that sort of thing here on the Forge... do you just post a new thread and hope it takes, or is there some way to split the thread off? Looking around the posting page, I don't see any buttons for that sort of thing.

The new version of the Forge allows threads to be split off by the moderator(s). For example, the newly minted "Scattershot and naming games" was actually a part of another thread until recently.

How about it moderator? Can you split this one off?

Fang Langford

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On 1/15/2002 at 3:42pm, Paganini wrote:
RE: Take the Pressure Off Who?

Le Joueur wrote:
This has not been a good week for me, so I let this get the better of me. For that I am sorry.

We are not arguing about the same things, so let’s drop the word ‘complete’ as well as the rest of the argument.


OK, Fang. In that case, you can just ignore the new thread I posted. I'm sorry to hear about your week!

Of course, you don't have ignore it if you don't want to. I was enjoying the discussion, semantics and all. Especially, there were some points about Scattershot with multiple people that I'd like to see you answer, both explaining how the rules work, and how you propose to deal with potential problems.

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