Topic: How to Introduce a Narrativist to Simulationism?
Started by: Doctor Xero
Started on: 6/14/2004
Board: GNS Model Discussion
On 6/14/2004 at 9:26pm, Doctor Xero wrote:
How to Introduce a Narrativist to Simulationism?
As I browse through various Forge postings (when I have spare moments), I've noticed various postings giving advice on how to introduce Narrativist play into a gaming group which had previously focused on Simulationism or Gamism and various postings giving advice on how to integrate a Simulationist or Gamist player into a Narrativist group.
However, I've yet to come across any postings which address how to introduce Simulationist play into a Narrativist gaming group nor any postings about how to integrate a Narrativist player into a Simulationist group.
(I already know how to introduce Gamist play and how to integrate a Gamist player.)
I've posted this here because 1) my question deals more with gamer interaction than with G/N/S theory and 2) RPG Theory is the forum where I've seen the most posts about introducing a new mode to a gamer.
Since I'm curious about this in general, I won't go into the specifics of my particular situation.
And, no, I'm not talking about trying to trick anyone into any gaming mode, whether Gamist or Narrativist or Simulationist or Etceteraist or whatever.
Doctor Xero
On 6/14/2004 at 9:44pm, Valamir wrote:
RE: How to Introduce a Narrativist to Simulationism?
What kind of simulationism are you meaning.
The approaches for introducing High Concept Sim would be fairly different from Purist for System Sim.
On 6/14/2004 at 9:54pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Valamir wrote: What kind of simulationism are you meaning?
Oops -- my bad. I was thinking more High Concept Sim.
On 6/15/2004 at 4:25am, Ron Edwards wrote:
RE: How to Introduce a Narrativist to Simulationism?
Hiya,
I had lots of experience doing this very thing over the past year, when playing games like Fvlminata, Godlike, Pocket Universe, and most recently Hidden Legacy. Basically, I said up front: guys, I'm gonna make decisions for your characters. I'll mainly do it through scene-framing, Feng Shui style, rather than taking over during a scene, but sometimes there are mechanics which let me do that (depends on the game: Pocket Universe no, Hidden Legacy and Haven yes, and Fvlminata kinda). Furthermore, here's the point (or we discuss the point a bit, arriving at it together), and that's what it's about. Keep on doing stuff that supports that point and makes the game "about" that point, and we'll all get along. I'll throw a whole bunch of things at you that are pretty unequivocal regarding their relationship to that point.
It seems to have worked out well, although as a GM I find it awfully tiring to be "story guy by myself" these days.
I really do want to play Mongrel eventually, though. Maybe after-hours at GenCon. I'll preface such a game with a little discussion very much like the above.
Best,
Ron
On 6/15/2004 at 4:15pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Ron Edwards wrote: Basically, I said up front: guys, I'm gonna make decisions for your characters.
No offense, Ron, but that description sounds nothing like any high concept simulationist game-mastering or playing I've ever done in my life nor like any about which I've ever read.
In every high concept simulationist game I've known personally or through research, the game master does not function to make decisions for the players at any time in the game. Rather, she or he functions to arbitrate any game mechanics questions (ideally with an eye towards player enjoyment), to create and present the seeds for the probable story (and adapt to players should they choose to ignore said story), and to enforce the genre/mood/style (so that players can know confidently that, yes, this is a swashbuckling campaign in which swinging on a chandelier makes a character harder to hit with rapid-fire machine guns or that, yes, this is a gritty campaign in which swinging on a chandelier makes a character a very easy target to kill).
Players elect/conscript their game master for a specific campaign based upon their perception of her/his sense of fairness and sensitivity in arbitrating disputes between players and rules or between players and players, upon their perception of his/her ability to create and present interesting seeds and her/his flexibility when the players move in another direction instead, and most of all upon their perception of his/her ability to promote and support the specific genre or mood or style they want in that particular campaign. In many ways I've been more GM Genre Moderator than GM Game Master in my high concept simulationist campaigns.
I honestly don't see how any of the above could possibly be construed as making decisions for the players.
I suspect you're more comfortable with narrativist play than with simulationist play, Ron, and my utter bewilderment that narrativists apparently interpret simulationist game moderating as making decisions for the players is one of the reasons I've brought this topic up. On the other hand, I could be completely wrong in my assumptions about your preferred playing style or used to more of a simulationist/narrative hybrid, and if so, I apologize if I've offended.
I look forward to further thoughts apropos this query and its accompanying subtopics about G/N/S.
Doctor Xero
On 6/16/2004 at 5:17am, Ravien wrote:
RE: How to Introduce a Narrativist to Simulationism?
I interpreted Ron's meaning as inclusive of the following qualifying sentence, as bolded below:
Basically, I said up front: guys, I'm gonna make decisions for your characters. I'll mainly do it through scene-framing, Feng Shui style, rather than taking over during a scene, but sometimes there are mechanics which let me do that (depends on the game: Pocket Universe no, Hidden Legacy and Haven yes, and Fvlminata kinda).
So in that sense, yes, high concept simulation can require GM's making decisions for players, such as when they are forced by magic or otherwise to flee in fear, or fall in love, or believe a lie, or whatever. This is completely compatible with the goal of the Sim mode, because by the GM making decisions for players concerning certain aspect, they are better able to experience the lack of control that their character has in the matter, through a lack of control themselves. At least, this would work in Actor stance, but it probably holds true for the other stances to a degree.
In fact, in some cases it isn't even really the GM making decisions for the players, but the rules of the game itself. This can also be seen with mechanical consequences and outcomes for failure (or even success). For a simulationist wishing to explore the reality of the character and the world through that character, this is fine, and even, I would say, desirable. To a narrativist wanting to address a premise, this can be problematic.
At a more abstract level, Ron's qualification of "through scene-framing" is particularly relevant. One doesn't need to actively take control of a PC if one can determine with high accuracy their reactions to given circumstances. This can be seen as "leading them by the nose", which is arguably a very sneaky and effective way of making decisions for the characters. Just because the words come out of the player's mouths does not alter this fact, because the players themselves are not the one's being led. In this sense, the player characters almost being shared mutually owned by the GM.
At least, that's how I read Ron's post.
-Ben
On 6/16/2004 at 2:43pm, Ron Edwards wrote:
RE: How to Introduce a Narrativist to Simulationism?
Hello,
Ben has read my post accurately.
I also think that IIEE techniques are crucial during scenes and conflicts, as illustrated by the recent Actual Play discussion about playing Amber - the GM has control over whether characters could activate their defenses "in time" to thwart an incoming attack, because the system itself offers no procedure. Given this power, a GM actually manages far more of the conflict's events and outcomes than it appears he is doing, without apparently "controlling" anyone's actions (after all, they can announce what they want, right?).
Doctor X, of course few or no people ever use these phrases when setting up a High Concept Sim game. Either they are confident that everyone is on board with this level and these degrees of Force on the part of the GM, which would essentially be Participationist play, or they are confident that they can cover the Force with Illusionism - which is to say, never mention that they are using scene framing and shifting IIEE standards to "adjust" player-character decisions.
But you asked about how to get Gamist and Narrativist oriented players invested in a High Concept Sim situation - and they're not going to put up with illusionist approaches. They'll have to have the GM Force right out there on the table from the git-go, and decide that they can enjoy it for its own sake.
As I said, it works. And with players who aren't primarily interested in this approach, such an introduction is absolutely required.
Best,
Ron
On 6/16/2004 at 4:48pm, Paul Czege wrote:
RE: How to Introduce a Narrativist to Simulationism?
But you asked about how to get Gamist and Narrativist oriented players invested in a High Concept Sim situation - and they're not going to put up with illusionist approaches. They'll have to have the GM Force right out there on the table from the git-go, and decide that they can enjoy it for its own sake.
As I said, it works.
Though for a Narrativist, it's pretty import they've already had some powerful Narrativist play experiences. Certainly a Narrativist who's in the making the same character over and over phase is very much not a good candidate for introduction to Simulationism.
Paul
Forge Reference Links:
Topic 1095
On 6/17/2004 at 3:43am, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Ron Edwards wrote: Doctor X, of course few or no people ever use these phrases when setting up a High Concept Sim game.
---snip!--
they're not going to put up with illusionist approaches. They'll have to have the GM Force right out there on the table
I'm not stating that people don't admit or acknowledge or confess or come clean about whether the game master might function to make decisions for the player-characters in a simulationist game.
I'm stating that the game master does not function to make decisions for the players in simulationist play. I'm stating that players do not surrender player-character control to the game master in simulationist play, and I'm stating that the fact this does not occur is why few if any people use those phrases.
Ron, I realize that The Forge is your forum and that you have written what people here consider the definitive article on Simulationism, so I realize that you could erase any posting I make in response to this and even ban me from further participation in The Forge. If you choose to do so, that is your right.
Nevertheless, knowing all this, I would feel dishonest if I did not respectfully but strongly disagree with you on this matter.
In my opinion, my disagreement on this matter is the key to the difficulty many of us have in introducing narrativists to simulationist gaming.
(Admittedly, since you wrote the definitive Forge article on the term, you may define it such that it includes such lack of control for the players. If so, then I have never encountered a simulationist game in all my years as a genre fiend, not in play nor in research, even though these games fit the simulationist description in the article perfectly in every other way, and I would want another term because what we have been doing most assuredly does not fit narrativist nor gamist descriptions.)
I have become convinced that one of the reasons there is such difficulty introducing self-proclaimed narrativists to high concept simulationist play is that they enter play with the assumption that simulationist game moderating involves making decisions for the player-characters, an assumption which I find utterly bewildering.
There is no greater coercion or force in simulationist play than in any other play which involves de jure or de facto rules, be they narrativist or gamist. The moment I am required to adhere to any sort of constraint, be it a rule written in a book or one enforced by people, whether enforced by an individual conscripted for the task or by frequent consensus voting or by unspoken but palpable peer pressure, I have lost a bit of "freedom", but what loss of "freedom" there might be is no different in kind or even degree between simulationist and narrativist, only different in focus.
When I sit down with friends and we agree to play a horror genre game, whether to count up zombie kills (gamist) or to explore favorite horror tropes (simulationist) or to confront personal moral quandaries through this medium (narrativist), we have all agreed to recognize certain genre rules. Gamists, narrativists, and simulationists are alike in being bound by social rules such as agreeing not to kick each other in the shins. That one group may ask a game master to remind people not to introduce goofy space aliens in a serious modern day horror game or not to kick another player's shin and another group may rely upon group consensus or one player punching out another on her own to maintain the sanctity of the ambience and the sanctity of uninjured shins is really not a difference of kind or degree, either -- again, it is only a difference of focus.
What makes it difficult to introduce a narrativist to a simulationist group or to introduce simulationism to a narrativist group is precisely the difficulty in making it clear to narrativists that, no, they do not have reduced control over their characters in a simulationist game, despite what they may have heard. The biggest difference about such control is that in a simulationist gaming group, one person is tasked with set design for the shared creative space, with which player-characters interact, rather than players ignoring this set design for their own side projects. However, it would be facile at best to confuse this reliance upon one person's set design (the game master) with a loss of character control.
What I'm asking for is advice on how to introduce a narrativist to a simulationist group by transcending stereotypes about simulationism and by helping the narrativist to understand simulationist gaming's own desireable qualities, not superior nor inferior to narrativism but desireable nevertheless.
Because if simulationist gaming really involved nothing but game master cocercion or force, with puppeteering of players and their characters via illusionism and other storytelling sleight of hand, and if narrativist gaming were really the only mode of gaming which avoided player subjugation to coercion and manipulation, then no one would ever play simulationist gaming and narrativism would be the only roleplaying mode left. For me, the freedoms of simulationism seem obvious. It is now further obvious to me that they are not obvious to those who prefer narrativist gaming.
But how to explain this to the narrativist and introduce her to the simulationist gaming! That is the question.
I apologize if I've offended you, Ron, and I recognize that I may find this thread closed or other consequences as a result, but I felt compelled to make clear my thoughts on this matter.
I would very much like to bridge the gap between narrativists and simulationists. I have been able to explore narrativism with my narrativist friends ; I would like the reverse to take place as well.
Doctor Xero
On 6/17/2004 at 4:46am, Ron Edwards wrote:
RE: How to Introduce a Narrativist to Simulationism?
Heya,
What the fuck are you talking about?
Delete your posts? "Ban" you from posting? Offended because you disagree? You must be thinking of some other website. None of these things apply as the remotest of possibilities; the first two are literally not permitted to me as moderator and the third is antithetical to the entire purpose of the website.
You've brought up some salient points. We're discussing them. That's really okay.
For example, you and I apparently disagree strongly. What you call "facts," I can only see as blinders or some kind of misconception; what I think is the key factor to help with your basic question, you see as a fundamental misconception.
And that's cool. All it shows is that I'm not a good person to provide an answer (note "an") for your inquiry. Other people are probably going to do better. The important thing is that I try to understand where you're coming from, and that the conversation-to-come may teach me a few things.
Christ's bleeding wounds, what have we come to that people think they can't disagree with me?
Never mind. High Concept Sim, players with strong Narrativist or Gamist habits/preferences, how to do it. Floor's open, and I'm interested.
Best,
Ron
On 6/17/2004 at 4:52am, Ravien wrote:
RE: How to Introduce a Narrativist to Simulationism?
Ron, I realize that The Forge is your forum and that you have written what people here consider the definitive article on Simulationism, so I realize that you could erase any posting I make in response to this and even ban me from further participation in The Forge. If you choose to do so, that is your right.
Ban you? Erase your post? I've seen Ron in all his hats, and I've never seen him in the "Nazi Hat". For the most part, he seems pretty good at seperating his moderator hat from his fellow gamer hat.
Because if simulationist gaming really involved nothing but game master cocercion or force, with puppeteering of players and their characters via illusionism and other storytelling sleight of hand, and if narrativist gaming were really the only mode of gaming which avoided player subjugation to coercion and manipulation, then no one would ever play simulationist gaming and narrativism would be the only roleplaying mode left. For me, the freedoms of simulationism seem obvious. It is now further obvious to me that they are not obvious to those who prefer narrativist gaming.
I don't think anyone suggested that Sim is "nothing but ... coercion or force". Far from it. But that in some Sim games, player's simply do not control everything about their character. It isn't just that they no longer control the world around their character, it's that part of the experiecen of a character in Sim play can mean giving up certain control. As I menioned earilier with the example of fleeing in fear. The player cannot choose to have his character stand his ground to face the fears. It isn't merely a matter of the agreed upon genre convention, it's hardcoded into the rules of the game. And the player has no choice, according to the rules and the GM fiat, to have their character do anything other than flee in fear. There are numerous examples of this in Sim games (and even Gam games, where such lack of control becomes a challenge, as opposed to an exploration of the in-game reality).
So in short, I am definately siding with Ron on this one. I don't know what games you've played, how you may have interpreted the rules, or how you have interpreted loss of player control over their character as keeping accord with the genre convention, but in my eyes, loss of player control over their characters is a very real phenomena in many Sim games (and some Gam games, like AD&D), and thus is an important issue for Nar players.
-Ben
On 6/17/2004 at 5:04am, Valamir wrote:
RE: How to Introduce a Narrativist to Simulationism?
Doc, I think you're over emphasising that control issue. I also think Ron over emphasised that control issue because that issue is a key one for his group.
What is being referred to are things like Disadvantages in GURPs or many other systems. Say you have a player whose character has "Code of Honor". The Game rules expect the player to play that character as if he had a code of honor. The rules expect the GM to enforce that code and provide various means for punishing players who stray from it.
This is what Ron means when he talks about GM force or coercion are scenes like:
"Hey John, do you really think blowing the guys head off after he surrendered is consistant with your Code of Honor?"
which then can lead to anything from lost XPs for "bad roleplaying" to the GM simply ruling "no you can't do that its a violation of your disadvantage".
The standard assumption in most gaming texts is that behavioral disadvantages should be enforced to the same degree as physical ones (especially in systems that give you bonus character points for taking them). If your character is "Blind" then the rules fully expect the GM to enforce the fact that your character can't see. If your character is a "Pacifist" then the rules fully expect the GM to enforce the fact that your character won't fight.
The difference between this situation and Narrativist play is that this form of Simulation thrives on enforcing and reinforcing the stereo type while many times Narrativist play is about establishing those stereo types and then breaking them.
For instance...what set of circumstances would cause this character to abandon his code of honor...would cause that character to pick up a weapon and fight. Often times, the whole climax of the game will build around the point where the character violates their stereo type. Where a simulationist rules set would then penalize the player for doing so, Narrativist play thrives on it.
This form of establishing and violating stereotypes plays a frequent roll in Ron's games and therefor a key difference for his players when moving to a simulationist game is that now they aren't supposed to do that any more.
On 6/17/2004 at 9:39am, Rob Carriere wrote:
RE: How to Introduce a Narrativist to Simulationism?
There's an old Cold War story. The USA and the USSR perfectly agreed that world peace was highly desirable and that WW3 was a Very Bad Idea (TM). But, to the USA, peace had to include the freedom of the individual and to the USSR, it had to include freedom from capitalist oppression.
Thus, peace was out of reach because the two sides could not agree on the meaning of the word.
I think something similar is happening here. Both simulationist and narrativist (and indeed gamist, but that's beside the topic) play constrain the freedom of the player. The point is that the constraints are on things that those who prefer this mode don't care about. Sure, says the Sim, I can't blow my Code of Honor, but why on Earth would I want to? I picked the disad myself, of my own free will, didn't I? And if it is part of the concept of the character to blow his Code at some point, well, I know that and I can reserve the XP to buy it off, can't I?
On the Nar side, assume you invite me for a game of Sorcerer. My character hangs out where it's at, but I consistently back away from addressing premise. Are you going to invite me for your next game of Sorcerer? At which point the Nar goes, but you can't never address premise! That's boring, that's, that's...
That's a constraint on play, exactly. Not one that a Nar cares about, but a constraint nevertheless.
Im Sim play I promise I will play my character according to genre expectations. In Nar play I promise I will address premise. (I think the hard-coding in the rules or the lack thereof is not the main issue. While typical of GURPS/Champions style games, it is by no means universal Sim. On the other hand, in the absence of rules, peer expectations remain as a powerful force to constrain the character. So it's irrelevant whether or not it's specifically the rules part of the System that enforces the constraint.)
So, in the Nar game, I address premise by deciding whether or not to flee in fear.
In the Sim game, expectations say I flee in fear. I then Explore how my character reacts to to this fact. I might, for example, be playing someone who really wants to be a hero, but keeps pissing his pants instead. The Sim game is then about what such a character might do with/about that.
So, perhaps one way to put this to a native Nar who is visiting Sim land is: Build a conflicted character (like the wannabe hero above) and then the game is about the character addressing the premise of his conflict. If you, the player, foresee the possibility of the character flipping sides at some point, support your character by having the XP ready to buy off his disad when he--the character--decides it is time.
SR
--
On 6/17/2004 at 1:47pm, John Burdick wrote:
RE: How to Introduce a Narrativist to Simulationism?
Doctor Xero wrote:
There is no greater coercion or force in simulationist play than in any other play which involves de jure or de facto rules, be they narrativist or gamist. The moment I am required to adhere to any sort of constraint, be it a rule written in a book or one enforced by people, whether enforced by an individual conscripted for the task or by frequent consensus voting or by unspoken but palpable peer pressure, I have lost a bit of "freedom", but what loss of "freedom" there might be is no different in kind or even degree between simulationist and narrativist, only different in focus.
The different focus is the big deal. The whole creative agenda topic is about focus and priority. Depriving a player of choices about effectiveness hurts gamist play. Random life path generation doesn't allow optimizing a character to demonstrate skilled use of the system. A person not interested in skill during creation might find such a system interesting for its variety and unplanned nature. Resolving entire conflicts with a single act with only simple player input reduces the opportunity to use player skill in conflicts. Some players like to run a game where only the GM knows the rules and numbers; they feel it enhances the purity of the simulation and reduces metagame thinking. The HackMaster text mocks this idea by forbidding anyone other than a GM from reading the rules, and then telling players to "GM one time for your little brother, nephew, mom or somebody (thus making you a GM at least temporarily)." Preventing a player from talking better than his dice roll or stats allows restricts skill at "role-playing instead of roll-playing".
If the agendas of the players really do vary, then which constraints are interfering should be expected to vary as well. The Gamism essay talks about "dials and switches" affecting aspects within the agenda. Those variations then would imply different reactions to restriction. Random stats might be good for a high gamble, low crunch player. A high crunch, low gamble player might want point build instead.
Telling players to expect purposeful restrictions and trust the GM is a good introduction when the restrictions are the ones that clash with their habitual agenda. After Ron's introduction they can understand that he is developing a point and buy into it.
John
On 6/17/2004 at 2:19pm, Valamir wrote:
RE: How to Introduce a Narrativist to Simulationism?
Rob, absolutely with you. I pointed to Gurps and the rules as a convenient example. Clearly the expectations of the players at the table is a far morre potent contraint then any rule. Rules are much easier to discard than player expectations. But the fact that those expectations are built into so many rules systems does offer some evidence as to how standard those expectations are presumed to be.
On 6/17/2004 at 3:11pm, Ben Lehman wrote:
RE: How to Introduce a Narrativist to Simulationism?
I would like to suggest that Dr. Xero and, well, everyone else are talking about two totally different types of simulationism.
Ron is talking about Illusionism, particularly Participationism (I call it Storytelling in the link below). Doctor Xero is talking about Virtuality, A.K.A. RGFA Sim.
Reference for Sim subtypes:
http://www.indie-rpgs.com/viewtopic.php?t=11317
So, Dr. X, can you see that the Sim that Ron is talking about does take away choice? Ron, can you see that the sim that Dr. X is talking about emphatically does not place credibility player choices in the hands of the GM?
yrs--
--Ben
Forge Reference Links:
Topic 11317
On 6/17/2004 at 4:18pm, Paul Czege wrote:
RE: How to Introduce a Narrativist to Simulationism?
Hey Ralph,
What is being referred to are things like Disadvantages in GURPs or many other systems....this form of Simulation thrives on enforcing and reinforcing the stereo type while many times Narrativist play is about establishing those stereo types and then breaking them.
I think Ron is saying more than that. In his second post he refers to covertly exerting control via IIEE techniques.
It seems to me that a successful high-concept Simulationist game with Narrativist players needs to overcome the following:
• The Narrativist player perceives that story cannot be produced by chimps banging on typewriters. If story is being produced, and as a player you know you're not invested in it the way you would be if you were making a meaningful contribution to it, you start looking around for who might be authoring it. You may not quite know how it's being done, but in a small group it's not that difficult to discern who's doing it.
The thing that kills the game is the GM talking the language of story, and suggesting that the story will emerge from the actions and decisions of the player characters. That is, the thing that kills the game is the promise to the players that they'll be producing the story. When they realize that they aren't doing so, the whole thing collapses. Oftentimes then players start "picking at scabs," that is, they start backstabbing each other and doing other dramatic and destructive shit that's entirely under their control. Sometimes the players just start making excuses about not being able to attend game sessions. Having recognized that the social contract promise that they'll be producing the story has been violated, they exert themselves forcefully, if indirectly.
Ron's solution is to not make that social contract promise. It can work. You can do character/setting exploration Sim. "Your job is to explore your character." But then you damn well better make sure as a GM that you're rigorous and consistent with your handling of IIEE and penalties/rewards. And don't talk the language of story at all. "The game is about character within environment. We're just going to see what happens."
• But the problem for the Narrativist player with character/setting exploration is that it feels so purposeless. If you're going to be successful with it as a GM, you need to embed some understanding in the group social contract about what things are being explored, and how, when, and who can move things along when folks are getting antsy after forty-five minutes of in-character bartering in the magic shop. I'm not suggesting that you need this in the social contract with dedicated Simulationists, but if you're going to run high-concept Sim for Narrativists I think you gotta have it. And if it's the GM who's responsible for moving things along, well, how easily could that be abused? The balance here is very very fine. The slightest error in handling could very easily convince the players the social contract has been violated and then again you have the collapse of the game.
I would love to see some text directed at handling these things well. What are strong rules/guidelines for who, when, and how things can be moved along in character/setting exploration Sim? I think the goal of introducing Narrativists to Simulationism can be achieved. It's just very tricky.
Paul
On 6/17/2004 at 4:47pm, Rob Carriere wrote:
RE: How to Introduce a Narrativist to Simulationism?
Ralph,
I agree completely. The fact that so many games are set up that way says something fairly strong about the design community at large, which in turn will have an influence on the player community. The engineer in me would love to have actual, hard figures, but it's got to be significant.
Ben,
I agree about the different choices, I'm not so sure I agree about the claim that Illusionism/Participationism takes away more choices than Virtuality. I'd argue that they're different and objectively incomparable choices. So, at least in my perception, when you say `more', that actually says something about your play preferences (namely, that you find the choices that Illusionism/Participationism takes away more important than the choices that Virtuality takes away). I personally would agree with you, but two opinions do not objective fact make, and indeed I know people who have argued exactly the other way around with me.
SR
--
On 6/18/2004 at 6:23am, John Kim wrote:
RE: How to Introduce a Narrativist to Simulationism?
Ben Lehman wrote: I would like to suggest that Dr. Xero and, well, everyone else are talking about two totally different types of simulationism.
Ron is talking about Illusionism, particularly Participationism (I call it Storytelling in the link below). Doctor Xero is talking about Virtuality, A.K.A. RGFA Sim.
Reference for Sim subtypes:http://www.indie-rpgs.com/viewtopic.php?t=11317
Aha! I missed the previous "Sim subtypes" thread when it came by, unfortunately. I kind of like the term "Virtuality", given that the original term of "Simulationism" has been perhaps hopelessly muddled at this point.
As for helping Narrativists play in Virtuality, it is definitely tricky. I think the real key is in character creation. It helps, I think, if the game resembles a genre where the protagonist is pro-active. For example, in a gangster drama the protagonist goes out and shakes up the status quo to benefit himself. In contrast, in a thriller an ordinary person who leads a boring life is suddenly dragged into some scheme. So it helps if the initial setup and character creation suggests a genre like the gangster drama -- but you should of course explain that things will not pan out exactly according to the conventions of that genre.
It takes dropping some preconceptions about the game. People may be taken aback by pure Virtuality because while the principles are straightforward, it is often totally different than anything they have done before. It helps if you have other players to help get them used to it. The standard is to look for the GM for cues about what the players are supposed to do. Even players who despise Illusionism may still instinctively depend on the GM to provide them with hooks or bangs to drive things.
But don't depend too much on what I say here, because I don't feel like I've had a lot of success in getting people to adjust unless they were already open to the idea.
EDIT: This is really about Virtuality/RGFA Simulationism, and thus isn't about GNS per se. So it may be off-topic.
Forge Reference Links:
Topic 11317
On 6/18/2004 at 3:28pm, Ben Lehman wrote:
RE: How to Introduce a Narrativist to Simulationism?
Ben Lehman wrote: I would like to suggest that Dr. Xero and, well, everyone else are talking about two totally different types of simulationism.
Ron is talking about Illusionism, particularly Participationism (I call it Storytelling in the link below). Doctor Xero is talking about Virtuality, A.K.A. RGFA Sim.
Reference for Sim subtypes:http://www.indie-rpgs.com/viewtopic.php?t=11317
John Kim wrote:
Aha! I missed the previous "Sim subtypes" thread when it came by, unfortunately. I kind of like the term "Virtuality", given that the original term of "Simulationism" has been perhaps hopelessly muddled at this point.
(...cut...)
EDIT: This is really about Virtuality/RGFA Simulationism, and thus isn't about GNS per se. So it may be off-topic.
BL> Feel free to spin off a thread. I'd love to talk about it more (I let that thread drop due to some unfortunate overlap with finals.) In fact, it might still be postable to.
Rob Carriere wrote:
I agree about the different choices, I'm not so sure I agree about the claim that Illusionism/Participationism takes away more choices than Virtuality. I'd argue that they're different and objectively incomparable choices.
BL> You will note that I was *very* careful about the phrasing of that sentence, and that is for a reason. I believe that every choice of Creative Agenda (and Technical Agenda) removes choice from the participants of the game. The removal of choice makes the creative decisions more interesting.
Narrativism also takes away choice -- it takes away choice to do boring or inactive things, for example.
yrs--
--Ben
Forge Reference Links:
Topic 11317
On 6/20/2004 at 3:30pm, Rob Carriere wrote:
RE: How to Introduce a Narrativist to Simulationism?
Ben Lehman wrote: You will note that I was *very* careful about the phrasing of that sentence, and that is for a reason. I believe that every choice of Creative Agenda (and Technical Agenda) removes choice from the participants of the game. The removal of choice makes the creative decisions more interesting.I completely agree about the choice bit. Yes, I did note the care of phrasing. I also noted...
Narrativism also takes away choice -- it takes away choice to do boring or inactive things, for example....the value judgement.
There are architects and there are interior decorators. Architects worry about lay-out, technical feasability, whether all the required rooms are present and arranged in an artistically satisfying manner and so on.
And then the work of the interior decorator starts.
Similarly, there are players who will tell you that all this plotting and banging stuff is boring them to tears. That for them, it might as well be taken off their hands. ``Who cares,'' they say, ``that it is pre-ordained that my character will do X, Y and Z and then be hung for the offenses?
``I get to chose his last words!''
And they do have the point that if they do well, the game will be remembered for those last words, not for the skeleton of plot structure that led play there.
What's boring and what brings you to edge of your seat is highly personal.
SR
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On 6/21/2004 at 9:35am, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Valamir wrote: What is being referred to are things like Disadvantages in GURPs or many other systems. Say you have a player whose character has "Code of Honor". The Game rules expect the player to play that character as if he had a code of honor.
I honestly don't see how that could be considered a constraint on the player. The player freely chose, of his or her own volition, to constrain his or her player-character with that Code of Honor.
Furthermore, it seems to me that it would be far more difficult to suspend disbelief in a roleplaying game if all the characters were psychologically shapeless, swinging from chaotic to orderly and from kindly to cruel at the drop of a hat. Encapsulating the character's psychological profile within game terms is a tool by which a busy player, who has Real World schooling and/or work and Real World relationships and Real World ethical and/or emotional challenges, can easily recall the basic character conception of his or her player-character so that there is some consistency from game to game in how he or she roleplays the character.
Admittedly, a write-up would work just as well, and a lot of people use those instead in high concept simulationist games. But character disadvantages give free points for players to use in a game system which involves point-based character construction.
That said, I have encountered the occasional game master who required certain psychological limitations for various reasons. For example, I can not handle graphic depictions of torture, so I have told players that they are not allowed to build player-characters that gleefully torture.
I would not call that a constraint on the players -- I would call that my being honest about what I can handle. I don't play in games which valorize torture, and I don't game master games which valorize torture. It's more honest to be upfront about this, I would think.
Valamir wrote: The difference between this situation and Narrativist play is that this form of Simulation thrives on enforcing and reinforcing the stereo type while many times Narrativist play is about establishing those stereo types and then breaking them.
For instance...what set of circumstances would cause this character to abandon his code of honor...would cause that character to pick up a weapon and fight. Often times, the whole climax of the game will build around the point where the character violates their stereo type. Where a simulationist rules set would then penalize the player for doing so, Narrativist play thrives on it.
The term "stereotype" has so many negative connotations in our culture today -- in particular, the term is linked either to artistically-bankrupt performances and writing or to the prejudicial simplications of bigots. So I have a great deal of difficulty referring to character conceptions and/or manifestations of genre archetypes as stereotypes : it's demeaning.
It also doesn't fit any of the high concept simulationism about which I have read or experienced (more on this further down). It fits alignment as it occurs in Dungeons & Dragons, but I've always understood that to be more of a gamist system.
Rob Carriere wrote: The point is that the constraints are on things that those who prefer this mode don't care about. Sure, says the Sim, I can't blow my Code of Honor, but why on Earth would I want to? I picked the disad myself, of my own free will, didn't I? And if it is part of the concept of the character to blow his Code at some point, well, I know that and I can reserve the XP to buy it off, can't I?
EXACTLY!
Except for the fact that, in almost every high concept simulationist game I have played over the past two decades, no game master has ever punished players for having their characters strain against their psychological limitations. In fact, in these high concept simulationist games, if a player had her male character violate his code of honor because he had been pushed to the limit, and it made dramatic sense, there would no penalty of any sort exacted.
The better game masters would find out which psychological limitations the players wished untouched and which ones the players wanted challenged and then, within the constraints of the genre, work towards scenarios with the specific goal of challenging said psychological limitations so that we could see what happened.
Champions, Villains & Vigilantes, Ars Magica, Runequest, Mekton, and Palladium actually encouraged this kind of player-directed character growth, either directly in the games themselves or in articles on authorized variants of play, and I think we can safely say that those are games which encourage simulationist play.
Back in the 1980s, before the G/N/S schema, we called what I have just described "role-playing" and held it in opposition to what we called "power gaming", which involved former war-gamers who expected the game masters to enforce their psychological limitations because they took them exclusively for the character building points and for no other reason.
(Those who called themselvse "power gamers" in the 1980s loved to ignore psychological limitations but told us repeatedly that they absolutely hated being put in positions whereat they had to decide whether or not to violate a psychological limitation : either ignore or have the game master enforce it was their motto, and having to roleplay out any challenging of it bored them. So they tended to avoid "roleplayer" games, as we called them back then.)
Rob Carriere wrote: Im Sim play I promise I will play my character according to genre expectations. In Nar play I promise I will address premise.
I'm still not quite sure that I see why the two must be in opposition nor can I understand why various Narrativism fans imply they are when posting to The Forge or talking with me outside The Forge.
Rob Carriere wrote: So, perhaps one way to put this to a native Nar who is visiting Sim land is: Build a conflicted character (like the wannabe hero above) and then the game is about the character addressing the premise of his conflict.
I would suggest that, for those of us who enjoy incarnating our personal psychological archetypes within the characters we construct and then playing them out in Actor stance, this presents no conflict on any level.
John Kim wrote: It helps, I think, if the game resembles a genre where the protagonist is pro-active. For example, in a gangster drama the protagonist goes out and shakes up the status quo to benefit himself. In contrast, in a thriller an ordinary person who leads a boring life is suddenly dragged into some scheme.
Personally, I've always game mastered games in which the players choose whether to play pro-active characters (in which case they determine through their character's actions the storyline) or to play serendipitously involved characters (in which case the game master is conscripted to create a storyline for them and then bring them into it, a more difficult task admittedly). But that deals with my personal style more than the standard Simulationist style.
John Kim wrote: The standard is to look for the GM for cues about what the players are supposed to do.
I see that more as players looking for clues as to what their characters (who exist within that world) might see that the players (who exist in the Real World not the game world) might not.
On the other hand, the players may have chosen to ask the game master to run a storyline which grabs at them, somewhat in the way that Bilbo Baggins found himself carried along to Smaug's den or Frodo Baggins found himself obligated to carry the One Ring. The characters, of course, had no choice, but it is the players' decision to tell the game master to run such a game, so of course the players had the choice.
I thank you all for your comments, but to be honest, after reading all this, I am more confused than ever why so many narrativists automatically treat simulationism as a surrender of player choice.
More importantly, I am still looking for a way to bridge the narrativist-simulationist gap so that I can satisfactorily introduce narrativist players to simulationist play just as I have been introduced to narrativist play.
Doctor Xero
On 6/21/2004 at 10:38am, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Ron Edwards wrote: Christ's bleeding wounds, what have we come to that people think they can't disagree with me?
To be honest, I had gotten that impression, not from you directly but from others and from the intensity which sometimes permeates The Forge, particularly when they are quoting your articles.
It is enheartening to read from your own words that you welcome serious disagreement. Because, to be honest, this is one area in which you and I disagree either technically or perspectivally, and I wouldn't want that disagreement to cause problems or hard feelings.
In the interests of further promoting understanding between Narrativists and Simulationists, so that I may learn further how to introduce narrativists into simulationist play, I'd like to reference Zero at the Bone (named after one of the more charming Dickinson poems) from a high concept simulationist (virtuality?) perspective, with occasional references to Mongrel.
Though Ron points out that this game is not the narrativist game design, it definitely qualifies as one of the prototypical narrativist game designs, written by an expert on that particular creative agenda.
As a simulationist, I would perceive Zero at the Bone as restricting my freedom as a player far more than Mongrel. I would feel as though the game master and gaming system have told me that they "are gonna make decisions for your characters" specifically because I as a player have no choice at all in what my character's Wrongdoing is. I didn't choose it, I had no right of refusal to what I had picked, and I can't even ensure that it matches up to any character conception I have imagined or dreamt about in the past.
It's my character, the character which I am to play out in the game, the most intimate part of the game for me, and yet I am not able to control what my character's past had been? That a narrativist player would find this less restricting than being asked to designate psychological limitations as part of a simulationist character creation process is bewildering to me!
In Mongrel, I am allowed to choose my character's identity -- my character's species, attributes, expertises, possessions, et al., and I can be as larger-than-life or as ordinary as I choose, so long as my character conception choices fit within the game world. But in Zero at the Bone, the player has no control over his or her character's situation (nor any hope of altering it), no control over his or her character's wrongdoing, and the player is specifically denied any opportunity to be larger-than-life, nothing like James Bond even if that's what he or she has imagined. It seems to me to be self-evident that Mongrel actually provides far more player freedom and far less game master force than does Zero at the Bone!
Were I as a game master to try to run Zero at the Bone for some simulationist gamers, I would feel tempted to repeat for them Ron's line about "keep on doing stuff that supports that point and makes the game 'about' that point, and we'll all get along", the point in this case being ordinary and basically helpless intelligence agents. I would also have to coax them to be willing to have much of their character conception subordinated to that sort of no-greater-than-life abilities and to a past wrongdoing chosen randomly.
I know that my high concept (virtuality?) simulationist players would initially be confused, because while they might be used to random rolls controlling their player-characters' attributes, superpowers, psychic talents, even monetary resources, they would one and all be used to having personality and characterization under the player's control. They would not be used to this level of restriction on their freedom as players.
Now, if I showed Mongrel to a group of high concept simulationists, our response would be twofold. On the one hand, we would find it a mildly intriguing but ultimately dully generic game -- and for the very reasons Ron mentions in his write-up of this game, the lack of detail and description. On the other hand, we would be annoyed by the Design notes, for they would come across as seemingly misunderstanding our simulationist interests.
For high concept (virtuality?) simulationists, Color and Setting are strongly intertwined, so the comment about the description Color masquerading as Setting would be a non sequitur. Similarly, our response to why the game designer might include Houses would have nothing to do with whether Houses are familiar -- we would encourage the inclusion of Houses for the simple reason that "Houses are fun!" If we didn't think so, we would be playing some other game instead. The design notes on scenario preparation would also be annoying with the comment about aiming trains and such ; however unintended it might be, the tone would suggest to a lot of simulationism fans that the game designer doesn't think highly of simulationism (the game designer's actual thoughts on the matter are only his to know, of course!).
We would assume, of course, that the Vow would be something which the game master would use to challenge us ; we would further assume that there would no pre-determined right or wrong answer whether to break a vow, simply a shared insistence that our characters' actions be within character conception (and we would want that character conception to have been shaped somewhat by the setting or we wouldn't be playing in that setting to begin with).
I hope all this helps clarify.
I look forward to further posts on how to introduce narrativists into simulationist gaming groups.
Doctor Xero
When I want to write a haiku, it is no restriction for me to use the demands of the haiku form to shape and enhance my creativity. When I want to write freeform verse, however, being forced to write a haiku would be onerous.
On 6/21/2004 at 12:37pm, Alan wrote:
RE: How to Introduce a Narrativist to Simulationism?
Hi Doc,
A couple points:
Doctor Xero wrote:Ron Edwards wrote: Christ's bleeding wounds, what have we come to that people think they can't disagree with me?
To be honest, I had gotten that impression, not from you directly but from others and from the intensity which sometimes permeates The Forge, particularly when they are quoting your articles.
Given how often I've seen Ron's statements and theories challenged here on the Forge over the three years I've been reading, I'm always appalled to see people write such things. I have seen no examples of petty-minded use of moderator power in that time, and many examples exemplar of what moderation should be on a discussion board.
On some other boards, statements like "I fear to disagree lest the moderator ban me" are a kind of passive-aggressive jab at egocentric dictatorship because the poster expects no respect. On the Forge such statements must be carried over from experiences elsewhere, as I've never seen supporting evidence in the behavior of Ron or Clinton.
Doctor Xero wrote:
In the interests of further promoting understanding between Narrativists and Simulationists,
This makes it sound as if narrativists and simulationists are different species, forever crippled by their respective preferences. My own experience is that, 1) once I understood my own preferences and the range of Creative Agenda options, and 2) that I could actually get my CA preferences met, I was much happier choosing to play ANY particular agenda. I might say "So we're playing a simulationist game for the next two months. Okay, I know how to do that." And I do play within the social contract for that game.
Also, forgive me if this has been mentioned by another poster, but the supposition that players who prefer narrativist play need somehow to be introduced to simulationist style seems a straw man. It's not like narrativist play has any great dominance in the hobby. Almost every RPG player will have most of their initial experiences with simulationist play and have little need to be introduced.
Perhaps another assumption of this thread is that a player with narrativist preference must somehow be asked to curb his preference so it doesn't interfere with other player's desire for simulationist play. Let me point out that players with narrativist preference are generally in the minority. Must the minority be asked to conform with no expectation of give and take?
Just as a group of four friends will play Bill, Jim and Jen's favorite game of Risk some nights, they also play Monopoly often because it's Bob's favorite. I mean, in a group of friends, we're all concerned that everyone get to have fun and play their favorite game once in a while, right?
What is needed is an understanding that the group will agree on a particular creative agenda for a set period of time - and an acceptance that each player may have different creative agenda preferences that are all equally acceptable. In my experience, the best kind of group is one where all the players are willing to commit to different creative agendas from their preferred one every so often and play that game for a few months.
Doctor Xero wrote:
... I'd like to reference Zero at the Bone (named after one of the more charming Dickinson poems) from a high concept simulationist (virtuality?) perspective, with occasional references to Mongrel.
Though Ron points out that this game is not the narrativist game design, ....
.... ....
When I want to write a haiku, it is no restriction for me to use the demands of the haiku form to shape and enhance my creativity. When I want to write freeform verse, however, being forced to write a haiku would be onerous.
In regards free verse, a poet once said, "You can't play tennis without a net." I think this is true for poetry, fiction and RPG play. For meaningful play, some kind of restrictions have to be applied. I think the restriction has to fall in one or more elements of the Exploration medium: Character, System, Setting, Situation, or Color.
In a game that supports narrativism, the restrictions will highlight a category of thematic preference, but I don't think they have to be in any specific area. Ron's designs, Trollbabe, Sorcerer, and Zero use the technique of restricting character choice (you can only be a Trollbabe, a Sorcerer, a Deep Cover Agent). But, for another example, HeroQuest is a narrativist design that restricts Setting and Situation.
The restrictions in Ron's games are pinch points that bring the players in contact with possible Premises to address, but which also allow enormous creative freedom outside the pinch point. On the other hand, the restrictions on Setting and Situation in HeroQuest have no pinch point - instead, they provide boundaries that contain the characters and force the players into contact with Premise.
Most often, simlulationist designs use boundaries as HeroQuest does: from the outside in, rather than pinches. I wonder if this is a requirement of simulationist design or just a historical artifact. I don't know.
Finally, any player may dislike the restrictions of any game. Even one who prefers narrativist play above others, may dislike the restrictions in Zero, for example. I would suggest that this holds true in simulationist design as well: does every simulationsit player like playing a vampire? Or do they all want to play adventurers in a pseudo-medieval setting, or how about HERO system? You see, the restrictions in simulationist designs are there, they're just different from those of a gamist or narrativist design.
On 6/21/2004 at 1:00pm, Ron Edwards wrote:
RE: How to Introduce a Narrativist to Simulationism?
Hello,
This thread seems to have drifted into a discussion of constraint and choice which doesn't, to me, seem relevant at all.
All creative interaction requires constraint. I'm kind of a ghoul about that concept, which is why none of my GNS categorizing concerns degrees of "player freedom," and why freedom/range-of-choice doesn't enter into the glossary at all.
So I guess I'm not seeing what the thread's about any more. Doc, I have plenty of things to say about your discussion of Zero at the Bone and Mongrel, but I really hate wave-front replies (I react, you react to that, I react to that, etc). I'll need some better context to make sure that Alan's excellent points about constraints are understood as the foundation.
Best,
Ron
On 6/21/2004 at 1:31pm, Rob Carriere wrote:
RE: How to Introduce a Narrativist to Simulationism?
Doctor Xero wrote:OK, my bad, I didn't express myself clearly.Rob Carriere wrote: Im Sim play I promise I will play my character according to genre expectations. In Nar play I promise I will address premise.
I'm still not quite sure that I see why the two must be in opposition nor can I understand why various Narrativism fans imply they are when posting to The Forge or talking with me outside The Forge.
The two must not be in opposition, but they might be in some cases. In other words, this is not a certain point of conflict, but an item to have on the mental checklist.
SR
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On 6/21/2004 at 5:12pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Alan wrote: On the Forge such statements must be carried over from experiences elsewhere, as I've never seen supporting evidence in the behavior of Ron or Clinton.
Doctor Xero wrote:Ron Edwards wrote: Christ's bleeding wounds, what have we come to that people think they can't disagree with me?
To be honest, I had gotten that impression, not from you directly but from others and from the intensity which sometimes permeates The Forge, particularly when they are quoting your articles.
Alan wrote: I'm always appalled to see people write such things.
Re-read what I had written before commenting on it. Then you will notice that I had written that I've received this impression from the way other posters have sometimes referenced Ron's writings to support them as though merely the act of referencing Ron automatically wins any debate.
Since what I had written addressed how others have treated Ron's work, the issue of whether or not Ron or Clinton has actually behaved that way becomes, at best, a distracting tangent if what you're going to make a comment about is how "appalling" you consider it to be for me to candidly acknowledge the concern I had had.
Doctor Xero
On 6/21/2004 at 5:13pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Alan wrote: Also, forgive me if this has been mentioned by another poster, but the supposition that players who prefer narrativist play need somehow to be introduced to simulationist style seems a straw man.
---snip!--
Perhaps another assumption of this thread is that a player with narrativist preference must somehow be asked to curb his preference so it doesn't interfere with other player's desire for simulationist play.
Not at all, Alan!
Both in various postings in The Forge and in my interactions with narrativists outside The Forge, I have encountered again and again devotees of narrativism who refer to narrativism as the new wave of gaming, make casual side references which imply that narrativism is innately "freer" than all other modes, and imply that gamism and simulationism are modes which players "outgrow" or are modes which intrinsically rely upon a lack of player creativity and a creative laziness which results in dependence upon a game master to set up the creative setting and situation. So this is definitely not a straw man argument.
At the same time, I have also encountered posters in The Forge and narativism enthusiasts outside The Forge who love to depict themselves as underdogs being asked to curb their preferences. At no time in this thread have I asked how to convert narrativists to simulationism nor how to convert gamists to narrativism nor any other sort of conversion. What I have asked is how to introduce narrativists to well-played simulationist gaming -- just as I have been introduced to narrativist gaming.
It seems that many narrativists have had only one primary experience of simulationism, one involving rules lawyers and genre lawyers rather than what we used to call "roleplayers" in the 1980s, and from that one primary experience have discarded all simulationism with a "fine for thems what likes it, but ewwwww" attitude. The specific narrativists I am trying to reach personally come from that experience ; they are interested in trying it out again, but rather leery and are used to playing only narrativist games these days.
Ron Edwards wrote: This thread seems to have drifted into a discussion of constraint and choice which doesn't, to me, seem relevant at all.
Again, Ron, I must disagree.
One of the primary reasons given by narrativists for being leery of simulationist gaming has been the impression that narrativism is less constrained and freer.
When simulationism is misperceived as having nothing to offer narrativists but a loss of freedom and a loss of choice, narrativists will be leery of it.
If I can find a way to explain clearly to narrativists what it offers and that it does not involve such a disempowerment, I can more effectively help interested narrativists try out simulationism (or try it again), as I have been helped during my time at The Forge to try narrativism.
On the other hand, I agree, Ron -- this is only one tack, and it seems to have taken over the discussion.
The focus question remains on how best to help an interested narrativist enter into a simulationist game. I seem to recall receiving comments within and outside the forums that it is about time such a topic be addressed.
Doctor Xero
On 6/21/2004 at 5:49pm, Alan wrote:
RE: How to Introduce a Narrativist to Simulationism?
Hi Doc,
If CA theory teaches anything, it's that there's room for all of us. And I think that most people get that once they've had a year or two to get past the novelty of understanding a new agenda style. In the meantime, we have to tolerate exclamations of glee from new discoverers. Similar new waves happen every few years in the hobby and none have ever taken it over completely.
Doctor Xero wrote:
One of the primary reasons given by narrativists for being leery of simulationist gaming has been the impression that narrativism is less constrained and freer.
When people say this, I suspect they are either dropping the context or haven't thought it through completely. Consider that many players who would like narrativist play started the hobby playing good simulationist designs that actually constrain their desire to address premise. It doesn't matter whether the game was well or poorly presented, what matters is that a sim design will tend to constrict narrativist satisfaction.
When suddenly they discover a game that supports the stuff they find satisfying - bang! Wow! I feel so much freer! They don't notice that the good narrativist design is also constrained, because they're getting freedom where they like it, and constraint where they don't care as much.
On 6/21/2004 at 6:25pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Alan wrote: In the meantime, we have to tolerate exclamations of glee from new discoverers.
< smacks forehead very hard and quotes Dr. Strange > Curse me for a novice! I had completely neglected to take that into consideration.
Thank you, Alan! Now that I think about it, most of the annoyingly anti-simulationist remarks I've encountered both here in The Forge and out in the Real World seem to come from people who have gotten involved with narrativist play within the past two years.
This explains a great deal -- thank you!
Alan wrote: Consider that many players who would like narrativist play started the hobby playing good simulationist designs that actually constrain their desire to address premise. It doesn't matter whether the game was well or poorly presented, what matters is that a sim design will tend to constrict narrativist satisfaction.
When suddenly they discover a game that supports the stuff they find satisfying - bang! Wow! I feel so much freer! They don't notice that the good narrativist design is also constrained, because they're getting freedom where they like it, and constraint where they don't care as much.
Perhaps I have simply been fortunate that most of the simulationist campaigns I've been in have also encouraged addressing premise so long as it is within the constraints of the previously-agreed-upon genre and of the player's characterization (and since the genre constraints had been previously agreed upon and the characterization constraints are constraints which would have been taken anyway, they present zero sense of confinement).
Riddle me this, Alan : would you suggest that the best way to introduce a narrativist into a simulationist gaming group might involve making certain he or she feels unrestrainedly involved in initially choosing (and at times defining) the genre, ambiance, etc. from the start, and then further working with him or her to develop a character conception which allows for all the give in all the right places so that possibilities of confronting premise are overtly "built into" the character from the start? I think a good simulationist would already know to do this, but a narrativist who is unused to simulationism or has forgotten it might not already realize to do this.
Or should I just assume that, until the initial glow of narrativism fades away, the player will be interested in only one creative agenda regardless of his or her desire to game with us in our simulationist campaigns as well as in our narrativist games?
(For example, I have a good friend who is a gamist. He doesn't enjoy simulationism nor narrativism, so he doesn't join in those campaigns with us. He knows he is always welcome, and we socialize a great deal outside gaming, but we both know this is one area where our interests do not intersect, and we both respect that.)
Doctor Xero
I never thought I'd miss the 1980s, but sometimes I miss the days when gamers simply divided themselves into self-described "roleplayers" (which encompassed both simulationism and narrativism) and self-described "power gamers" (which focused on gamism). I can see the need for subdividing what we labelled "roleplay" then, but I miss being able to simply call myself a "roleplayer" without having to specify how much simulationism and how much narrativism is involved in this.
On 6/21/2004 at 7:09pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Someone has asked me if the above was intended to be sarcastic against Alan.
No, it was sincere.
Alan's clarity in his most recent posting has increased my respect for him, which is why I ran a possible technique by him by name in this thread.
Doctor Xero
On 6/22/2004 at 4:20am, Walt Freitag wrote:
RE: How to Introduce a Narrativist to Simulationism?
A few posts back Doctor Xero wrote: in almost every high concept simulationist game I have played over the past two decades, no game master has ever punished players for having their characters strain against their psychological limitations. In fact, in these high concept simulationist games, if a player had her male character violate his code of honor because he had been pushed to the limit, and it made dramatic sense, there would no penalty of any sort exacted.
The better game masters would find out which psychological limitations the players wished untouched and which ones the players wanted challenged and then, within the constraints of the genre, work towards scenarios with the specific goal of challenging said psychological limitations so that we could see what happened.
Champions, Villains & Vigilantes, Ars Magica, Runequest, Mekton, and Palladium actually encouraged this kind of player-directed character growth, either directly in the games themselves or in articles on authorized variants of play, and I think we can safely say that those are games which encourage simulationist play.
Back in the 1980s, before the G/N/S schema, we called what I have just described "role-playing" and held it in opposition to what we called "power gaming", which involved former war-gamers who expected the game masters to enforce their psychological limitations because they took them exclusively for the character building points and for no other reason.
This sounds to me like you were drifting into vanilla Narrativism, and the "better gamemasters" you're characterizing are the ones who supported or accomodated that drift. "Work[ing] toward scenarios with the specific goal of challenging those psychological limitations" is the tip-off, but the really interesting part is "... so we could see what happened."
"Seeing what happened" sure sounds Sim at first, but in the context of the systems you were playing, I don't believe it is. You can't just "see what happens" because those systems aren't set up to "show you" what happens when a character is pushed to the limit against his psychological limitations. They tell you the effects of having those psychological limitations under "normal" (typical play) circumstances. Exactly how performance is reduced under exactly what conditions, specific actions ruled out, and so forth. But the reverse of that, how an extreme emotional situation might affect the psyschological limitation itself, is up to the participants to work out. When you want to play out characters facing psychological turning points it's not "see what happens," it's really "decide what happens." Which very likely means it's drifting from high-concept Sim into vanilla Narrativism. Depending on who's deciding, and on what basis.
In your play, did players just break their characters' psychological limitations under stress, and wait to see if the GM penalized them or not? Or was there more give and take to it, more metagame player input, than that? Was the coolness of an outcome, in the sense of "wouldn't it be just so cool and dramatic if X happened," a major factor in the decision? Making significant decisions, unaided by the textual rules, based on coolness -- and organizing much of play to bring those events about -- is a whisker away from full-blown Narrativism (since the "coolness" is often fueled by an underlying unacknowledged Premise).
Even if I'm overstating the extent of the drift, something is causing the problems of introducing your style of Simulationism to Narrativists to diminish as this thread goes on. Doc, every time someone points out "Narrativists would be expecting X," you respond with "But my Sim play does have X." Since I have no reason to doubt you on those assertions, the notion that you're already accustomed to playing vanilla Narrativist using drifted systems originally designed for Sim is the simplest way to explain how this comes about.
- Walt
On 6/22/2004 at 4:45am, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Walter, I am beginning to suspect that the campaigns with which I am familiar have both simulationism and narrativism within them.
I think the narrativists would enjoy my game if they could get over the assumption that the simulationist elements would cancel out the narrativist elements.
If that's true, though, then this thread becomes a lot less useful for introducing narrativists to a pure simulationist campaign.
Perhaps it'd work best if I told people or wrote: "In narrativist games, you have the freedom to address any ethical issues even though you give up larger than life dreams and mythopoesis. In many simulationist games, you have the freedom to be magical and mysterious even though you may lose the freedom to challenge the genre's prevailing ethos. In my games, you will have the freedom to address most ethical issues but not all, because we also love the genre, and you will have the freedom to be magical and mysterious, but you will also be expected to challenge and be challenged rather than sit tight in an already-known-and-mapped-out ethical metaphysics."
Perhaps that is all that is needed. I dunno.
Doctor Xero
On 6/22/2004 at 5:24am, Ravien wrote:
RE: How to Introduce a Narrativist to Simulationism?
I think alot of this the issue arises from a blurred boundary between character and player. Ethical issues, moral issues, human issues, whatever, all can be addressed very explicitly in all creative agendas. As M. J. Young wrote over in Narrativism: Ladies and Gentleman of the Jury:
M. J. Young wrote: --To the simulationist, we want to explore what the assassin feels in that situation.
--To the narrativist, we want to know what the player feels about that.
---
It gets close at times, but the question is still, what are we doing? Are we, as players, addressing premise? Or are we, as players, exploring the beliefs and feelings of some imaginary character?
So if you let your players know that they can still explore all their favourite themes, but that they must now do so from the eyes of the character, and not their own, then perhaps Sim play won't seem so bad.
Or perhaps they will find they have really been playing Sim all along, because they have always had their characters address issues of personal conflict, as opposed to addressing such issues themselves, using their character as a proxy for engaging such situations.
I get the impression that the player/character boundary is blurred because of this statement:
Doctor Xero wrote: I honestly don't see how that could be considered a constraint on the player. The player freely chose, of his or her own volition, to constrain his or her player-character with that Code of Honor.
I don't think Sim games really have anything to do with constraints on the player. "The player" doesn't even need to factor in. "The player" is merely the one experiencing the character, which is the entity of prime importance in Sim games. So what matters is that the player is focused on exploring the character in the setting. Restricting the player's ability to control that character does not restrict their ability to explore it, and thus is a non-issue. Conversely, restricting a player's ability to control a character when that character is the tool by which a player can explore theme is a Bad Thing, because it restrict's the player's ability to play. But back to Sim, constraints on a character, regardless of whether they are put there by the rules, setting, or GM, serve as aspects for exploration. "What is it like to flee a dragon in fear?"; "What is it like to experience sadness as a hardened soldier?"; "How would an elf mourn the death of a loved one?"; "How would a dwarf react when magically forced in love with an elf?". These are all Sim. "How do I feel about my character being discriminated against?" is Nar.
But players can still explore characters and settings when the GM or rules make some decisions for that character (not for the player, for the character), so Sim games don't suffer from such rules and can indeed benefit from them for increasing the reality of the situation.
If you want to bring a Nar gamer to a Sim game, they must understand the differences in focus, and what this entails about the design and running of the game. If they don't like/accept the difference, then play will either not be fun for them or will be dysfunctional.
-Ben
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Topic 11586
On 6/22/2004 at 8:51pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Ravien wrote: I think a lot of this the issue arises from a blurred boundary between character and player. Ethical issues, moral issues, human issues, whatever, all can be addressed very explicitly in all creative agendas. As M. J. Young wrote over in Narrativism: Ladies and Gentleman of the Jury:M. J. Young wrote: --To the simulationist, we want to explore what the assassin feels in that situation.
--To the narrativist, we want to know what the player feels about that.
---
It gets close at times, but the question is still, what are we doing? Are we, as players, addressing premise? Or are we, as players, exploring the beliefs and feelings of some imaginary character?
---snip!--
I don't think Sim games really have anything to do with constraints on the player. "The player" doesn't even need to factor in. "The player" is merely the one experiencing the character, which is the entity of prime importance in Sim games. So what matters is that the player is focused on exploring the character in the setting. Restricting the player's ability to control that character does not restrict their ability to explore it, and thus is a non-issue. Conversely, restricting a player's ability to control a character when that character is the tool by which a player can explore theme is a Bad Thing, because it restrict's the player's ability to play.
Thanks for the insights, Ravien. However, this sounds less like Narrativism vs. Simulationism CA than it does like Author vs. Actor stance.
For an Actor, who is incarnating part of himself or herself within the character conception, sometimes the difference between character experience and player experience isn't. Or one can use the same character to explore characterization one scenario and premise the next.
Doctor Xero
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Topic 11586
On 6/23/2004 at 4:38am, Ravien wrote:
RE: How to Introduce a Narrativist to Simulationism?
However, this sounds less like Narrativism vs. Simulationism CA than it does like Author vs. Actor stance.
Not necessarily. Whilst it might be easier to explore setting and character in Actor stance (Sim), it is still entirely possible to do so in the other stances. The same is true of exploring theme in Author stance (Nar), and system in Pawn stance (Gam).
Perhaps these stances are correlated with the three CAs because they tend to "fit" the goals of each CA, but IMHO, they are still independant, and each stance can still be effective in each CA, and regardless of stance, the goal of each CA never changes.
Or one can use the same character to explore characterization one scenario and premise the next.
That would be drift then. The focus changes from the character being the object of exploration within the setting, to the character being a tool with which the player can explore premise. The character cannot logically be both at the same time, and if I understand Ron's essays correctly, this would be why it is called drift. Some games make this easier, some make it harder, some make it dysfunctional, and some might even make it impossible.
For an Actor, who is incarnating part of himself or herself within the character conception, sometimes the difference between character experience and player experience isn't.
There is no spoon. There is no character. The character cannot experience anything, it doesn't exist. Only the player can have experiences. The difference is whether or not the player is "channelling" those imaginary experiences through and into their imaginary character, asking themselves "how would this imaginary character react to this imaginary experience?" Because this is all happening in the player's mind, the player is experiencing this. Alternatively, the player could use their character to expose the player to themes which the player themselves has a vested interest in, and then asks themselves "how do I feel about this experience?"
I think the only times this distinction would become blurred is when the answer to both questions is the same: both player and character would feel/react the same. But it isn't the answer that is important for the CAs, it's the question. It doesn't matter where the story goes, it only matters how the story is approached. As I understand it, the CAs are about how the players approach their games, not what they want out of them (because they all want "fun").
If you want a player with Narrativist leanings to enjoy a Sim game, it's not a matter of convincing them the Sim game won't cramp their style, or that Sim games can be fun too, it's a matter of convincing them to alter how they approach the game. All these issues of "constraints" and such are irrelevant, they are seen as obstacles to prevent one CA from working in another CA, when in fact they are part of what helps each CA be met. I think of it like walls on a highway. If you approach from the side, they look like obstacles, but if you adjust your angle and enter from where you're supposed to, they look like guides that help you get where you want to go. Sim, Nar, and Gam are all different highways at different angles to each other. If you try to approach a Sim highway from a Nar angle, you're gonna crash.
I hope that makes sense, and I hope I'm not just talking out of my ass.
-Ben
On 7/1/2004 at 3:19pm, Balbinus wrote:
RE: How to Introduce a Narrativist to Simulationism?
Guys, could someone possibly post a straightforward example of GM constraint of player choice in high sim play? I realise some of you are moving on from that, but it seems to me relevant to the topic and perhaps because I am tired admittedly I am really struggling to see the argument being made on this one.
If I am playing Runequest for example, in what ways is the GM entitled to take control of my character? The very idea seems so anathemical to sim play that I think a concrete example would really help. Ron's essay is good on sim, so I think this must be miscommunication rather than anything more fundamental.
On 7/1/2004 at 4:30pm, Mike Holmes wrote:
RE: How to Introduce a Narrativist to Simulationism?
Hmmm. Let's say that you're playing an Orlanthi in RQ, and you come to a clan chief's hall, and you come in shouting curses at him. The GM says, "Uh, an Orlanthi would never do that, the rules of hospitality forbid it."
You're saying you've never encountered play like this? Normally it occurs when the player is about to take an adventure off of the path that the GM has set for it. That is, in the example, he assumes that being Orlanthi that the PCs will come into the hall calmly, and that leads to an important plot point. The player is messing this up, so the GM has to straighten it out by making the adjustment to the player's decision on what happened.
Again, often it's put as a question. "Given that Orlanthi don't do that, what will you have your character do?" Basically the GM asking the player to try again.
This is so common that if you say you've never seen it that I'd be shocked. Or it might be that you're play is just a lot more narrativism than you were aware of.
The easier example is when in a game like, say, Star Wars D6, you have as part of chargen some "Personality flaw" like "Argumentative." Then in play, when you declare that the PC tries to walk away from a situation where an argument seems to be starting, the GM points at the flaw and tells you that you can't play that way. The GM is mandated in most of these games to correct players who do not play these things correctly in thier opinion.
Mike
On 7/1/2004 at 4:33pm, TonyLB wrote:
RE: How to Introduce a Narrativist to Simulationism?
Mike... is such a response on the part of the GM inherently because they're feeling thwarted in introducing a plot point? Or is that a side issue that you felt you would address?
I would think that having the Orlanthi (whatever they are) wildly violate the mores of its people without any apparent justification would be frowned upon as a violation of The Dream, whether it messes with the GMs plans or not.
On 7/1/2004 at 4:42pm, Balbinus wrote:
RE: How to Introduce a Narrativist to Simulationism?
Mike Holmes wrote: Hmmm. Let's say that you're playing an Orlanthi in RQ, and you come to a clan chief's hall, and you come in shouting curses at him. The GM says, "Uh, an Orlanthi would never do that, the rules of hospitality forbid it."
You're saying you've never encountered play like this? Normally it occurs when the player is about to take an adventure off of the path that the GM has set for it. That is, in the example, he assumes that being Orlanthi that the PCs will come into the hall calmly, and that leads to an important plot point. The player is messing this up, so the GM has to straighten it out by making the adjustment to the player's decision on what happened.
Again, often it's put as a question. "Given that Orlanthi don't do that, what will you have your character do?" Basically the GM asking the player to try again.
This is so common that if you say you've never seen it that I'd be shocked. Or it might be that you're play is just a lot more narrativism than you were aware of.
Mike
All I'm saying is I didn't understand the examples Mike :-)
I do recognise what you portray, I also think though that it is an example of a form of dysfunctional play which occurs mostly in sim but is not good sim play if you see what I mean.
Why? Because the player is not experiencing the dream, they cannot because they do not really know what the dream is.
Alternatively, it is dysfunctional because the player is choosing to have their character flout societal conventions and the GM is intervening to prevent them doing that. That's not a sim issue as such, that is more a question of a fundamental breakdown in game vision between the GM and player.
I don't encounter this often, because the games I run do not have programmed paths which players can veer off. They are high sim but character driven, which I think is not that uncommon among older sim gamers.
Returning to your example, why would this happen?
A. The player didn't know that Orlanthi wouldn't do that. As above, I don't see how you can explore a dream you are utterly ignorant of.
B. The player knew Orlanthi wouldn't do that but thought that credibly in character their character would break Orlanthi custom. The GM intervention is a straightforward breach of most games social contracts, the GM is taking over the character because he dislikes the character concept. Not really a sim or indeed GNS issue in my view.
C. The player has asked the GM or agreed with the GM that the GM should intervene if he gets cultural stuff wrong. Cool, but here the player has not really lost character control. He has shared some character control because he wants to play in line with the background and needs help doing so. Again, not sure that's really a GNS issue though it's not dysfunctional either.
This is where I really depart from you though: "[The GM] assumes that being Orlanthi that the PCs will come into the hall calmly, and that leads to an important plot point. The player is messing this up, so the GM has to straighten it out by making the adjustment to the player's decision on what happened. " GM's making assumptions about what players will do, pre-preparing important plot points, the idea of the player messing up the GM's game, "straightening out" player actions by changing their decisions. All control related, but really all examples of classic control driven disfunctional play and nothing really to do with anything inherent to sim play.
On 7/1/2004 at 5:02pm, Mike Holmes wrote:
RE: How to Introduce a Narrativist to Simulationism?
First, in the name of disclosure, I edited in another example, not knowing that responses would occur so soon. Apologies.
Balbinus wrote: I do recognise what you portray, I also think though that it is an example of a form of dysfunctional play which occurs mostly in sim but is not good sim play if you see what I mean.There are a great many players who would tell you that this is just your opinion. That is, they see this as a perfectly valid form of play. Many have said so, even here.
Alternatively, it is dysfunctional because the player is choosing to have their character flout societal conventions and the GM is intervening to prevent them doing that. That's not a sim issue as such, that is more a question of a fundamental breakdown in game vision between the GM and player.We're assuming that the players want this form of play. Sure, it could be dysfuncitonal, but that can be said of any mode. There's nothing here that makes this automatically dysfunctional. We have to assume that the players accept that they don't have full control over their characters. Hard as that may be to believe.
A. The player didn't know that Orlanthi wouldn't do that. As above, I don't see how you can explore a dream you are utterly ignorant of.The player can't know everything about the world in which they play. They have to somehow be introduced to it. Sometimes that happens in play. The "Dream" doesn't assume that the player is actually the character.
B. The player knew Orlanthi wouldn't do that but thought that credibly in character their character would break Orlanthi custom. The GM intervention is a straightforward breach of most games social contracts, the GM is taking over the character because he dislikes the character concept. Not really a sim or indeed GNS issue in my view.Right, so not an issue here. That said, what if there's merely a difference of opinion? What if the GM thinks that it's something that would not happen, and the player thinks it is. In these cases, in these games, the GM is mandated to have the final say. Usually under some clause like, "Players can't just have their characters do anything they like - they have to play in character. The GM is allowed to veto character behavior if it's unrealistic, or out of character."
Yes, many GMs ignore such rules.
C. The player has asked the GM or agreed with the GM that the GM should intervene if he gets cultural stuff wrong. Cool, but here the player has not really lost character control. He has shared some character control because he wants to play in line with the background and needs help doing so. Again, not sure that's really a GNS issue though it's not dysfunctional either.Agreed, that's not what the example is about.
GM's making assumptions about what players will do, pre-preparing important plot points, the idea of the player messing up the GM's game, "straightening out" player actions by changing their decisions. All control related, but really all examples of classic control driven disfunctional play and nothing really to do with anything inherent to sim play.Well, one of two things is true. Either the game in question has given the power to the GM to ensure that things are kept straight, or it says The Impossible Thing Before Breakfast. That the player controls the character, but the GM controls the plot. Right here you see a case where both cannot be true. In the example, either the player gets his way, and he's controling the plot at that point, or the GM gets his way, and he's controling the plot.
Many styles of Sim claim at least to functionally allow the GM control of the plot. It's not only OK for the GM to plot like this, most of the published adventures are written like this. Some day I'll count the number of times it says in "At the Mountains of Madness" for COC, "Next the characters do X". It's the GM's job to enusre that they do X.
Now, many GMs in this situation resort to Illusionism. They'll allow the character to barge into the chief's hall, but then figure out how to get the plot element in anyhow. "Suddenly you're surrounded by ten weaponthanes of legendary ability [who only just now appeared in the scenario] who tell you to cease with the cursing." The implication being, "Follow the plot or your character dies." The GM is controling the character just as surely as if he had just told the player that he can't do X.
Mike
On 7/1/2004 at 5:12pm, Balbinus wrote:
RE: How to Introduce a Narrativist to Simulationism?
Mike,
You're assuming there has to be a plot. Nothing in sim play requires one though.
And even for games with plot (admittedly the majority in actual play I think), a GM who can't adapt their plot to the vagaries of character decisions is a GM who can't improvise, again not a GNS issue. Most GMs in the wild routinely adjust plots to address unexpected character actions.
I think you're potentially confusing badly written and heavily railroaded published scenarios with stuff that is actually necessary to sim play. CoC scenarios for example are notorious for egregious railroading, that doesn't make such railroading an intrinsic part of the sim play experience.
Sim does not require plot, where plot is used plot need not be inflexible and unable to adapt to unexpected character behaviour. The impossible thing is an artificial construct here. No, you cannot have player freedom and rigid GM plot, but nothing in sim requires that you do.
On 7/1/2004 at 5:17pm, Balbinus wrote:
RE: How to Introduce a Narrativist to Simulationism?
Mike Holmes wrote: Now, many GMs in this situation resort to Illusionism. They'll allow the character to barge into the chief's hall, but then figure out how to get the plot element in anyhow. "Suddenly you're surrounded by ten weaponthanes of legendary ability [who only just now appeared in the scenario] who tell you to cease with the cursing." The implication being, "Follow the plot or your character dies." The GM is controling the character just as surely as if he had just told the player that he can't do X.
Mike
Sure, but again this is almost synonymous with bad GMing technique, it immediately destroys the Dream because the intervention is so blatant.
I'm not saying illusionism is bad GMing, but this sort of heavy handed intervention almost always is. Again, not I think a GNS issue.
On 7/1/2004 at 5:51pm, contracycle wrote:
RE: How to Introduce a Narrativist to Simulationism?
OK, I'm going to suggest that Mikes example is too ambiguous and propose some others, but first I'd like to mention that I think its raised an interesting point, which is what if the GM's version of the SIS and the players version of the SIS clash. Certainly I have wondered sometimes whether or not a player unerstands all the ramifications of an action like this and wondered if the player is seeing the decision the are making in the same terms I am. That in principle can be resolved by there and then discussion I suppose; that might be said to be a call for exposition, a prompt for further GM discussion. If this happened in a linear story you'd probably get a digression - sometimes for pages or minutes - as to why this would be a bad idea so we understand why the character reconsiders their initial impulse.
In these cases, the failure to discuss might result in a GM's exercise of force to privilige their own version of the SIS, in principle in the name of unanimity. However, I'm not sure that that is the same thing as the GM's exercise of authorship over the players characters in the name of the High Concept. The point though is that in this example, its hard to tell what's the source of the divergence; a difference in interpretation of or familiarity with material, or something actually in service of the High Concept.
Anyway, some other examples I've like to suggest from things I've done:
Hardwired the CP2020 supplement; characters get "rewarded" with head implants. The text says if they're dumb enough to let strangers play with their heads, they get implanted with an assasination instruction for someone they are later hired to guard. So it duly happened, and in the event I dictated their actions ex cathedra.
Conspiracy-X. A character went carelessly somewhere they shouldn't have and got abducted and memory wiped. I told the player absolutely nothing and took complete ownership of about 6 hours of their life. Its especially interesting becuase the genre almost demands this; frequently in such stories a character is significant precisely because they have been abducted.
Mage and Vampire have numerous mind-bending powers available which I utilised as a player on NPC's and have had done to my characters. I think. Anyway, all of these were authorised by the situation simulated, and are a direct exercise of authority over a characters actions in the game world and all enjoyed player consent, albeit sometimes a little grudging. But on that count, IMO it's merely that the social contract is easier to establish if the players have toys that do the same things; then they can see for themselves what the parameters are and have a framework for understanding what they are agreeing to.
On 7/1/2004 at 7:22pm, Mike Holmes wrote:
RE: How to Introduce a Narrativist to Simulationism?
Balbinus wrote: You're assuming there has to be a plot. Nothing in sim play requires one though.You're running in circles. You asked for an example of GM's making decisions for players in High Concept Sim games. I gave you examples of a style of Sim where this happens supported by purportedly stable CAs and texts that suggest the style of play.
What are you really looking for?
I never suggested that all Sim is this way, just that some is. As an example, it's quite valid.
Mike
On 7/1/2004 at 7:37pm, Balbinus wrote:
RE: How to Introduce a Narrativist to Simulationism?
Mike, the argument (in part) was about whether sim games required GM intervention overriding player control over character, as described in Ron's original post. I never argued it couldn't happen, just that it is not a necessary component of sim.
So my point was simply in rebuttal to that notion, although in some sim games as in some games with other agendas the GM may override player control of character, there is nothing inherent in sim which requires that the GM exert such control and a sim game can be successfully run without any such exertion of control ever ocurring.
On 7/1/2004 at 9:42pm, Mike Holmes wrote:
RE: How to Introduce a Narrativist to Simulationism?
These constraints are only being considered in terms of plot in the example I gave. I can't give one example of GM constraint that covers all manner of GM constraint. And, yes, for every example of GM constraint that I come up with, you can say that there's a form of sim that doesn't require it.
But at some point, the GM is going to do something to the world, and that limits player response. Is that really controversial?
Mike
On 7/2/2004 at 7:11am, contracycle wrote:
RE: How to Introduce a Narrativist to Simulationism?
Balbinus wrote: Mike, the argument (in part) was about whether sim games required GM intervention overriding player control over character, as described in Ron's original post. I never argued it couldn't happen, just that it is not a necessary component of sim.
I think you're missing that specifically the topic is High Concept sim, that is sim that is About a given issue, which explicitly seeks to explore that specific issue. Now I do think it is legitimate to asseert that High Concept sim is likely to empower the GM to overule player decisions regarding their characters more than most CA's, and more even than a kinda freeform sim. In order to for the topical subject to manifest in the game space, it must impose itself to some degree, and the GM is not only mandated by actually obliged to carry that out.
On 7/2/2004 at 5:07pm, Mike Holmes wrote:
RE: How to Introduce a Narrativist to Simulationism?
Yeah, it's not Dune if the GM isn't having Bene Gesserit plotting against you or something.
Note that constraint isn't just a sim thing, it pertains to all modes. Ron was saying that the idea that narrativism isn't constrained is nonsense. Making it just like all other modes.
Mike
On 7/2/2004 at 5:53pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Balbinus wrote: Mike, the argument (in part) was about whether sim games required GM intervention overriding player control over character, as described in Ron's original post.
Yes, these issues are relevant to aiding a narrativist in understanding the joys of sim play.
One early complaint voiced was the assumption that sim play requires the game master to restrict player freedom but nar play does not.
This was later amended or clarified as referring to different types of freedom and accepted social contracted restraint.
Here's an light-hearted example : by the words of die-hard narrativists, the sim game master is restricting their characters when she rules that the narrativist can not have his male player-character become pregnant. The die-hard narrativist states that he wants to explore the Premise of whether or not a pro-choice man would have an abortion were he to find that he could also become pregnant -- then, angry, he declares that for the game master to keep him from exploring this is an odious evil standard-sim restriction of his freedom as a player. The simulationist game master points out that the narrativist agreed to play in her roleplaying campaign set in the modern real world, with no magic nor esoteric science to justify having a male become pregnant, so suddenly introducing male pregnancy into the campaign is absurd -- then, angry, she declares for the player to define any level of restraint as onerous game master control of his character is a capricious standard-nar self-absorption that values player whim as sacrosanct.
As has been pointed out before in this thread, a lot of narrativists have become die-hard anti-sim narrativists because of bad experiences with simulationist game masters in dysfunctional public groups (just as a number of simulationists have been skeptical about nar play due to bad experiences with self-absorbed narrativist players in dysfunctional playing groups).
I started this thread in large part to deal both with posts and private messages from such scarred narrativists and with some Real Life narrativists I have been trying to (re)introduce to simulationist roleplaying. Calming them about the anti-sim stereotypes (while showing respect for nar play) seems a crucial aspect of bringing them into healthy simulationist play.
The best evidence for the popularity of such anti-sim stereotypes is the fact that this thread has gone on for so long with continued arguments about whether simulationist roleplaying gaming is intrinsically oppressive or restrictive or however one puts it -- with the correllary implication that narrativist play is innately liberated and free and what-have-you.
Those of us who love simulationist play (particularly actor stance sim) already know how free it is, with the shared "objective" imagined space a necessary canvas against which to play and in no way a straitjacket.
But how do we explain this to them so that they understand?
I have been exploring in this thread (sim? nar? gamist since finding the solution would be winning?) how to clarify for narrativists who consciously or unconsciously look down upon sim play the joy of simulationism so that they can participate in our simulationist campaigns as well as in our narrativist campaigns -- especially since our campaigns tend to incorporate opportunities for both CA.
That is why such issues as freedom and restraint and player responsibility and game master trustworthiness keep popping up.
And I still don't think we've achieved a definitive solution yet!
I look forward to reading more.
Doctor Xero
On 7/2/2004 at 6:43pm, Ravien wrote:
RE: How to Introduce a Narrativist to Simulationism?
But how do we explain this to them so that they understand?
How can we lead a horse to water, and make it drink?
You can't.
As I mentioned earlier in this thread, the three CA's are approaches to gaming. As in, a preconception of how a game should play, and how the player will play it. You can't change that. Only the person can change that. All you can do is give them information.
But if a Nar player approaches a Sim game from their Nar perspective, they aren't going to enjoy the game. You are essentially trying to change what they enjoy about playing. Hardcore Nar players are convinced that they won't enjoy Sim. You're trying to tell them that they personally can enjoy another CA. You'd have better luck convincing a hardcore catholic that evolutionism can provide logical and convincing answers at least as well as creationism.
So trying to get Nar players who are convinced that Sim is not their style, to actually alter their entire approach to the game, is going to be hard, if not impossible. I think the important question really isnt' "how do we bring nar players to sim games?" but, "if they are having fun with nar, why bother?".
I mean, sure, you and I know that Sim can be great fun. But so can Nar, and so can Gam. If someone wants to stick with one mode and be all elitist about it, I say "Let them, it's their loss". If they're interested in trying another CA, make sure up front that they understand the differences required in how they fundamentally approach the game, and I'm sure they'll be able to appreciate it as much as the rest of us. But their CA has to match the style of game you are running. The important words there are "their CA", because it is theirs, not the games, nor the groups, nor anything else's. A game cannot have an agenda, and certainly can't be creative. When we say "A Sim game", we are saying "A game which caters to the interests and play styles of players with Sim CAs". I think this pretty neatly sums up why trying to convince a Nar player to play a Sim game is flawed. You can only convince Sim players to play a Sim game.
So how are you going to make your Nar players into Sim players? Horse. Water. Can't.
-Ben
On 7/2/2004 at 7:43pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Ravien wrote: How can we lead a horse to water, and make it drink?
You can't.
---snip!--
But if a Nar player approaches a Sim game from their Nar perspective, they aren't going to enjoy the game. You are essentially trying to change what they enjoy about playing. Hardcore Nar players are convinced that they won't enjoy Sim.
Some excellent points, Ben!
However, two other considerations :
1) What about trying to explain the joys of simulationist play to hardcore narrativists who want to understand why some of us enjoy sim play so they could perhaps join in our sim games with us? (After all, we enjoy their nar games with them.) In my specific case, that is one of the concerns : I keep trying to explain sim play, and I keep receiving a "yes, but -- " response. Perhaps I should simply "wax poetic" about what I like about sim play without reference to nar play one way or the other and ask their permission to avoid the comparing and contrasting method of explanation. Their biggest fears seem to come from an inability to see past the anti-sim stereotypes which are so popular (and, admittedly, often lived out in the one-shot sim play at conventions).
2) What about the people in The Forge and elsewhere who pepper their posts with subtle (and not-so-subtle) implications that Narrativist play is the more mature, more sophisticated, more respectful or liberating, and more artistic play and that Simulationist play is childish, pulpy, oppressive, disrespectful of players, and artistically hack work? Ron Edwards has suggested that one should simply ignore them or at least ignore the insulting implications. But I mislike ignoring what people say/write because it abandons the ideals of communication and a mutual exchange of thoughts and insights and feelings.
Other than the above: good point, Ravien. I have heard there was an Introducing Simulationists to Narrativist Play thread somewhere in the vastness of The Forge -- is that the conclusion reached in that thread as well?
Doctor Xero
On 7/2/2004 at 8:45pm, Mike Holmes wrote:
RE: How to Introduce a Narrativist to Simulationism?
Doctor Xero wrote: 1) What about trying to explain the joys of simulationist play to hardcore narrativists who want to understand why some of us enjoy sim play so they could perhaps join in our sim games with us?It's hard to get people to understand the sim POV if they don't share it, because it's something rather unique to RPGs. But that said, like all modes, I think the best way to get somebody to understand a mode is to demonstrate it in play.
2) What about the people in The Forge and elsewhere who pepper their posts with subtle (and not-so-subtle) implications that Narrativist play is the more mature, more sophisticated, more respectful or liberating, and more artistic play and that Simulationist play is childish, pulpy, oppressive, disrespectful of players, and artistically hack work?Send 'em to me so I can make fun of them. Or so I can harangue them about the Beeg Horseshoe.
Rather, if they're so biased that they feel this way, then it's like trying to convince a racist that they're position is wrong. Not likely to work. Also consider that it might just be that you've read in some things that aren't there in some people's discussions of sim. That those "subtle implications" are actually possible imagined rather than real.
Mike
On 7/2/2004 at 9:45pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
Mike Holmes wrote: That those "subtle implications" are actually possible imagined rather than real.
That last is unlikely. 1) I have training in this, and 2) I've consulted with others since, of course, I am just fallible as anyone else.
Still, since Sim controlled the field for a while, it makes sense that Nar would have a backlog of frustration which might seep out now and then.
How's that go? Never attribute to malice what can be explained by a bad breakfast? < laughter >
Thanks for the pointers.
Unless anyone has anything further to add, I think this thread is finished. Thank you one and all for the advice both on the abstract level and on the concrete interpersonal level.
Personally, I prefer the examples of G, N, and S presented in http://www.indie-rpgs.com/viewtopic.php?t=11694 in this.
Doctor Xero
Forge Reference Links:
Topic 11694
On 7/4/2004 at 10:40am, droog wrote:
RE: How to Introduce a Narrativist to Simulationism?
I'm a newcomer to this theoretical framework. I've been using it to examine my past gaming experiences as a way of understanding it. Please forgive me if I misuse the terms.
While much in my play has been Nar, it's very useful to be able to think of it in more conscious critical terms, so the theory has been fruitful. But while, in a sense, I'm one of the enthusiastic newcomers spoken of earlier, I'd like to speak up for Sim.
For me, the definitive Sim game is Pendragon. Strangely enough, my game group had always been used to playing RQ drifted for Nar, so there were some clashes with eg personality mechanics or long heal times when I first introduced it.
But over time, my Nar players entered the Dream. The literate ones got intertextual and the others enjoyed the blood and mud. We took to using the financial rules for the players' estates. Elaborate family trees appeared. The life histories of the characters became something to tell stories about even after they'd died. 'When Aeddan was at Badon...' 'I saw Arthur draw the sword!' It was being woven into the grand tapestry that made the game absorbing. That means a certain amount of creative direction must be tolerated, whether it's explicit in system as in Pendragon or in setting as in RQ/Glorantha.
The story constructs itself, and if it sometimes tails off inexplicably or without dramatic conclusion; well, that's in the source material too. It's also in the ultimate source material: Life.
Hardcore Narrativists, there's room for you. It's making a documentary instead of a movie. It's anthropology, not a novel. There's a joy in both that many know. Leave Premise on the shelf for a night and explore where human culture can go.
On 7/6/2004 at 3:38pm, Doctor Xero wrote:
RE: How to Introduce a Narrativist to Simulationism?
droog wrote: I'm a newcomer to this theoretical framework. I've been using it to examine my past gaming experiences as a way of understanding it. Please forgive me if I misuse the terms.
While much in my play has been Nar, it's very useful to be able to think of it in more conscious critical terms, so the theory has been fruitful. But while, in a sense, I'm one of the enthusiastic newcomers spoken of earlier, I'd like to speak up for Sim.
For me, the definitive Sim game is Pendragon. Strangely enough, my game group had always been used to playing RQ drifted for Nar, so there were some clashes with eg personality mechanics or long heal times when I first introduced it.
But over time, my Nar players entered the Dream. The literate ones got intertextual and the others enjoyed the blood and mud. We took to using the financial rules for the players' estates. Elaborate family trees appeared. The life histories of the characters became something to tell stories about even after they'd died. 'When Aeddan was at Badon...' 'I saw Arthur draw the sword!' It was being woven into the grand tapestry that made the game absorbing. That means a certain amount of creative direction must be tolerated, whether it's explicit in system as in Pendragon or in setting as in RQ/Glorantha.
The story constructs itself, and if it sometimes tails off inexplicably or without dramatic conclusion; well, that's in the source material too. It's also in the ultimate source material: Life.
This is perfect! The specific examples you mention show the delights to be found in simulationist play ; in particular, your statements about "Elaborate family trees appeared. The life histories of the characters became something to tell stories about even after they'd died. . . . It was being woven into the grand tapestry that made the game absorbing" wondrously explain what Simulationists love in our gaming in a way Narrativists can parse (IMHO). You have captured exactly the feel of what brings me back to Simulationism over and over again, despite my enjoyment of Narrativist play as well. Thank you!
(Oh, and if someone hasn't already said it, welcome to the Forge, Droog.)
Although I'd closed the thread, I'm glad you posted, because this is exactly that for which I have been searching.
Doctor Xero