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Topic: Group player ownership of all PC's
Started by: Noon
Started on: 4/16/2004
Board: RPG Theory


On 4/16/2004 at 1:13am, Noon wrote:
Group player ownership of all PC's

This is from 'Players never have a "free choice"' http://www.indie-rpgs.com/viewtopic.php?t=10707&start=15&postdays=0&postorder=asc&highlight=

Valamir wrote:

Tomas wrote:
No character is the sole ownership of any one player.


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

Tomas wrote:
It is the sole vehicle of play for the player,


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


I'd never actually thought deep immersion play could be selfish and the suggestion of it is really interesting to me. The related idea of all characters being one vehicle (am I right in thinking of it as one vehicle, not several smaller ones?) to transport all players is fascinating and a new idea to me as well.

I wish I could formulate some questions, but I can't seem to. I need a bit more information. I'd like to hear some more railing by Ralph or anyone on this, or some links to previous stuff.

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Topic 10707

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On 4/16/2004 at 7:32am, Rob Carriere wrote:
Re: Group player ownership of all PC's

Noon wrote: I'd like to hear some more railing by Ralph or anyone on this, or some links to previous stuff.


Motion seconded.

SR
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On 4/16/2004 at 4:28pm, FredGarber wrote:
RE: Group player ownership of all PC's

OK. Generic Ranting about this from somebody.

In a group with a players vs. GM , which is a standard design element in most published RPGs, the GM is expected to determine the total Effectiveness of the characters, and scale Encounters accordingly for satisfying RP.

So I, as a player, have a vested interest in keeping the characters of my fellow players Effective. If one character drifts away, he weakens the group, and therefore endangers my character. If my character engages in activities which actively harm/inconvenience my fellow characters, then I have decreased our total Effectiveness, and should be curbed by the group for my antisocial behavior.

Lots of "Fellowship," and "Brotherhood of Arms" and all that.

If all I, as a player, care about is my own character, and I don't take into effect that my actions will have upon the Party (or the Fellowship between members of my party) then I have broken our Social Contract.

Now, this element of Fellowship in the Social Contract is often assumed by the design of many games (such as D20), and there are acres of text dedicated to how a group becomes disfunctional when one player monopolizes the GM, or is a problem player in some other way for the group, and the inderlying assumption is that the group matters in some way.

Note the Standard Geek Social Mythology: If I enjoy doing something, and others enjoy doing it too, then we must be friends. Since Gamers, as a class of people, were/are ostracised as teenagers, then we must not ostracise anyone who self-identifies as a gamer, lest we be as Evil As The Jocks. There exists a Brotherhood of Arms amongst fighting men that overcomes all social distinctions and mores, or so says the Church of John Carter of Mars.

Not that there's anything wrong with that, despite my flippant and perjorative phrasing. There is cameraderie amongst military units, there is something to be said for group acceptance, and social skills are necessary, but individuality makes for a full life. Whew.

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On 4/16/2004 at 4:47pm, BPetroff93 wrote:
Not Ralph...but

Well, I'll throw my 2 cents in. This idea isn't really that new. I was first exposed to it in Ars Magica and I think some of the older guys can probably point out games in the 70's-early 80's that used this concept. If you think about it, there was really nothing in RPG's that said you had to use complete actor stance immersion until, like, the early 90's. Then it became, "The right way to role-play." I like to blame White Wolf for most of this, but that isn't totally fair, even if deserving.

Looking for group protagonization of characters you can really go two different ways: troupe style or co-authoring. In troupe style everybody in the RPG group shares a pool of characters from which they draw. You could have mechanics for who gets what character when, or just wing it. Ars Magica supports a certain type of troop play, as does Universalis to my understanding, although I've yet to play it.

In co-authoring play is "standard" but players are encouraged to work together to protagonize all characters. This is actually natural. We do it instinctivly ALL the time; give suggestions to your friends, ask for advice and work together. After all, the main goal is the STORY and it's the group's job to make it rock, the characters are the tools to get there.

I think this is closely related to the "Big Lie Before Breakfast," which is a style of play that is natural of Computer games but is not for table top RPG's.

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On 4/16/2004 at 5:06pm, Ron Edwards wrote:
RE: Group player ownership of all PC's

Big high five to Brendan; I don't have much to add beyond his points.

Best,
Ron

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On 4/16/2004 at 6:31pm, BPetroff93 wrote:
Effectivness, support and ownership

Hey Fred, Welcome to the Forge. I don't think that's exactly what we are talking about. My understanding is that we are not talking about a concern with your character's effectivness relative to the rest of the party, or the effectiveness of the party as a whole, we are talking about ownership. Who, in essance, OWNS a character and their actions.

One can always be concerned about the fate of other characters because of social contract. After all you are playing with your friends and you want them to be having a good time. At least I hope you do :) But this goes a little beyond that.

In gamist play one may be concerned with the loss of a fellow character because it will decrease overall party effectivness, so group ownership could be seen as a way of increasing tactical ability. However, competition between members of the group would be dimminished, so this may or may not be the prefered method of play for this creative agenda.

In simulation oriented play, the immersion may be dimminished by group ownership, as each player wishes to imagine himself in the shared imaginatory space. However, the group as a whole is responsible for maintaning the shared imaginative space so everyone must be mindful of that in their actions.

Narritivist play is supported by shared ownership. Since the goal is addressing premise, each character is a tool used to create that goal. Since premise is group defined the whole group must take some degree of responisbility for all characters.

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On 4/19/2004 at 1:00am, Noon wrote:
RE: Group player ownership of all PC's

Interesting. What if you consider the GM as merely another player who has been granted (by the other players) more GM like power than the rest of them. This would mean he is part of this group ownership of PC's as he is a player too?

Likewise, as a fellow player, the world he runs like a PC, would that be part of the group ownership amongst all?

Certainly this resounds with some theory I've seen around here, but from perhaps a different approach angle.

EDIT: Also, the original idea suggest group ownership of PC's. Which means you could have 3 PC's and 4 players (or more) and technically as they are group owned, there is no problem with this (though at a pratical level you wouldn't because we agree one PC can only do so much at a time, so to avoid queing you may as well make more PC's)

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On 4/19/2004 at 2:27am, Ron Edwards wrote:
RE: Group player ownership of all PC's

Hello,

What if you consider the GM as merely another player who has been granted (by the other players) more GM like power than the rest of them. This would mean he is part of this group ownership of PC's as he is a player too?

Likewise, as a fellow player, the world he runs like a PC, would that be part of the group ownership amongst all?


Yes and yes. Both of these topics have been discussed in great detail here at the Forge. You can see my version of the conclusions in the discussion of "GMing tasks" in the essay called Narrativism: Story Now.

I do recommend taking some time to consider what you really mean by the word "ownership." It can mean many, many things, and I bet we'll all get into a tangle if we continue this discussion without working strictly from whatever definition you have in mind. So if you would, let us know what you mean by it and we'll stick with that for this thread.

Best,
Ron

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On 4/19/2004 at 7:47am, Noon wrote:
RE: Group player ownership of all PC's

Ullo,

Well I started the post asking questions, so consider my use of the word 'ownership' in a hypothetical way and quite open to anyone else to say 'well, if you mean ownership in X way, then...'.

Basically I'm asking questions and aware that even elements of my questions may need to be answered/filled in before the question can be itself.

But at the time I wrote it I meant ownership to be something like everyone in the group owning this or that SIS object to some degree or share. Of course it might be agreed someone owns more, less or equal, but everyones got a share. I mean, I'd already thought that basically players own some share of all SIS objects, even if they don't intend to and only think the GM does for X, Y and Z. But the idea of players owning each others PC's is not only suprising and new to me, it also links solidly (I think) to everybody owning a bit of everything.

I'm happy for an idea of what ownership would exactly mean in this case, to be suggested (or a better word suggested if need be). After all, I used the word in more of an effort to get info out of others :)

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On 4/19/2004 at 1:16pm, Valamir wrote:
RE: Group player ownership of all PC's

Great thread.

I actually think Fred's comment above on effectiveness does tie in well to the concept. It represents to me a certain gamist approach to the question, and I think is another way in which gamist and narrativist techniques are often very similiar. If you replace "effectiveness" with "driver of thematic interest" I think the similiarities become clear.


For my part, I view the term "ownership" as being seperate and distinct from "control" (not that surprising, given that the Forge's definition of indie game publishing is pretty much focused on drawing attention to the fact that these two words are not synonomous).

Ownership in this context for me means "entitled to enjoy the benefits of your character as much as you are entitled to enjoy the benefits of your character, and vice versa".

It doesn't require any sort of pervy mechanics or Universalis style character sharing, or even an Ars Magica style troop approach. I hold the concept to be a fundamental one in all roleplaying activities even the most traditional. And it doesn't necessarily conflict with ideas of "being in character", etc. Its not related to shared control in any way.

What it means for me is recognizing that all players (including the GM) are engaged in an activity of exploring a shared imaginary space. To do this requires that all players recognize that their connection to the other players and their portrayal of their own characters have an impact on that shared imaginary space. Most importantly that since the shared imaginary space is, by definition, shared, that their portrayal of their character impacts the enjoyment of all of the other players at the table.

We all thus have a vested interest in every other character at the table because our enjoyment is dependent on everyone.


Where I find Deep Immersion techniques to be selfish is that they nearly universally place the enjoyment of the deeply immersed player ahead of the enjoyment of the other players at the table. That to me, is the very definition of a selfish behavior.

In order to engage the interest of the other players at the table, one has to be aware of the interest of the other players at the table. One has to pay attention to their tells and reactions; one has to account for their goals as players at the table (that doesn't mean one has to always subordinate your goals to theirs, but it does mean you should be aware of them and work to encorporate elements that enhance everyones enjoyment).

To do this effectively, requires a degree of meta awareness.
1) One has to be paying attention to what's actually going on in the real world amongst real human beings sitting around a table
2) One has to acknowledge that the enjoyment of all of those people at the table is the primary goal of play. That "playing in character" is a technique leading to the end of enjoyed play, not and end in itself.
3) and One must be willing to make adjustments to your own portrayal to elevate and enhance the enjoyment of the other players. That means being willing to sacrifice and compromise even your sacred character for the good of everyone.

Being unwilling to sacrifice or compromise the sacred character is why I call this play selfish. Surely ones fellow human beings are inherently more valuable than an imaginary person.

Deep Immersion as a style, has trouble with this, because the very goal of deep immersion (to be completely submerged in character) interferes with meta awareness. The goal of basing every single action that one has their character perform be completely and exclusively based on ones sole judgement of "what the character would do", leaves little to no room to make adjustments for the betterment of the group; and completely ignores the judgement of the other players as to "what the character would do".

The whole idea of "I know best how to portray my character, and I don't need to take into account any one elses thoughts on that subject but my own" I find to be an extremely selfish attitude to bring to the table, I liken it to Daffy Duck jumping up and down on his ill gotten loot manically screaming "mine, mine, mine, its all mine".

I don't find it unusual for people to enjoy a deeply immersive experience. I'm merely criticising those who place that enjoyment higher than the enjoyment of the other players.

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On 4/19/2004 at 3:37pm, BPetroff93 wrote:
Thank's Ralph

Thanks Ralph! That explained what I was attempting to say, in my second post, much more clearly. I was also having a bit of a hard time with the application of this concept to sim priorities. Your post helped.

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On 4/19/2004 at 9:30pm, FredGarber wrote:
RE: Group player ownership of all PC's

Bingo to all! Yeah, substitute in "ability to address Premise" or "ability to lose myself in the Dream" as "Effectiveness," and it works for other CAs, I guess. Maybe just lowercase "e"ffective would have been better.

2) One has to acknowledge that the enjoyment of all of those people at the table is the primary goal of play. That "playing in character" is a technique leading to the end of enjoyed play, not and end in itself.
3) and One must be willing to make adjustments to your own portrayal to elevate and enhance the enjoyment of the other players. That means being willing to sacrifice and compromise even your sacred character for the good of everyone.


My gaming circle has recently returned to TableTop play after a long stretch of WW LARPing, and both encouraging this and doing this is like forcing our big toes to move after a four year coma. We've been backstabbers and liars for so long that it's hard to break those habits.

Much of the WW LARP culture I've seen favors Deep Immersion to the point where considering how your character's actions will affect other players is considered "bad roleplay," and in some instances as cheating.
It's incredibly selfish, and it feeds upon the Impossible Thing Before Breakfast.

In any case, my discussion skills now tend to assume that the other party is looking at a concept like this and going "what do you mean, I have to let Larry play my character for a while? He's going to make me do something I don't want to do! He's going to ruin my character!" Which is exactly the point, and why that might be a good thing is still a little foreign to my fellow players.

I've been Lurking for about 6 months, and only just started to post once I felt I had enough of a handle to not sound like a fool. Speaking in "Gamist" is a bad habit, and I'll get over it.

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On 4/20/2004 at 1:50am, SrGrvsaLot wrote:
RE: Group player ownership of all PC's

I don't think it's fair to categorize one style of play as selfish without providing some context. What are the rest of the players' expectations about how the game will go and how the group will interact?

For example, when I play a strategy game (like Risk or Civilization), I tend to have more fun when I win then when I lose. On the other hand, in a strictly metagame sense, I would not enjoy it if another player specifically altered his strategy to help me come back from behind. The understanding is of an adversarial relationship between the players. If one of them broke from that understanding, he would essentially be changing the nature of the game, and therefore destroying it. Yes, the individual player's behavior is "selfish," but it also unselfishly promotes the game's larger framework.

Likewise, if I go into a game understanding that Deep Immersion roleplaying is the entire point, then I expect a certain kind of behavior from the other players. I expect them to do exactly what their characters would do. Breaking with that convention for the purpose of helping me out as a player isn't doing me any favors. In fact, it is subverting the shared framework that I entered the game to experience. Sure, I might get more time in the spotlight, but the thrill of being the center of attention is fleeting compared to the broader (and admitedly more frustrating) pleasure of creating a realistic story.

People roleplay for a variety of reasons, and I think it's important to keep that context in mind when discussing the relationship between character actions and group enjoyment.

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On 4/20/2004 at 2:00am, John Kim wrote:
RE: Group player ownership of all PC's

Well, this is re-hashing material which I have said before. Maybe I should make a "standard rant" or essay about this.

Valamir wrote: Being unwilling to sacrifice or compromise the sacred character is why I call this play selfish. Surely ones fellow human beings are inherently more valuable than an imaginary person.

This is an invalid argument, because any defined style or goal other than just group enjoyment is inherently selfish. So by the same logic, I can say that Narrativism is inherently selfish, because Narrativists will keep doggedly trying to address moral Premise with their play, even if that interferes with the enjoyment of other players. Surely one's fellow human beings are more important than moral Premise? Therefore, functional play is defined by willingness to sacrifice Premise.

This is true, but irrelevant. Any style is inherently selfish because it might not be preferred. But if players are in alignment, they can enjoy the same style. For example, it is possible for the players to share an enjoyment of addressing Premise. By the same token, it is possible for players to share an enjoyment of uncompromised character.

Valamir wrote: In order to engage the interest of the other players at the table, one has to be aware of the interest of the other players at the table. One has to pay attention to their tells and reactions; one has to account for their goals as players at the table (that doesn't mean one has to always subordinate your goals to theirs, but it does mean you should be aware of them and work to encorporate elements that enhance everyones enjoyment).

I disagree with this assumption. You are saying that what is most interesting has to be telling people what you think they want to hear. i.e. That being interesting to others inherently means compromise of your self-expression. I don't find that is true for me. I am often interested by other people's self-expression -- by people telling me what they really feel, not what they think I want to hear. Good fiction often is meaning flowing straight from the heart, rather than mindful manipulation.

Now, I can also appreciate a good directed performance of someone consciously and intentionally trying to predict what I want. Either approach can potentially be interesting, I feel. Most often, a balance of the two is good.

Now, if you define "deep immersion" as being only the most extreme state of total unawareness, where a player will really punch someone if his character punches someone -- then yes, obviously deep immersion is bad. But that's reductio ad absurdum. When people speak about immersion in actual play, they don't refer to that extreme. By this logic I can criticize the extreme of non-immersive play because it totally lacks any emotional identification.

Now, if we're talking about actual states, it is a little trickier to distinguish. In actual immersive play, I am aware that there are other players in the room. However, you're right that sometimes I will choose actions for my character based on what I feel rather than what I think you (as a fellow player want). However, this goes back to the point about self-expression. The true-to-character action which I will enjoy best is not necessarily different than what other players enjoy.

Valamir wrote: I don't find it unusual for people to enjoy a deeply immersive experience. I'm merely criticising those who place that enjoyment higher than the enjoyment of the other players.

This seems typical of players who simply haven't learned to adjust to different styles of play. i.e. Someone sits in on a competitive poker game, but he's used to friendly play where you can occaisionally take back and people try to go easy on someone who's behind. He is shocked and says that everyone is selfish -- this is dysfunctional, anti-social play which doesn't account for other people's wishes. But that isn't really the case, I would argue.

To show that it's really selfish, you have to show that immersive play is disliked by other immersive players. In my experience, I don't think this is true. I know that when I play in what I consider an immersive manner, I typically enjoy the play of other immersive players and am annoyed by non-immersive players.

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On 4/20/2004 at 4:37am, Valamir wrote:
RE: Group player ownership of all PC's

John Kim wrote: Well, this is re-hashing material which I have said before. Maybe I should make a "standard rant" or essay about this.


Your arguement was unconvincing before, it is unconvincing now.

Valamir wrote: Being unwilling to sacrifice or compromise the sacred character is why I call this play selfish. Surely ones fellow human beings are inherently more valuable than an imaginary person.

This is an invalid argument, because any defined style or goal other than just group enjoyment is inherently selfish. So by the same logic, I can say that Narrativism is inherently selfish, because Narrativists will keep doggedly trying to address moral Premise with their play, even if that interferes with the enjoyment of other players. Surely one's fellow human beings are more important than moral Premise? Therefore, functional play is defined by willingness to sacrifice Premise.



First you have a false analogy. You are comparing techniques to Creative Agendas.

Second you are falsely attributing attributes that don't exist. I've never seen a definition of Narrativism that involves trampling on the enjoyment of other players in pursuit of a premise; where as there are many many exhortations to ignore all other factors in pursuit of deep immersion.

Your entire statement here is utterly absurd.


This is true, but irrelevant. Any style is inherently selfish because it might not be preferred. But if players are in alignment, they can enjoy the same style. For example, it is possible for the players to share an enjoyment of addressing Premise. By the same token, it is possible for players to share an enjoyment of uncompromised character.


Another fallacy. Here you are attacking something that I never denied. In fact, you can easily find in past discussions on this topic where I absolutely stated that the only possible occassion for deep immersion to lead to functional play is when all players are equally committed to it.

However, that doesn't alter the fact that the behavior is selfish. It is simply an agreement to all be selfish together. I'll do what I like and get my enjoyment my way, you do what you like and get your enjoyment yourway, and since we're agreed on that, play can continue. Its still selfish play, however.



I disagree with this assumption. You are saying that what is most interesting has to be telling people what you think they want to hear. i.e. That being interesting to others inherently means compromise of your self-expression. I don't find that is true for me. I am often interested by other people's self-expression -- by people telling me what they really feel, not what they think I want to hear. Good fiction often is meaning flowing straight from the heart, rather than mindful manipulation.


Again another fallacy. First you are putting words in my mouth, a completely fictitious invention of "what I am saying" so that you can then tear it apart.

Sorry, I'm not even going to bite on this one. Since I never once said anything remotely similar to what you are claiming, there is no need for me to defend against you.



Now, if you define "deep immersion" as being only the most extreme state of total unawareness, where a player will really punch someone if his character punches someone -- then yes, obviously deep immersion is bad. But that's reductio ad absurdum. When people speak about immersion in actual play, they don't refer to that extreme. By this logic I can criticize the extreme of non-immersive play because it totally lacks any emotional identification.


There is no need to play "if you define" games, John. I have been exceptionally plain about how I am defining my terms. Redefining in some absurd manner in order to point out how absurd it is, is yet another tactic I'm not going to rise to.

This seems typical of players who simply haven't learned to adjust to different styles of play.


Another bait I will not rise to. I will allow my record of the number different games and styles that I have played, enjoyed, and adapted to speak for itself.


To show that it's really selfish, you have to show that immersive play is disliked by other immersive players.


Completely false. I have to do no such thing.

To show that it is selfish I have only to show that the behavior is "concerned with one's own welfare or advantage in desregard of others", which of course is the definition of selfish. Whether other equally selfish individuals like or dislike it is irrelevant.


In my experience, I don't think this is true. I know that when I play in what I consider an immersive manner, I typically enjoy the play of other immersive players and am annoyed by non-immersive players.


Once again please pay attention to the topic. Am I criticising "immersion"? no. Am I condemning or suggesting discarding the idea of "playing in character"? no. I've made that clear multiple times including in this very thread.

Whether you enjoy "immersion" is thus entirely irrelevant, since the topic at hand is not any and all forms of immersive play, but that specific form of deeply immersive play that I have been very careful to define.


I'm sorry if the use of the word "selfish" bothers you. As I see it you have two choices

1) decide that my description of play behavior doesn't even apply to you so you therefor don't need to worry about being so labeled, or
2) if the shoe fits, wear it.

That's up to you. I am decidedly uninterested in who's feelings may be hurt by being associated with the idea that their play style is selfish. Deep Immersionists have said far worse things about power gaming munchkins over the years, so I see no particular need to pull any punches in that regard.

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On 4/20/2004 at 8:00am, Noon wrote:
RE: Group player ownership of all PC's

Whoa, that got toasty.

Anyway, I'm going to go on with my questions, but first thanks for the first post Ralph, really solid answer. But wasn't there a typo in this quote? Or did I read it wrong?

Ownership in this context for me means "entitled to enjoy the benefits of your character as much as you are entitled to enjoy the benefits of your character, and vice versa".

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On 4/20/2004 at 11:33am, Valamir wrote:
RE: Group player ownership of all PC's

Noon wrote: Whoa, that got toasty.

Anyway, I'm going to go on with my questions, but first thanks for the first post Ralph, really solid answer. But wasn't there a typo in this quote? Or did I read it wrong?

Ownership in this context for me means "entitled to enjoy the benefits of your character as much as you are entitled to enjoy the benefits of your character, and vice versa".


I don't think so, but it is rather grammatically cumbersome...

Lets see.
You're playing Fred, I'm playing Jim.

I am entitled to enjoy your play of Fred as much as you are entitled to enjoy your play of Fred. You are entitled to enjoy my play of Jim as much as I am entitled to enjoy my play of Jim.

Of course, that is an ideal that is not always reliably obtained.

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On 4/20/2004 at 2:03pm, pete_darby wrote:
RE: Group player ownership of all PC's

To get really egotistical, I'm going to quote myself from Tomas' thread:

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


That, to me, is the problem, the selfishness, and ultimately the price of deep immersion.

If I'm immersed, I'm denying my role as audience to the totality of play inside the SiS. I'm looking at everything through the lens of the PC. Considerations of the shape of the story, intertextual nuances, dramtic ironies, must be supressed to maintain immersion.

Now, sometimes, the advantages of identification & immersion, the emotional charge from them, outweighs that cost. Whether it outweighs the cost of the involvment of the other players in the drama of my PC is an intangible, but may be what decides whether deep immersion is acceptable in any given group.

And yes, I think it's selfish. But so is the traditional GM's role, especially in illusionist play ("I know something you don't know...."), and lord knows we've all had fun playing that way on both sides of the screen.

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On 4/20/2004 at 6:49pm, John Kim wrote:
RE: Group player ownership of all PC's

Valamir wrote: I'm sorry if the use of the word "selfish" bothers you. As I see it you have two choices
1) decide that my description of play behavior doesn't even apply to you so you therefor don't need to worry about being so labeled, or
2) if the shoe fits, wear it.
That's up to you.

I'm not absolutely sure whether the shoe fits. I've had complaints about sticking to my character at times -- I've also had people who said they really liked the depth of my characters.

Let me simplify into two points. (1) I enjoy what I consider a deeply immersive style of play which has a relatively low level of awareness of the meta-game, including other players' OOC reactions. (2) I also enjoy the same style of play in other players. Since they are adding to my enjoyment -- moreso than a more meta-game-heavy style -- I think calling their play "selfish" is not an accurate term. Immersive styles are more focussed on individual inner experience of all players, but that is not the same thing as "selfish".

I even say in my immersive story essay that the immersive model is "self-centered in a sense" -- but that is qualified because it is non-standard usage of the term. I would use the analogy of two parties: one is hopping with constant music and chatter and partygoers are expected to keep up and contribute to this; the other is quieter and more laid-back where partygoers are told to relax and just be themselves, and indeed someone might sit out on the porch for a while before coming back in to chat and drink some more.

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On 4/21/2004 at 7:49am, contracycle wrote:
RE: Group player ownership of all PC's

pete_darby wrote:
That, to me, is the problem, the selfishness, and ultimately the price of deep immersion.

If I'm immersed, I'm denying my role as audience to the totality of play inside the SiS. I'm looking at everything through the lens of the PC. Considerations of the shape of the story, intertextual nuances, dramtic ironies, must be supressed to maintain immersion.


I think this is ridiculous. Even I, a proponent of the idea that there is an immerionist mode so deep that it constitutes a trance state, have never argued that this completely denies your ability to engage with your real material surroundings. At worst, it merely requires some effort - but much more interestingly, I think the player has top be emotionally engaged with the game at a fundamental level to achieve that state in the first place.

To assert that the immeriosnism is INHERENTLY selfish is badly mistaken IMO. I must still be aware enough of the real world to roll dice and annotate character sheets, even though I agree this too may take some effort in the extreme cases.

However, I would say this to John:
I've had complaints about sticking to my character at times -- I've also had people who said they really liked the depth of my characters.


If people appreciate the depth of yopur characters, then they at some point must have become aware of this depth. For them to be aware of it, fore you to value this perception on their part, strongly implies that you had to communicate it to them, and they have communicated to you their approval - or otherwise. Theres no way around this - if the story and interpretation are going on in your head, how else could they possiby appreciate it?

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On 4/21/2004 at 5:46pm, John Kim wrote:
RE: Group player ownership of all PC's

contracycle wrote:
John Kim wrote: I've had complaints about sticking to my character at times -- I've also had people who said they really liked the depth of my characters.

If people appreciate the depth of yopur characters, then they at some point must have become aware of this depth. For them to be aware of it, fore you to value this perception on their part, strongly implies that you had to communicate it to them, and they have communicated to you their approval - or otherwise. Theres no way around this - if the story and interpretation are going on in your head, how else could they possiby appreciate it?

Through action, because character is action. That is, depth of character is visible to other players through watching my PC's actions and through in-character conversation with me. This is not incompatible with immersive play. For example, my PC might have a long emotional talk with her lover (another PC). On a purely physical level, this is verbal communication with the other player -- i.e. in the real world, the players are speaking with each other. However, it is also possible without any breaking from the in-character point of view -- because the player is speaking as the character. I as a player am communicating about my character in the real world, because in the game-world my character is communicating about herself.

Furthermore character-immersion is not continuous. For example, I might talk to another player out-of-character after the game, when they say they like my character. This again is real communication between the players, and it is fully compatible with any degree of immersive play during the game.

Now, one can make many reasonable arguments about problems with immersive play. However, this "immersion is catatonia" argument is nonsense. Even in the most extreme immersive play, the player is engaging in dialogue with other players or the GM; and acting out actions either through verbal narration (in tabletop play) or safe, by-the-rules physical action (in LARP).

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On 4/21/2004 at 9:28pm, Mike Holmes wrote:
RE: Group player ownership of all PC's

Yep, I'm with John. Ralph's entire argument relies on the idea that the players in question want to apprieciate the characters of other players. I mean, if I'm not denying anyone any pleasure, because they don't care to appreciate my character, then how am I doing anyone a disservice? By definition, the immersionist doesn't want to step out of character to consider the other characters, and only does so at all through the lense of his character. So, in fact, addressing premise in a metagame way would be a violation of the CA because it forces me to note you creating story in an OOC manner - exactly what the immersionist does not want.

John's example is perfectly valid reasoning. What your rebuttal points out is only that incoherence is bad - which we all know. That if there's someone in the group who does want to appreciate the other player's characters, that they aren't getting what they want. But if you have an entire group coherently committed to playing in Immersionist methods, then everybody is supporting everybody else the best they can, and you wouldn't want anything else. It would be selfish for any of them to step outside of that CA and interfere with the other's enjoyment by doing so.

Now whether such groups actually exist or not is a different matter; if you want to attack it then attack it from the POV that nobody constantly immerses, or has the "perfectly immersionist" need. But aside from that, all you've said, Ralph, is that you no longer like the Immersionist CA. Which is a statement of preference, and which holds no meaning beyond that.

Mike

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On 4/21/2004 at 10:41pm, Valamir wrote:
RE: Group player ownership of all PC's

Yes Mike, You've made this exact statement before, and it makes as little sense now as it did then.

Mike Holmes wrote: Ralph's entire argument relies on the idea that the players in question want to apprieciate the characters of other players.


Ummm right. That is a fundamental assumption. Because its a fundamental assumption of all roleplaying. Its a given.

If you aren't at the table with the intention of appreciating the actions of the other players, then you might as well be playing by yourself.

What's the alternative? If you're not there to appreciate what I'm doing, what are you there for? To appreciate only what you're doing? So you go to a social event for the purpose of being entirely uninterested in what I'm doing and interested only in what you're doing? Sounds like a veritable definition of selfish behavior no matter what the social event is.

If that's not the case...if you are there to appreciate what I'm doing, then you must acknowledge that I have equal right to appreciate what you're doing. If that's the case then we both must be prepared to adapt and accomodate each other if we are both to enjoy our interaction with each other.

This is simple basic fundamental socialization skills. Why should an RPG be any different? In an RPG you get to throw basic socialization out the window because of what...years of tradition saying that immersion is the right way to roleplay? Self Absorbtion is not a desireable trait in other forms of socialization. Yet some folks seem more than willing to give such self absorbed behavior a free pass when it occurs around the roleplaying table.

I'm not.


Its a simple conclusion really:

You are either interested in appreciating the actions of the other players at the table or you are not.

If you are not, if you are only interested in appreciating your own actions at the table, then this is selfish behavior.


If you are interested in appreciating the actions of the other players, then you must be equally willing to allow them to appreciate your actions.

If you are not, then this is selfish behavior.


If you are interested in allowing the other players to appreciate your actions, then you have to give them something to appreciate. This means you must be willing to make the effort to engage with them as human beings at the meta level. This means that from time to time you have to be willing to set aside your own personal desire for immersion.

If you are not willing to set aside your own personal desire for immersion, because doing so would have a negative impact on your own personal enjoyment, then you are putting your welfare above that of others and this is selfish behavior.


There really isn't any wriggle room here.


What your rebuttal points out is only that incoherence is bad - which we all know. That if there's someone in the group who does want to appreciate the other player's characters, that they aren't getting what they want.


No, you're missing a very key specific element.

How is what I'm saying different from simple "incoherence is bad"? Because deep immersion play is not something that simply happens when a few people get to together with incompatable goals.


1) Deep Immersion is a technique that is 100% incompatable with any other technique but itself.
2) It has been and in some circles continues to be actively promoted as the right way to play.
3) Groups promoting this style are among the most aggressive at indoctrinating other players to the technique
4) This technique requires and encourages the systematic purging and thwarting of all other techniques from the play group. It is a particularly virulent "preference".

So yes. I am specifically calling out Deep Immersive play as being a key source of this dysfunction. It is more than simply allowing that incoherence is bad. I am purposefully and willfully pointing my finger at a specific culprit and saying in no uncertain terms "this behavior is selfish"


But if you have an entire group coherently committed to playing in Immersionist methods, then everybody is supporting everybody else the best they can, and you wouldn't want anything else.


And I have repeatedly said that is is the only way for this play to be functional. So yes, get together with a bunch of like minded folks and be happy.

Of course this isn't really how it happens. Typically its one or two like minded folks and a couple of innocent bystanders who just "want to play" who are then shoved into the mold for the benefit of the other players. This is why Deep Immersion deserves to be specifically singled out.

Ralph, is that you no longer like the Immersionist CA. Which is a statement of preference, and which holds no meaning beyond that.


No, that's not what I've said.

I've repeatedly said (multiple times in this thread alone) that I am NOT attacking immersion. How many times does this need to be repeated before the straw man dies?

Immersion does not require tunnel vision. Immersion does not require fanatical adherence to staying in character 100% at all times during play. Immersion does not require the 100% exclusion of all metagame interests. These are features that I've labeled as Deep Immersion, and it is Deep Immersion that I have labeled as selfish.

Immersion itself is just a technique. And like most any technique can be used in near infinite combination with other techniques.

Immerse, come up for air, look around, make a concious effort to adjust your character's priorities based on meta game issues for the group, go back under and immerse again. Immerse all you want. Not selfish.

Its when you absolutely, positively, refuse to do anything else at the table but Immerse...100% Immersion, 100% of the time, that Immersion becomes what I've called Deep Immersion. Now its selfish. This has nothing to do with preference.



Oh and for the record. Immersion is NOT a Creative Agenda. Any attempt to treat it as a Creative Agenda (as you have attempted to label it above) is summarily dismissed by me. Immersion is a Technique, and must be discussed in the language of Techniques.

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On 4/21/2004 at 11:23pm, Eero Tuovinen wrote:
RE: Group player ownership of all PC's

I'm aggreeing with Ralph about Deep Immersion. It's frequently called Immersionism (or Turku school, as the case may be) here in Finland, mainly because just plain immersion has a Finnish word (eläytyminen) and is anyway something all people participating in literary works do all the time. Deep Immersion is a technique, and quite sensibly it's one that really accomodates only a) other immersionists, b) an auteur GM using strong force to keep the immersing players in the drama and c) passive players accepting the GM for other reasons. I have a somewhat personal relationship with the style (as you might have noticed) because it's in the Finnish blood right now and I confront it every time I start playing with anyone not a D&D player.

At the same time I'd like to note that there are other techniques just as narrow. Take hardcore gamism, for example. It will similarly only accomodate other players of the same ilk. Deep immersion is one ideal of play, and I would think that as long as it's recognized it's no worse than others. Just harder to execute to satisfaction. Whatever proselytizing the adherents of the style might do (and indeed do frequently in Finland) is a separate social problem.

In closing I suggest that you all should read the thread once more before continuing. I'm not seeing that much difference in the opinions, just some different emphasis and word use. The best you'll come up with is that Deep Immersion is hard and extreme and that some don't like it.

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On 4/21/2004 at 11:44pm, Valamir wrote:
RE: Group player ownership of all PC's

At the same time I'd like to note that there are other techniques just as narrow. Take hardcore gamism, for example. It will similarly only accomodate other players of the same ilk.


Absolutely true.

There is very little difference between a deep immersionist and a hardcore power gamer save the specific technique they're being selfish about.

Of interest, however, to me. Is that hardcore power gamers often attempt to deny that they are hardcore power gamers, while deep immersionists generally not only acknowledge that they are but actively encourage others to be.

An interesting example of the spin control that has gone on in the hobby historically to establish "right" and "wrong" behavior.

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On 4/22/2004 at 12:14am, Jonathan Walton wrote:
RE: Group player ownership of all PC's

I feel like you guys are getting into an ideological debate here, about personal preferences, with only some tangential connection to the "facts," whatever those are.

So there's always been this tension in roleplaying, between Personal Experience and Personal Expression, between You and the Group, between Immersion and Constructing Narrative. This some of what John gets at in his "Beyond Role and Play" article, actually.

Super-heavy Immersion junkies (like Juhana Pettersson), claim that the degree of removal required for creating a cohesive narrative is unnecessary and barking up the wrong tree. Juhana has claimed (in his "Battle Against Primitivism" article in the same book) that many valuable roleplaying sessions don't make good stories, because it's the individual experiences that are ultimately valuable, not the resulting narrative. He even goes so far that we should move away from "creating stories" in roleplaying, towards creating experiences that are valued for completely different, non-literary reasons.

On the other hand, all the Narrativist junkies (including the bulk of American roleplayers, raised on heavy Sim/Nar hybrids with a focus on "telling stories") think this sounds ridiculous. You want to be able to look back on a session and see how the narrative emerged from the collaborative interaction of the participants. It's not about individual experience, it's about the group's experience as a whole. This inevitably involves stepping out from heavy immersion, to consider things from a distance and make choices based on what's good for the group.

Now, beyond the extremists on both sides, most of us fall somewhere in the middle. We like to be able to personally enjoy what's going on, but we recognise that roleplaying involves being part of a group. I think it is indeed the tension between selfish and selfless impulses, but it does the group no good if everyone is selflessly trying to assist in someone else's experience, because then there would be no direction. People have to alter their play and behavior to be selfish about the things they really care about, but be willing to bend and compromise about the things that others really care about. This is exactly why the Universalis and Nobilis mechanics work so well, because they assign authority based on how much you care about a given thing.

Actually, I'm planning to discuss this topic in my RPGnet column next week, since I'm covering a few articles from the "BRaP" book, including John's. This thread will be a great resource.

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On 4/22/2004 at 12:40am, John Kim wrote:
RE: Group player ownership of all PC's

Valamir wrote: If you are interested in allowing the other players to appreciate your actions, then you have to give them something to appreciate. This means you must be willing to make the effort to engage with them as human beings at the meta level. This means that from time to time you have to be willing to set aside your own personal desire for immersion.

If you are not willing to set aside your own personal desire for immersion, because doing so would have a negative impact on your own personal enjoyment, then you are putting your welfare above that of others and this is selfish behavior.

OK, here we have the central assumption of the "Immersion is catatonia" argument. The argument here is that if a person is immersed, then there is absolutely nothing visible happening for the other players to appreciate. Any visibility of character to other players requires breaking of immersion -- so therefore immersion must mean a sort of catatonic state.

This makes no sense to me. I will cite again the case of an in-character conversation. Here an immersive player (me, for example) is talking with another player, but both of them are speaking exclusively as their characters. Now, by speaking, I have commited a visible real-world action which other players can potentially appreciate. However, I am also immersed in character to an arbitrary degree. These two things are not exclusive.

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On 4/22/2004 at 12:57am, John Kim wrote:
RE: Group player ownership of all PC's

Jonathan Walton wrote: Super-heavy Immersion junkies (like Juhana Pettersson), claim that the degree of removal required for creating a cohesive narrative is unnecessary and barking up the wrong tree. Juhana has claimed (in his "Battle Against Primitivism" article in the same book) that many valuable roleplaying sessions don't make good stories, because it's the individual experiences that are ultimately valuable, not the resulting narrative. He even goes so far that we should move away from "creating stories" in roleplaying, towards creating experiences that are valued for completely different, non-literary reasons.

On the other hand, all the Narrativist junkies (including the bulk of American roleplayers, raised on heavy Sim/Nar hybrids with a focus on "telling stories") think this sounds ridiculous. You want to be able to look back on a session and see how the narrative emerged from the collaborative interaction of the participants. It's not about individual experience, it's about the group's experience as a whole. This inevitably involves stepping out from heavy immersion, to consider things from a distance and make choices based on what's good for the group.

It's a very good point. I would note that the typical format of play probably has a lot to do with this. I think it is no coincidence that many of the Immersion junkies are from a tradition of live-action games. In a LARP with 20 or more people, it is literally impossible to appreciate the "group's experience as a whole", because no one sees it. You can try to project to the people immediately around you, but since you don't know what they've seen or what is going on with them this is a tricky proposition. The storytelling sort of unified focus on the whole is only possible in a smaller environment like tabletop play where there are typically 3 to 5 players.

By the way, you use the label "Narrativist" for the performative/storytelling paradigm, but I think that's confusing. I actually agree with Ralph (shockingly :-) that immersion vs storytelling are in GNS terms Techniques, not Creative Agendas.

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On 4/22/2004 at 1:08am, C. Edwards wrote:
RE: Group player ownership of all PC's

Hey John,

I (and all the other people reading this thread and gritting our teeth) would appreciate if you'd stop quoting out of context.

Ralph also said this in that very same post:

Valamir wrote: Immersion does not require tunnel vision. Immersion does not require fanatical adherence to staying in character 100% at all times during play. Immersion does not require the 100% exclusion of all metagame interests. These are features that I've labeled as Deep Immersion, and it is Deep Immersion that I have labeled as selfish.


He's been talking about a very specific type of immersion, and that seems to be getting lost in the shuffle.

I know this is an issue near and dear to some of you guys, but please, some listening has to go on between rebuttals.

Thanks much,

-Chris

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On 4/22/2004 at 1:20am, Jonathan Walton wrote:
RE: Group player ownership of all PC's

John Kim wrote: By the way, you use the label "Narrativist" for the performative/storytelling paradigm, but I think that's confusing. I actually agree with Ralph (shockingly :-) that immersion vs storytelling are in GNS terms Techniques, not Creative Agendas.


Granted. Ron just gets annoyed with me if I try to talk about narrative and don't mean "Narrativism." Of course, he also dislikes the use of "story" as a term, so it's hard to know what to go with here. I guess I'll stick to the "immersion vs. storytelling" language, even though the latter term's been corrupted by White Wolf, to a certain extent.

Just to set out my thoughts more clearly, while I agree that heavy immersion, without setting it up with the group beforehand, can be selfish (with the negative/destructive connotation that word often has), but that trying for heavy immersion within a supportive environment, where creating story/narrative isn't the intended goal, should be fine. It might still be selfish (no negative connotation) or self-indulgant, but there's nothing wrong with that. If people want to assist you in your immersive experience, more power to you.

After all, despite what John says in his article, one's haracter isn't necessarily the main source of "experience" or value in roleplaying. I don't know how many times I've enjoyed watching Michael Babbitt play (the GM of this Vampire game I was in, who's a professional actor and director) and experiencing the game through him and his characters, to the neglect of my own. There's no reason that one player can't take the role of Hamlet and another be Horatio, with all that implies, "best supporting actor" and whatnot. Sure, this isn't a balanced, everyone-has-the-same-degree-of-investment game that's held up as a Holy Grail, but that's not necessarily what we want.

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On 4/22/2004 at 2:26am, Valamir wrote:
RE: Group player ownership of all PC's

OK, here we have the central assumption of the "Immersion is catatonia" argument. The argument here is that if a person is immersed, then there is absolutely nothing visible happening for the other players to appreciate. Any visibility of character to other players requires breaking of immersion -- so therefore immersion must mean a sort of catatonic state.


The "Immersion is Catatonia" arguement has never been a part of anything I've said. I don't know where you're drawing it from, if your misinterpreting, or if you invented it for the purpose of debunking it; but I'll take no ownership of it Your debunking of it is quite correct as its completely false. Since it is not now, nor ever has been part of any point I've ever made, its debunking does not in anyway compromise anything I've said here.

Not once have I ever said that there is nothing visible going on when someone is Immersed (if you can find a link where I've said, then I'll happily retract it).


What I have said is that there are often important invisible things that are going on, that would be valuable to reveal that cannot (or typically are not) revealable strictly through in character play. That is a very different thing.

As I've mentioned elsewhere, theater has long acknowledged the truth of this and the necessity of sometimes being willing to break character to convey important information using soliloquy. In movies you often have flash back sequences and voiced over narration to perform similiar functions. Another common tactic is to have two bit-characters discussing the main character amongst themselves and in so doing reveal important aspects of the main character that the main character would never reveal himself (or at least not at that time when the playwrite judged it valuable for the audience to know).


In roleplaying there are similiar occassions where the conveying of such information to the audience is valuable. Often times it cannot be conveyed solely through in character portrayal. Often times it cannot simply wait until discussion after the scenario.

Play in character can reveal ALOT about your character. It can reveal alot about your character's desires and personality. It can reveal all manner of important information and can be well appreciated for the skill with which its accomplished.

But it cannot accomplish everything. On occassion, there are other techniques that can accomplish things better. Using those techniques well takes practice to get it right. Those techniques are not a magic bullet that will solve all problems. Using them in appropriately can be detrimental. None of that is in question.

But refusing to use those techniques ever. Refusing to allow them to be used at the table by anyone. Refusing to even consider their use during play. That is selfish behavior, because the only thing that is served by such refusal is the preservation of ones own personal preference.



I would bet good money John that you are fully capable of using and appreciating the use of those other techniques when they're called for. I would bet good money that you do so regularly and that you fully expect the players in your games to do so regularly. I would bet good money that you are not in the habit of cracking down on players who dare to come out from under their immersion during play to use them. I would bet good money that you routinely use immersion as an effective technique in exactly the manner that I've described using it above. I would bet good money that none of the wonderful actual play examples that you frequently comment on here (vinland and water uphill being the foremost ones I remember) were accomplished through 100% immersion 100% of the time by 100% of the players. I would be very surprised to hear I'm wrong in this.

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On 4/22/2004 at 4:25am, John Kim wrote:
RE: Group player ownership of all PC's

Valamir wrote: Play in character can reveal ALOT about your character. It can reveal alot about your character's desires and personality. It can reveal all manner of important information and can be well appreciated for the skill with which its accomplished.

But it cannot accomplish everything. On occassion, there are other techniques that can accomplish things better. Using those techniques well takes practice to get it right. Those techniques are not a magic bullet that will solve all problems. Using them inappropriately can be detrimental. None of that is in question.

OK, this is a statement which I can agree with. Yes, I agree that there are techniques not available for immersion -- and those techniques can be enjoyed, depending of course on the group and the circumstances. However, like everything else this is a trade-off. There is no absolute standard for "right" and "appropriate" and "inappropriate" and "detrimental". The same game which one person enjoys might be disliked by another.

By comparison, I think that dice rolls are a technique which can be enjoyed. With practice and appropriate use, they can be very enjoyable. But this doesn't mean that diceless play is bad or selfish for excluding dice-using techniques.

Valamir wrote: But refusing to use those techniques ever. Refusing to allow them to be used at the table by anyone. Refusing to even consider their use during play. That is selfish behavior, because the only thing that is served by such refusal is the preservation of ones own personal preference.

Well, I completely agree that there is no such thing as the "one true way". So refusing to even consider their use is bad -- and texts which say that it is inherent in role-playing are wrong. However, choosing upon consideration to have a game which is deeply immersive (i.e. lacking those techniques) is reasonable and not inherently selfish. I would say: everything in moderation, especially moderation.

Texts which declare deep immersion the "one true way" are wrong, but that doesn't mean that the style, when freely and thoughtfully chosen, is wrong.

Valamir wrote: I would bet good money John that you are fully capable of using and appreciating the use of those other techniques when they're called for.
...
I would bet good money that none of the wonderful actual play examples that you frequently comment on here (vinland and water uphill being the foremost ones I remember) were accomplished through 100% immersion 100% of the time by 100% of the players. I would be very surprised to hear I'm wrong in this.

Well, you're absolutely right about Vinland. It definitely has a fair amount of meta-game awareness, notably the use of Whimsy Cards but also in other aspects of play. So there's lots of non-immersive technique and it's fun.

However, Water-Uphill-World was at least pretty close to strict immersive play. It was an experimental game in terms of being nearly-pure Threefold Simulationist, no Out-of-Character knowledge. And to be fair, I enjoy how Vinland turned out a lot more. However, I don't at all consider Water-Uphill-World a mistake or a failure. It was trying out a different approach, and it worked pretty well and I learned some interesting things by trying it that way.

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On 4/22/2004 at 8:20am, contracycle wrote:
RE: Group player ownership of all PC's

John Kim wrote:
OK, this is a statement which I can agree with. Yes, I agree that there are techniques not available for immersion -- and those techniques can be enjoyed, depending of course on the group and the circumstances. However, like everything else this is a trade-off. There is no absolute standard for "right" and "appropriate" and "inappropriate" and "detrimental". The same game which one person enjoys might be disliked by another.


I disagree that there is an important trade-off; I do not think that engaging in character exposition entails a significant diminution of the immersed experience. This is necessarily the case if everyone has agreed that immersionism is not catatonia.

And thats the crux of the matter: the immersionist player in Johns model is NOT denied the opportunity to use these techniques by their preference or anyone elses; they are not unaware of the presence of other players; they are not unaware of the momentum of story, such as it is.

And BECAUSE they are necessarily aware of these things, it is indeed selfish to sit there and think "I CHOOSE not to express my character".

As you said, players can convey a lot through character action - but to my mind this requires awareness of the necessity of such portrayal. Such activity will necessarily NOT include thiose aspects of the character that the character is not willingly to openly discuss. It also imits comuunication to the verbal. My only argument is that there is a lot else that people communicate through body language and other means, and that these too require - and I do say require - explicit portrayal. Not to do so is a conscious choice, IMO, and one of which I disaprove. Immersionism is not inherently like catatonia, but an immerionist favouring player who turns down every opportunity to express themselves EXCEPT when their characters lips are moving is effectively reproducing that. I say if you want to play a shared game, you have an obligation to cooperate with your fellow players and communicate with them. A player who elects not to do so does not seem to be worth playing with, IMO.

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On 4/22/2004 at 9:34am, beingfrank wrote:
RE: Group player ownership of all PC's

contracycle wrote:
John Kim wrote:
OK, this is a statement which I can agree with. Yes, I agree that there are techniques not available for immersion -- and those techniques can be enjoyed, depending of course on the group and the circumstances. However, like everything else this is a trade-off. There is no absolute standard for "right" and "appropriate" and "inappropriate" and "detrimental". The same game which one person enjoys might be disliked by another.


I disagree that there is an important trade-off; I do not think that engaging in character exposition entails a significant diminution of the immersed experience. This is necessarily the case if everyone has agreed that immersionism is not catatonia.


Well, I think you need to recognise that there are degrees. All character exposition, all the time, would be a significant diminution of the immersed experience. No character exposition, ever, would, as you say below, be annoying to me, but I'm not sure it happens. How much exposition is going to be a matter of personal, and group, perference. Like how often to take smoking breaks, or any other of a million aspects of roleplaying.

How does that sound?

contracycle wrote: And thats the crux of the matter: the immersionist player in Johns model is NOT denied the opportunity to use these techniques by their preference or anyone elses; they are not unaware of the presence of other players; they are not unaware of the momentum of story, such as it is.

And BECAUSE they are necessarily aware of these things, it is indeed selfish to sit there and think "I CHOOSE not to express my character".

As you said, players can convey a lot through character action - but to my mind this requires awareness of the necessity of such portrayal. Such activity will necessarily NOT include thiose aspects of the character that the character is not willingly to openly discuss. It also imits comuunication to the verbal. My only argument is that there is a lot else that people communicate through body language and other means, and that these too require - and I do say require - explicit portrayal. Not to do so is a conscious choice, IMO, and one of which I disaprove. Immersionism is not inherently like catatonia, but an immerionist favouring player who turns down every opportunity to express themselves EXCEPT when their characters lips are moving is effectively reproducing that.


Are they players who do this? Who express nothing except the verbal actions of their character? Who portray no body language, tone of voice, facial expression or anything?

Ok, so my actual experience of different roleplayers is limited, but I do know a number who self-identify as highly immersonist, and I've never seen anyone play like that. Of course they wouldn't be fun to play with much of the time, but do they really exist?

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On 4/22/2004 at 11:46am, Noon wrote:
RE: Group player ownership of all PC's

Ralph has gotten his point across to me and I think it's a valid tag, though if everyone is in deep immersion its probably more self-ist rather than self-ish, if that makes any sense (the latter being something seen as negative, while the former means they've gotten around atleast the negative connatation)

So I'll ask Ralph now, do you think GM's can do this as well? Not so much deep immmersion into any particular NPC, but into the world as a whole (with NPC's part of that whole).

Perhaps like the GM in this link from actual play http://www.indie-rpgs.com/viewtopic.php?t=10782

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On 4/22/2004 at 12:09pm, contracycle wrote:
RE: Group player ownership of all PC's

beingfrank wrote:
Well, I think you need to recognise that there are degrees. All character exposition, all the time, would be a significant diminution of the immersed experience. No character exposition, ever, would, as you say below, be annoying to me, but I'm not sure it happens. How much exposition is going to be a matter of personal, and group, perference. Like how often to take smoking breaks, or any other of a million aspects of roleplaying. quote]

Sure; I would say, rather, that I feel it is an under-utilised technique IMO, partly because of the strict IC doctrine in extant RPG texts. I think many games would benefit from constructing mechanistic scenes which require character exposition as part of their structure.


Ok, so my actual experience of different roleplayers is limited, but I do know a number who self-identify as highly immersonist, and I've never seen anyone play like that. Of course they wouldn't be fun to play with much of the time, but do they really exist?


Lets say, I'm not entirely sure. I can say I have seen players with such a strong commitment to their private agendas that they appeared to resent having to discuss them with the GM. But more specifically for this thread, I suspect we may be talking at cross purposes.

As I read Johns argument, conscious portrayal is anthema to immersion, and any character exposition is an emergent property of character action.

My own position, and Valamirs I believe, is that this is not wholly adequate and it is probable that in the case of Johns game, some non-verbal, non-explicit character expostion was indeed carried out - I feel this is implied if other players can recognise the depth of the character in this immersed mode.

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On 4/22/2004 at 12:14pm, contracycle wrote:
RE: Group player ownership of all PC's

Noon wrote:
Perhaps like the GM in this link from actual play http://www.indie-rpgs.com/viewtopic.php?t=10782


My response would be "yes". You see, I think that in our commitment to the IC perspective, we lose sight of the real communication between the participants and subordinate it to the IC communication among characters. I think that explicit techniques for exposition - in this case plot exposition - go a long way to serving that role. I am calling for MORE use of dramatic techniques.

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On 4/22/2004 at 12:53pm, Valamir wrote:
RE: Group player ownership of all PC's

So I'll ask Ralph now, do you think GM's can do this as well? Not so much deep immmersion into any particular NPC, but into the world as a whole (with NPC's part of that whole).


Well, yes. But I think that its a significantly different phenomenon.

I would think that such behavior on the part of the GM would be more universally recognized as bad GMing, even among groups that encourage the deepest of immersion.

Being the GM carries with it built in metagame obligation. So over immersing as a GM (whether into an NPC or into the "world") I think represents a different impulse than that which leads to deep immersion in players.

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On 4/22/2004 at 2:35pm, Mike Holmes wrote:
RE: Group player ownership of all PC's

Valamir wrote: Yes Mike, You've made this exact statement before, and it makes as little sense now as it did then.

Mike Holmes wrote: Ralph's entire argument relies on the idea that the players in question want to apprieciate the characters of other players.


Ummm right. That is a fundamental assumption. Because its a fundamental assumption of all roleplaying. Its a given.
You're correct. But what I mean to say is that the assumption isn't always that the players want to appreciate the metagame play of the other players. Which seems to be your assumption. Again, nobody is saying that the players don't have metagame goals or rationales, just that they involve enjoying staying in character, and affecting the game only via avatars, and not at all in the metagame.

In an RPG you get to throw basic socialization out the window because of what...years of tradition saying that immersion is the right way to roleplay? Self Absorbtion is not a desireable trait in other forms of socialization. Yet some folks seem more than willing to give such self absorbed behavior a free pass when it occurs around the roleplaying table.
This is a gross mischaracterization. Nobody is saying that socialization isn't occuring. The players are socializing, and rewarding each other in a metagame sense. The only "violation" in Immersion is mixing the metagame with the in-game. You do appreciate the other players play, but what you appriciate is them not crossing that line.

If you are interested in allowing the other players to appreciate your actions, then you have to give them something to appreciate. This means you must be willing to make the effort to engage with them as human beings at the meta level. This means that from time to time you have to be willing to set aside your own personal desire for immersion.
Total non-sequitur. If we assume that the players all prefer Immersion, then they're appreciating that the other players don't cross the line. You do engage with them on the meta level, saying things like, "Wow, you're really portraying that character well, I appreciate your ability to stay in character."

1) Deep Immersion is a technique that is 100% incompatable with any other technique but itself.
That's no more true than saying that Author stance is 100% incompatible with anything but itself. As we know, play can manage to be somewhere between totally incoherent, and totally coherent. Immersion may have some greater requirement or not, but it's really a moot point. The assumption is, again, a group of 100% immersionists. Or, rather a group with a CA that's immersionist.
2) It has been and in some circles continues to be actively promoted as the right way to play.
Because they prefer it, presumably.
3) Groups promoting this style are among the most aggressive at indoctrinating other players to the technique
More power to them. Whether or not this is "natural" or not is for another debate - there is no mandate to play "naturally." If a group wants to go to extremes to have play be the way they want it, then good for them.
4) This technique requires and encourages the systematic purging and thwarting of all other techniques from the play group. It is a particularly virulent "preference".
Again with the inflamatory language. "Virulent"? How about artistic? I'm not going to make an aesthetic judegement on it, but obviously you've taken that extra step. You're painting the CA as somehow automatically socially dysfunctional, when people do it funcitonally all the time.

And I have repeatedly said that is is the only way for this play to be functional. So yes, get together with a bunch of like minded folks and be happy.

Of course this isn't really how it happens. Typically its one or two like minded folks and a couple of innocent bystanders who just "want to play" who are then shoved into the mold for the benefit of the other players. This is why Deep Immersion deserves to be specifically singled out.
Again, this is just an argument against incoherence, which nobody disagrees with, AFAICT. Your argument seems to be that there are so few people that "really" like Immersionist play that there can't possibly be entire groups who want this. Well, that's going to be hard to prove. Why can't we just stick with the principle of coherence, and leave it at that? Why must Immersionism be singled out as more often incoherent? That's a subjective opinion, and doesn't mean that any specific individual is being selfish.

I've repeatedly said (multiple times in this thread alone) that I am NOT attacking immersion. How many times does this need to be repeated before the straw man dies?

Immersion does not require tunnel vision. Immersion does not require fanatical adherence to staying in character 100% at all times during play. Immersion does not require the 100% exclusion of all metagame interests. These are features that I've labeled as Deep Immersion, and it is Deep Immersion that I have labeled as selfish.
Wait, wait. You're saying that we're making up a straw man? I think it is you who is making up a straw man. My confusion was that, at first, you seemed to use Deep Immersion and Immersion interchangably. But if you're saying that there are Immersionists who don't socialize at all, then I'm saying that these people don't actually exist. There are no "Deep Immersionists" as you're labling them. I mean, sure there are those who don't break character during play, but they socialize before and after. It's like you're saying that being in a theatre group isn't social beause they never stop in the middle of a performance to explain OOC why their character is doing something. Isn't there appluse at the end, a social apprieciation of the actors staying so well in character? Yes, yes, theatre isn't roleplaying, but can't you see a mode of play in which immersion was valued enough that the social reinforcement only happened during down time?

Oh and for the record. Immersion is NOT a Creative Agenda. Any attempt to treat it as a Creative Agenda (as you have attempted to label it above) is summarily dismissed by me. Immersion is a Technique, and must be discussed in the language of Techniques.
Immersion is a technique that supports a very specific form of Simulationism, moreso when it's used as the sole form of interaction. It's that CA to which I refer. If the group has that CA, then use of the Immersion technique, and only the Immersion technique as a method for player interaction with the SIS, is not only not selfish, it's what the group has mandated; in which case stepping OOC to do something would be the selfish thing to do.

Is that a more cogent use of the dialectic?

Mike

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On 4/23/2004 at 9:39am, contracycle wrote:
RE: Group player ownership of all PC's

Mike Holmes wrote:
Valamir wrote: Yes Mike, You've made this exact statement before, and it makes as little sense now as it did then.

Mike Holmes wrote: Ralph's entire argument relies on the idea that the players in question want to apprieciate the characters of other players.


Ummm right. That is a fundamental assumption. Because its a fundamental assumption of all roleplaying. Its a given.
You're correct. But what I mean to say is that the assumption isn't always that the players want to appreciate the metagame play of the other players. Which seems to be your assumption. Again, nobody is saying that the players don't have metagame goals or rationales, just that they involve enjoying staying in character, and affecting the game only via avatars, and not at all in the metagame.


BUT: appreciating other players does not require any effect on the game via avatars or in any other manner - because it is not an action. Its an observation. Now my argument is that when I am in Audience stance as a non-spotlight player, I DO want to see the other player being expressive via their avatar.

In an RPG you get to throw basic socialization out the window because of what...years of tradition saying that immersion is the right way to roleplay? Self Absorbtion is not a desireable trait in other forms of socialization. Yet some folks seem more than willing to give such self absorbed behavior a free pass when it occurs around the roleplaying table.
This is a gross mischaracterization. Nobody is saying that socialization isn't occuring. The players are socializing, and rewarding each other in a metagame sense. The only "violation" in Immersion is mixing the metagame with the in-game. You do appreciate the other players play, but what you appriciate is them not crossing that line.


Total non-sequitur. If we assume that the players all prefer Immersion, then they're appreciating that the other players don't cross the line.


But that appears to be all they would be able to appreciate without some degree of portrayal - adherence ot the social contract. They would not, it seems to me, be able to appreciate the depth of a character. And that does not seem at all plausible to me.


Wait, wait. You're saying that we're making up a straw man? I think it is you who is making up a straw man. My confusion was that, at first, you seemed to use Deep Immersion and Immersion interchangably. But if you're saying that there are Immersionists who don't socialize at all, then I'm saying that these people don't actually exist. There are no "Deep Immersionists" as you're labling them.


This distinction has been introduced to try to circumvent one of John Kim's defences. JK says that in the immersivist story model, appreciation of the characters identity oustide of passive observation of character action is unimportant and possibly counterproductive. I have suggested that this is not enough and that I as another player expect that player to invest some effort in communicating with me directly, not with my character. This isnnot to say that I think such players are catatonic and that this is an inherent mode of immersionism - the distinction Valamir is trying to make. Rather I object to the CLAIM that this is unnecessary, as this this seems to advocate catatonia-like play.


I mean, sure there are those who don't break character during play, but they socialize before and after. It's like you're saying that being in a theatre group isn't social beause they never stop in the middle of a performance to explain OOC why their character is doing something.


OOC has nothing to do with it. acting is communication, through word and tone and gesture. John has argued that attention to this is uncessary or counterproductive. This analogy isn't; the problem does not arise in theatre because the trope of character veracity is couteracted by the convention and necessity of communicating with the audience. I think we need to do more of that sort of thing.


Isn't there appluse at the end, a social apprieciation of the actors staying so well in character? Yes, yes, theatre isn't roleplaying, but can't you see a mode of play in which immersion was valued enough that the social reinforcement only happened during down time?


Yes, but a character on stage who never communicates anything to the audience, never enagges the audience, and merely expects the audience to deduce their mental state from first principles and limited observation is not likely to get any applause.

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On 4/23/2004 at 12:57pm, Halzebier wrote:
RE: Group player ownership of all PC's

contracycle wrote:

Mike Holmes wrote: Isn't there appluse at the end, a social apprieciation of the actors staying so well in character? Yes, yes, theatre isn't roleplaying, but can't you see a mode of play in which immersion was valued enough that the social reinforcement only happened during down time?


Yes, but a character on stage who never communicates anything to the audience, never enagges the audience, and merely expects the audience to deduce their mental state from first principles and limited observation is not likely to get any applause.


If the immersionist player conveys to the other players - afterwards - how deeply he was affected by the experience or *even if the others take his word for that*, then there is an achievement worth applauding and rejoicing about.

The other players will likely feel that they have contributed to the immersionist player's personal epiphany by not breaking character themselves.

And helping someone else to achieve something is a reward in itself, the moreso if the feeling is reciprocal (in the case of a group entirely composed of immersionist players).

Regards,

Hal

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On 4/24/2004 at 1:17am, John Kim wrote:
RE: Group player ownership of all PC's

I should clarify my position here. I am not touting immersion as a superior form of play. I do want to dispel the idea that it is inherently selfish -- but that doesn't mean that there aren't equally interesting possibilities in non-immersive play. Obviously, if the others in the group don't like immersion, it is selfish to engage in it. But if the others in the group do appreciate it (which they may), then it is not selfish.

contracycle wrote: This distinction has been introduced to try to circumvent one of John Kim's defences. JK says that in the immersivist story model, appreciation of the characters identity oustide of passive observation of character action is unimportant and possibly counterproductive. I have suggested that this is not enough and that I as another player expect that player to invest some effort in communicating with me directly, not with my character. This is not to say that I think such players are catatonic and that this is an inherent mode of immersionism - the distinction Valamir is trying to make. Rather I object to the CLAIM that this is unnecessary, as this this seems to advocate catatonia-like play.

It is perfectly reasonable for you to say that you don't like immersive play because immersive play doesn't give you "enough" of what you want -- and you prefer more meta-game, out-of-character communication. However, it is not reasonable to say that lack of that kind of communication is catatonia. Both in-character and out-of-character speech are communication between real players. Both can be interesting to see and participate in.

Maybe it would help to distinguish different types of things which are being called "immersion" --

1) Catatonia
The player is totally wrapped up in her own thoughts and does not interact with the other players. She is perhaps thinking in-character, but does not display any outward signs of character. Obviously, no one advocates this or plays this way in real games.

2) Multiple Personality Disorder
The player wholly believes he is the character, acting and thinking in real time as the character without any awareness that he is in a game. He will, say, attack other players if his character would attack them. Again, this doesn't exist as a real play style. However, note that even in this non-existant extreme, the person is still engaging in deliberate person-to-person communication -- and I posit that it could be interesting (but scary) to watch.

3) Bodily Channeling
The player is aware that it is a game and will process signs and so forth (i.e. engage in mock combat rather than real combat), but is otherwise wholly acting as the character. i.e. During the game she goes through time 1-to-1 as her character. While this is vaguely functionally possible, it is the rare case only possible in some LARPs, and not what is generally meant by "immersive play".

4) Close Identification
The player consistently and more-or-less continuously emotionally identifies with his PC. However, he is active in meta-game activities such as describing what his character does, responding to changes in scene, passing the chips, consulting rules, and so forth -- which is required for tabletop play. The player is thus frequently verbally communicating in the meta-game about the character, as opposed to purely in-character voice. However, his emotional interest is focussed on his character -- so he will tend to be interested in surrounding events based on how they impact his character, rather than as independent stories. In tabletop play, he is not in 1-to-1 time with the character, and thus will select times of interest to focus on.

contracycle wrote: acting is communication, through word and tone and gesture. John has argued that attention to this is uncessary or counterproductive. This analogy isn't; the problem does not arise in theatre because the trope of character veracity is couteracted by the convention and necessity of communicating with the audience. I think we need to do more of that sort of thing.

I would say the argument here is over types of communication. The "immersion is catatonia" argument relies on the idea that a player who is immersed isn't communicating. I'm saying that isn't true. Communication occurs in a different stance, but it is still real information communicated between real people.

Now, as far as the analogy with theater goes, I would agree with you. The immersive story model that I outline wouldn't work well for the stage. A passive audience wouldn't see a protagonist. i.e. There would be no central figure to identify with, and the on-stage events wouldn't come across as a coherent story. To be interesting, immersive play requires that you have a character who is an active part of the events. This character becomes the protagonist for you.

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On 4/24/2004 at 7:52am, Halzebier wrote:
RE: Group player ownership of all PC's

John Kim wrote: I am not touting immersion as a superior form of play. I do want to dispel the idea that it is inherently selfish -- but that doesn't mean that there aren't equally interesting possibilities in non-immersive play. Obviously, if the others in the group don't like immersion, it is selfish to engage in it. But if the others in the group do appreciate it (which they may), then it is not selfish.


Amen to that.

I feel that the insistence on using a negative word ('selfish') to describe the style equates to not accepting it as fully valid.

I find this aggravating and an obstacle to discussion -- I'd rather see people move on to talking about the ramifications of immersionist play (e.g. I posit that it entails an increased danger of assumption clash and I wonder if/how that could be alleviated).

4) Close Identification
The player consistently and more-or-less continuously emotionally identifies with his PC. However, he is active in meta-game activities such as describing what his character does, responding to changes in scene, passing the chips, consulting rules, and so forth -- which is required for tabletop play. The player is thus frequently verbally communicating in the meta-game about the character, as opposed to purely in-character voice.


Yes. I'd like to stress that he does not explain his character's motives or voice opinions about his or any other character's actions or the story.

Post-game analysis & evaluation are purely optional.

*-*-*

Incidentally, I think that compromises between immersionists and non-immersionists are possible (and I read John that way).

For instance, having a single immersionist player in a non-immersionist group is probably acceptable, if both sides relax their standards: the immersionist will be exposed to metagame commentary and the non-immersionists will have one player in their midst who makes less of a contribution.

Regards,

Hal

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On 4/24/2004 at 3:31pm, Valamir wrote:
RE: Group player ownership of all PC's

I should clarify my position here. I am not touting immersion as a superior form of play. I do want to dispel the idea that it is inherently selfish -- but that doesn't mean that there aren't equally interesting possibilities in non-immersive play.


You know I am finding it increasingly and exceedingly aggrevating that while I've been quite clear in differentiating Immersion (a fine technique) from Deep Immersion (an inherently selfish technique) that others chose to willfully continue to confound the two.

I find it entirely compelling and conclusive that the only two counter arguements that are even being attempted against my position both involve redefining the term Deep Immersion and then disagreeing with the redefinition.

Arguement 1) is to keep swinging the discussion back to regular old plain jane, identify with character play. By using the term "immersion" to describe completely ordinary every day roleplaying, you attempt to demonstrate how immersion is not selfish play at all. Of course it isn't. Which is why I've been very clear about the sort of play I am describing as DEEP IMMERSION. I am getting beyond irritated, at the tactic which keeps "forgetting that" and seeks to prove that regular immersion is not selfish. A point I've agreed with since the beginning and which has no bearing on my position at all.

or
2) taking my points about Deep Immersionist play to extreme lengths of absurdity so you can then say "but that style of play doesn't exist". Of course not again. When you exaggerate the characteristics to the point of absurdity it certainly doesn't exist, at least not in any numbers worth being concerned about. But the sort of play I've described, not redefined, very much does exist, very much is still held out as the "one true way to play" by many roleplayers (largely because many of them have never encountered functional alternatives and so simply don't know any better), and does attempt to aggressively indoctrinate new players into the style.


Apparently the only way opponents of my position that Deep Immersionist play is inherently selfish are able to disagree with it, is by completely redefining the term so they can counter their redefinition. I've yet to see one arguement against it that is addressed the actual definition which I've painstakingly outlined multiple times already. This is why, every single response I've had to make in this thread has been about correcting those misleading statements rather than actually discussing the points I've made.

Given that, I'm quite satisfied that my point stands and that continued disagreement is simply the result of people uncomfortable with having a style they have sympathy for being criticised and feeling the need to leap to its defense, even if their arguements in defense of it are entirely falicious (and entirely unnecessary since what they are apparently defending is not something that's being criticised)


Therefor, given, that this was Callan's thread where he requested clarification of my position, and I have done so apparently to his satisfaction, I am done here. Any further discussion on validity of my position can be taken to a new thread, and I'll be happy to respond there provided the dissenter wants to argue a point that I actually said.

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On 4/25/2004 at 5:25am, Noon wrote:
RE: Group player ownership of all PC's

Thanks Ralph, you did satisfy my curiosity on the original question. But I'd like to ask a suplemental question. It's not questioning the validity of the idea, just asking for more info, so I'm asking here rather than in that new thread. I'll understand if your worn out on the topic and can't get to me though.

Okay, is deep immersion something that is also relative to other players immersion. For example, everyone agrees to a certain amount of immersion (ie, the immerse, then come up for air, look around and immerse again in a certain proportion). I'll give an arbitrary number and say they immerse 50% of the time and that's what they agree to. Now, what if someone there begins immersing 70% of the time. Not so much deep immersion but deeper (than everyone else) immersion.

With the 50% mark, you'll probably miss some tells and things from other players, and some techniques might be closed to you. But you'll still pick up a lot of tells and still be able to use a lot of techniques. But someone who's at 70% or whatever, will have more tells and techniques locked off from them. If the social contract says it should be around the 50% mark but one person takes it to 70%, thus missing more of the happy/unhappy with the game tells from other people and not employing all the techniques others are using, is this the selfish behavior? And is it produced by a relatively deeper immersion than others at the table?

Certainly some of your examples sound sort of like this, where two people for example at the table push hard for deep immersion and the rest of the players are dragged along. But is it possible that true deep immersionists are rare and in such examples those guys are probably pushing a high percentage (perhaps in the ninties or such), while everyone else wants something in the twenties or such.

Or is this a seperate issue? Certainly it ties in with selfishness...these guys are ignoring tells that it's been agreed should be noted, and they are excluding techniques others are using in good faith. But perhaps it's just related. What do you think?

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On 4/25/2004 at 6:01am, Valamir wrote:
RE: Group player ownership of all PC's

I'm not sure I can answer this. Its such a purely theoretical "what if" exercise, that I don't know if I can relate it to real play. I've never attempted anything like setting a "degree" of immersion intentionally as part of a social contract.

Can you give me an idea of what you as a player would think or do in a game if I were to say "today we'll play 50% immersed instead of 70%"?

I'm thinking that might not be a real possible thing to actually test.

I'm inclined, however, to point out that such behavior is still a violation of the social contract. Your example could just as easily have been "no monty python jokes", or "turn off the cell phones".

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On 4/25/2004 at 6:50am, Noon wrote:
RE: Group player ownership of all PC's

I didn't really want to use exact percentages. No one agree's to a particular named percentage in regards to how deep they go and how long they stay there. I used exact numbers so I didn't have to keep using fuzzy 'they like more/less etc etc'. The idea is that some people are comfortable with X amount of immersion and have fun with that. With their fellows they probably muddle around until the find where eveyone is and they stick around that area of immersion. Even people who have never RP'd before have some comfortable level of immersion, even if its zero (pawn stance, I guess).

Basically I was wondering if deeper immersion than agreed to, is the problem. It doesn't have to be 100%, just significantly more than the others.

Ralph wrote: Immerse, come up for air, look around, make a concious effort to adjust your character's priorities based on meta game issues for the group, go back under and immerse again. Immerse all you want. Not selfish.


Basically I'm suggesting someone who isn't 100% deep immersion, but isn't 'coming up for air' as much as everyone else, significantly less so. Is that a related to or the same selfishness?

I can't find it, but I could have sworn you said something about if everyone at the table is 100% deep immersion because they agreed to, that's fine, but generally most aren't 100% (if you didn't, I withdraw this fully). That's the same sort of thing, some people are at a higher immersion than agreed to, do you think?

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On 4/25/2004 at 5:04pm, Valamir wrote:
RE: Group player ownership of all PC's

Ralph wrote:
Immerse, come up for air, look around, make a concious effort to adjust your character's priorities based on meta game issues for the group, go back under and immerse again. Immerse all you want. Not selfish.


Basically I'm suggesting someone who isn't 100% deep immersion, but isn't 'coming up for air' as much as everyone else, significantly less so. Is that a related to or the same selfishness?


hmmm, well you'd have to be able to identify an "ideal" mix of immersive vs. non immersive techniques, understandably not to exact %ages, but at least measureable enough in some fashion that the group can communicate its desire. I don't think there is such a thing as an ideal mix of techniques even among a group because there are too many variables. There are Immersive techniques and non Immersive Techniques, and there are myriad different ways (ephemera if you will) that the two can be wedded together in actual play.

Alot will depend on the nature of the game itself and also what part of the action the players are in at any given time. One could easily postulate a cycle of using a higher grade of "immersive" techniques during certain parts of the story, maintaining just enough congnitive awareness of the metagame to judge when its time to "up periscope" (likely to drive towards and through a particularly dramatic opportunity) and engage in more non immersive techniques.

Also these techniques and ephemera are not without the requirement of a certain degree of skill. Someone with a vast skill at employing Immersive techniques is likely to be able to merge them much more seemlessly with non immersive techniques such that from the perspective of an outside observor it becomes difficult to tell where one begins and one ends. The mistake here would be for the player who is doing so successfully to then delude themselves, or the other players into thinking their accomplishments were achieved with 100% immersion and no metagame consideration at all.

Someone with less skill at merging the two techniques, or for whom there is less aesthetic value in merging them seemlessly, might have more obvious breaks and more readily identifyable "surfacing" and "submerging". I myself fall into less aesthetic value category for my own roleplaying. I pop between speaking and gesturing and deciding based on in character motivations and general game OOC commentary with a good degree of frequency and typically some form of signalling when switching between the two.

So you're left with a situation where the ratio of Immersive to non Immersive techniques could fluctuate legitimately within a game (and also between games where different ratios are more or less appropriate); and your also left with the probablility that different players will be employing different ratios on different cycles from each other.

So again, I don't think this is a phenomenon that can really be identified or commented on beyond the general idea that an knowing and intentional breach of social contract is always problematic. I don't think there is any inherent ratio that one can point at objectively and say "good" or "bad" as long as that ratio is arrived at with due consideration for the nature of the story being told, the game being played, and the players at the table, and is not the result of the obsessive drive towards 100:0 of a Deep Immersionist.

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On 4/25/2004 at 11:08pm, Noon wrote:
RE: Group player ownership of all PC's

So you're left with a situation where the ratio of Immersive to non Immersive techniques could fluctuate legitimately within a game (and also between games where different ratios are more or less appropriate); and your also left with the probablility that different players will be employing different ratios on different cycles from each other.


Fair enough, it fluctuates a lot and any big breach is a social contract issue, rather than a deep immersionist dogma issue. Thanks! :)

Now, can I drift a bit and ask how this deep immersionist push manifests to your mind. For example, I'm pretty sure I've encountered the idea somewhat in my group and in reading RPG.net posts. But although the idea is there and people would tut tut each other for not being in character 'enough' and the holy grail was some sort of deep immersion, serious questing for that grail never really happened. Certainly some 'I'm better because I immersed deeper' happened here and there and sometimes someones adamant push to be immersed got in the way of the group as a whole. But I wouldn't say they managed full immersion, they just did more and it caused problems (you might see the origin of my previous questions, now).

So how do you see it occuring? For I'm sure the idea of deep immersion got into our group and others I've read about, that's why the idea of deep immersion being selfish surprised me and I started this post. But I've never really encountered a deep immersionist nut, as far as I can tell. More just peer pressure to 'do it better'. But the idea of deep immersion being the roxxors, yes, I'd have to say I've been exposed to that.

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On 4/26/2004 at 12:01am, Valamir wrote:
RE: Group player ownership of all PC's

Noon wrote:
Now, can I drift a bit and ask how this deep immersionist push manifests to your mind. For example, I'm pretty sure I've encountered the idea somewhat in my group and in reading RPG.net posts. But although the idea is there and people would tut tut each other for not being in character 'enough' and the holy grail was some sort of deep immersion, serious questing for that grail never really happened.
...
So how do you see it occuring?


Well, like anything, there are different degrees and approaches to presentation. Some take a very formal approach and lay it all out manifesto style. When these are couched in terms of "the way I play", as opposed to "here's how good play looks" I find such things much more reasonable.

You can find elements of the presentation in most all of the old Role Play vs. Roll Play discussions. Those discussions are typically jumbled and disorganized but you can see the core assumptions on the "Role Play" side being to hold up immersion as the ideal and being unwilling to budge an inch that maybe some elements on the "other side" are valid. Instead ever and anything that even remotely smacks of belonging to the "other side" will promptly draw sniffs of disapproval "well, that may be the way you play, but around here we're into role play not roll play"


But probably the worst impact of it all with the most damaging side effects are the subtle assumptions that just creep into gaming and become habit. Assumptions about what gaming is and isn't supposed to look like.

Some examples:

The number of people who right off describe Universalis as not being a roleplaying game. No personally, I couldn't care less what label gets used; but clearly there are some pretty deeply ingrained assumptions about roleplaying requiring character immersion behind those comments.

Take any number of GMs who purely out of habit will engage in note passing or sending players out of the room. Underlying this habit is the entrenched belief that OOC knowledge either a) will be misused (the anti "roll player" position, or b) will disrupt immersion (the pro "role player" position). How many of them stop to think about whether all of those gyrations are really necessary and what the real impact on play would be if OOC knowledge was just freely shared. Very few I suspect, most just take for granted that its a "bad thing"

Take the folks who will show up on the Forge and immediately stake a claim about what their group likes, which often includes sharp criticism of director stance and the implication that director stance would ruin their game. Where does such knee jerk sentiment come from if not from years of ingrained habit...of trickle down indoctination.

I'm sure you can think of others, but to me the worst fall out from the Deep Immersionist credo is are not the self proclaimed proponents of the idea...they can easily be avoided. Its the entire generation of gamers who've had a HUGE wealth of enjoyable play shut off from them by these ingrained assumptions. Games they won't try, styles they won't try, techniques they won't try...or in many cases can't even imagine...that have been denied to them because their head has been filled with Deep Immersionist nonsense.

We see the casualties of that indoctrination wash up on shore here at the Forge all the time, folks who came here knowing full well what roleplaying is and how its done who were then hit square between the eyes with ideas they either never imagined or had summarily dismissed because it violated the immersionist credo.


That's how I see it manifesting. A million different subtle invasive ways replicated almost automatically across the hobby...built into game texts, built into game mechanics, built into book and articles giving GMs advice on running and prepping for play...repeated ad infinitum and all based on fundamentally flawed assumptions about Deep Immersion. Even players who don't play to the extreme of Deep Immersionist play in practice are carriers of the Deep Immersionist ideal...and its all done with the primarily purpose of training other gamers to not play in a way that might disrupt the Deep Immersionists immersionary experience.

Its not a question of teaching you how to play so you'll enjoy your play more. Its a matter of teaching you how to play so they'll enjoy your play more. Or at least so your play won't disrupt their enjoyment of their play. The proof of this motive can be seen should you choose to play in a different manner. The result will be you being labeled a "bad roleplayer" with all the stigma that that entails.

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On 4/28/2004 at 1:02am, Noon wrote:
RE: Group player ownership of all PC's

Thanks! :) But do they achieve 100% deep immersion much at all, or is it more a matter of their trying to apply some of the required techniques of deep immersion (note passing, sending people out of the room) but not all the techniques, yet enough to be incoherant with other styles of play? What's your opinion? And thanks for the answers so far. :)

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On 4/28/2004 at 2:31am, Valamir wrote:
RE: Group player ownership of all PC's

Noon wrote: Thanks! :) But do they achieve 100% deep immersion much at all, or is it more a matter of their trying to apply some of the required techniques of deep immersion (note passing, sending people out of the room) but not all the techniques, yet enough to be incoherant with other styles of play? What's your opinion? And thanks for the answers so far. :)


I'm not sure I understand the question.

Do deep immersionists actually ever achieve 100% immersion?

Can't answer that for certain. I've never witnessed it myself, and given the reluctance of immersionists to even acknowledge meta game influences, I'm not sure the self analysis of a practitioner would be reliable in this regard.

I suspect that 100% Immersion is not actually achievable (without some actual psychological diagnosis accompanying it). But can't say for sure.


So what %age is "deep" and what %age is just "regular"?

I don't think there is a boundary line measureable by quantity. Its a matter of intent.

For instance:

Take player A. Player A enjoys immersion immensely, but is also appreciative of the advantages of bringing meta influences into the game and is skilled at employing various meta techniques in conjuction with his immersion and has been doing so all session.

Now put player A in a spot in the game where he’s decided to spend some time delving into immersion and achieves…say a 95% immersed state (whatever that means).


Then take player B. Player B hates metagame and claims to never use it. He strongly desires (or thinks he does) to purge all metagame from play and sharply criticises any use of it. He wants to be as immersed as he can get.

Now put player B in a spot in the game. Player B seeks maximum immersion but for whatever reason (because he unwittingly uses a lot more meta thinking than he likes to think he does) he only achieves a maximum immersed state of 80%.


To me, player A is engaging in the game in an effective and non damaging manner. He chose that moment as a moment to “submerge” as fully as possible, and even if he (or others) later decide that was a bad time to do it, he did it out of honest play and not some irrational hatred for metagame. Player A is not engaging in deep immersion, he’s just enjoying an immersed moment in a game which employs a wide range of techniques.

Player B, however, may never have gotten as immersed as A, but his attitude is what marks him as being a “deep immersionist”


Is that sort of what you were asking?

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On 4/28/2004 at 1:03pm, contracycle wrote:
RE: Group player ownership of all PC's

I don't think that distinction flies. I do think that people immerse to differeing degress - certainly I am aware of having experienced differing degrees in different instances.

But this is incidental to my acknowledgement of metagme, which I think is a perpendicular concern. If the social contract legitises 'squirreling'*, then we have the initial problem of insuficient engagement with other players audience modes. If it does not, and some form of portrayal is mandated, I think the problem goes away.

* squirreling was IIRC a Dilbert term referring to an employee who pursues a strategy of whitholding vital information from others in order to make themselves indispendible.

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On 4/29/2004 at 7:01am, Noon wrote:
RE: Group player ownership of all PC's

Thanks Ralph, that is pretty much what I was asking about. It seems like a zealotism for deep immersion.

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