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Topic: Filing Edges: GM as Author
Started by: Jonathan Walton
Started on: 6/22/2004
Board: RPG Theory


On 6/22/2004 at 1:29am, Jonathan Walton wrote:
Filing Edges: GM as Author

This is the second part of my reaction to Mike Mearls association that roleplaying has not really changed much and his definition of roleplaying inherantly requiring a Gamemaster figure.

In traditional (i.e. most) roleplaying, the Gamemaster is the only real author of the story.

Let me explain what I mean by that:

When White Wolf asserts in its "Golden Rule" that the players can ignore or change any rules that they don't like, what they're really asserting is the supremacy of the GM/Storyteller over what's written in the book and, beyond that, everything else game-related. But this is hardly old news.

In traditional play, the GM serves as a kind of valve or filter placed at the metaphorical entrace to the shared imagined space. All the players, including the GM, voice their suggestions on the kinds of things that should enter the space, but the GM then plays Duck Hunt with those suggestions, shooting down the ones that don't fit his vision of what the game should be like.

In the worst cases, the game turns into an effort by the players to guess the kinds of suggestions that the GM will accept, which in turn trains them to offer the right kinds of suggestions, in order to get the cookie of having their suggestions incorperated into the shared imagined space. For instance:

P1: I grab a barstool and break off a leg to use as a club.

GM: Um, you're not strong enough to really do that.

P1: Well, then I grab a beer bottle and break off the bottom.

GM: You hit the bottle against the table and it explodes in your hand, giving you several cuts. Got any better ideas?

Now, sometimes the players will offer suggestions that the GM thinks are even better than what he himself came up with, and he'll incorperate them into play, but notice that NOTHING gets in without the GM's say so. He's not allowing the players to influence the shared imagined space, really. He's simply stealing their ideas and incorperating into a bricolage of his own design. The GM decides where, how, and in what manner the players' suggestions fit into the greater scheme of things. And, if you'll notice, many GM's tweak player's suggestions when connecting them into the rest of the game, which could be seen as a way of claiming ownership over the suggestions.

P1: Wow! 43 damage! I chop him right in two!

GM: Well, close. You hack right into his side, and blood shoots out like a fountain.

Even when system elements would seem to dictate the results ("A roll of more than 40 damage will chop an ork in half"), tradition and things like White Wolf's "Golden Rule" means that the GM's whim still reigns supreme.

So here's my thesis about traditional play: There's no truly collaborative involvement in determing what occurs. The collaborative part is the group brainstorming possible happenings, when the players voice suggestions that the GM weighs against his own. But when it comes down to actually manipulated the imagined space, it's all the GM's doing. He manipulates the space and then shares it, through verbal description, with the players. The players can try to influence the GM's decisions, of course, but this is not the same as them having direct influence over what occurs. In the end, it is all GM fiat and the GM is the only true author of the collage that results (though he did not, in fact, originate most of the materials that make up the collage).

Questions:

-- How can we get away from this style of play, with its dependence on the GM, his choices, and his instincts. Good play would seem to require a good GM who is in-synch with the game he's running and is sensative to the interests and input of his players. Even games that claim to be doing something besides this model may be guilty of buying into it. Are they really doing anything besides telling the GMs to be more sensative and in-synch? Do they players REALLY have any direct input? Even if the rules say that they do, will people just drift it back to the GM-author model?

-- Is is worth it (or even possible) to ever really break with this model? Universalis does, but it accomplished this by ditching any pretense at the Golden Rule and bringing the system in to be a new valve, saying what goes in and what doesn't. Can roleplaying happen without a "valve" of some point? Isn't that the Lumpley Principle in action? Is what the Principle calls "system" really just my "valve"?

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On 6/22/2004 at 1:50am, lumpley wrote:
RE: Filing Edges: GM as Author

Um.

Actually the opposite is true. The conventional GM whose say-so makes the game happen is a fiction. It's a convenient fiction for some styles of roleplaying - it takes all the effort out of negotiation, provided the GM doesn't stray too far from what's expected at the table - but it's just not real.

Take your examples. It is within the power of any player present to end the game if the GM pulls that kind of shit and it's not okay. If it's okay, it's okay by the players' indulgence; if it's not, the GM has no more power to make the game happen than anyone else.

I'm not talking about whatever rights & responsibilities the rules allocate to whatever player. I'm talking about our right as human beings to ditch out of a game we don't enjoy.

So not only is it possible and desirable to move beyond GM-is-sole-author, it's inevitable. It's like a soap bubble, poke it and it's gone.

Games like Sorcerer, the Pool, My Life with Master - they have a strong GM, but the GM isn't the author. The GM has a particular authorship role, complementary to the players', without which the players' power would be diminished. That's a different bug entire.

edit: Every valve - every valve - is group consensus.

-Vincent

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On 6/22/2004 at 2:40am, ethan_greer wrote:
RE: Filing Edges: GM as Author

Whoa.

Vincent, are you aware of just how radically unconventional everything you just said was? In the context of the RPG community at large, I mean? (Well, at least among most of the gamers I've ever met, anyway, which is a limited subset, but still...)

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On 6/22/2004 at 2:41am, Jonathan Walton wrote:
RE: Filing Edges: GM as Author

Right, Vincent. Point taken.

However, I don't see how the player's ability to stop playing the game is really that empowering. I took it as understood that everyone wants to play the game. If the only way you can directly influence play is to walk away... that sucks. Or, likewise, if the only way you can directly influence play is to threaten the GM with walking out if he doesn't include your suggestions, that sucks too.

I think that, most of the time, the GM DOES pull that kind of shit and, yes, it IS okay with the players. It doesn't matter if the players can choose to walk out or not because they WON'T make that choice. The players indulge the GM because they want to play the game, which leads to the situation I described.

My question, in your terms, might be something like how can we get the players to stand up and demand direct input without walking away or threatening to walk away? (Because, personally, I don't find that very constructive). Often times, in my experience, this involves first convincing them that they actually WANT direct input. I've run many games with traditional roleplayers in which I wanted to not take the GM-author role, but was occasionally forced to because the players weren't willing to step up.

I guess I was looking for situations more like this:

GM: So you round the corner and you spot... what?

P1: What?

GM: What makes the most sense to you?

P1: A magical castle!

GM: What does the magic castle look like?

P1: It's got hundreds of gleaming towers...

P2: ...and a huge garden maze made of rose bushes!


Still, this runs the risk of becoming Mad-Libs the RPG, with the GM providing convenient "blanks," spaces in which it's okay for the players to have direct input. Better, perhaps, but not quite what I was hoping for.

Does that explain more what I was trying to get at here, Vincent?

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On 6/22/2004 at 2:54am, lumpley wrote:
RE: Filing Edges: GM as Author

Yes! It does!

And now that's exactly what you need to be asking, if you want to do more with your game designs than file the edges of what's already been done.

(What keeps the players from contributing and also from walking out? Their social contract. How do you communicate a new, better social contract to a group, in such a way that they'll adopt it? By codifying it in rules! Universalis shows this beautifully.)

-Vincent

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On 6/22/2004 at 3:10am, Christopher Weeks wrote:
Re: Filing Edges: GM as Author

Jonathan Walton wrote:
So here's my thesis about traditional play: There's no truly collaborative involvement in determing what occurs...

-- How can we get away from this style of play, with its dependence on the GM, his choices, and his instincts...

-- Is is worth it (or even possible) to ever really break with this model? Universalis does, but it accomplished this by ditching any pretense at the Golden Rule and bringing the system in to be a new valve, saying what goes in and what doesn't...


It seems like simply aportioning valves to all the players forces the collaboration to happen. I mean, to the extent that the end product is a story, all the players had a real hand in determining some of what went into it. How you do this is wide open: one big valve that rotates among the players from unit of play to unit of play, or valves that only operate on certain domains of game input -- coupled with one player who settles ties among the valveholders, or adhocratic committee-based consensus could be the mechanism to distributing the valviness. And so what about the "Golden Rule?" Of course anyone can ignore any rules at will.

Jonathan Walton wrote:
Can roleplaying happen without a "valve" of some point? Isn't that the Lumpley Principle in action? Is what the Principle calls "system" really just my "valve"?

It sounds like it: "System (including but not limited to 'the rules') is defined as the means by which the group agrees to imagined events during play." Is that what you mean your valve to encompass?

Chris

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On 6/22/2004 at 3:25am, neelk wrote:
RE: Filing Edges: GM as Author

ethan_greer wrote:
Vincent, are you aware of just how radically unconventional everything you just said was? In the context of the RPG community at large, I mean? (Well, at least among most of the gamers I've ever met, anyway, which is a limited subset, but still...)


Nevertheless, I think Vincent is totally, completely, 100% correct. He's right that everyone saying, "okay, we want the GM's say so" makes the negotiation easy, but it's a totally dangerous (and common!) error to mistake this temporarily granted authority for actual power. It's an error that's pervasive throughout the hobby, but it's still an error. The instant anyone says no about anything and digs in their heels, that's the instant everyone realizes that they have no power to coerce whatsoever. That's why you can have groups that appear to function for a while, and then blow up suddenly -- someone or some subgroup hit a hard line, and the others discover that the game just isn't going to go where they want it to.

Jonathan wrote:
P1: I grab a barstool and break off a leg to use as a club.

GM: Um, you're not strong enough to really do that.

P1: Well, then I grab a beer bottle and break off the bottom.

GM: You hit the bottle against the table and it explodes in your hand, giving you several cuts. Got any better ideas?


At this point, what I would do is say "Dude." and give the GM a look. Note that I'm not making this a life-or-death issue and threatening to walk -- I'm just letting him or her know that I find this annoying and a little frustrating. And then the GM, being a cool person, will back off and give me some space. Iterate dozens of times over the course of a game, and boundaries get negotiated.

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On 6/22/2004 at 4:29am, List wrote:
RE: Filing Edges: GM as Author

EDIT: I'm sorry, I think I completely misinterpreted what you were saying and should have referred my post to the 'gmless playing' section further up :-P However, given that I just got here and haven't yet figured out how to delete posts, I figured I might as well just leave it there since I already said it all. But what follows are remarks on completely shared control.


When I started doing conventional, GM-based roleplaying, I had been doing shared control roleplaying with my friends for years without knowing the term for it. We handled it in pretty much the following manner:

Each person had one major character and assorted NPCs they controlled. We created each other's plot, much like in a larp, and avoided having more than two of a given person's characters in a scene at once.

Conflicts were resolved by concensus. For example, if two characters were in direct combat, we would establish which was 'better', decide they won, and fill in the details, with each person deciding their own character's injuries. Or, if we decided we wanted the worse fighter to win for dramatic purposes, we would agree on a stunt that caused this to be possible.

Setting control sort of naturally went to whoever had the relevant area most developed, or somebody volunteer to do setting for a new place. The person doing setting wouldn't GM so much as provide minimal details, and everybody would fill in the rest (eg, "I find an empty room", not "Are there any empty rooms?"). Developing areas tended to happen through NPC control (if you have a secret assassin group from Kenya, you were setting for Kenya, etc).

Obviously, given that there was no system whatsoever, this dynamic was based on a lot of maturity/responsibility and trust, especially so that IC secrets could be kept. "Take my word for it, I may look like an innocent school girl, but shortly after you attack me, I kick your ass. I just can't tell you why yet." Nobody could do anything to anyone else's character without permission, and we were all sort of mutually motivated to decide based on what was the most realistic.



That said, I don't think the system is nearly as good as a valved one. The OOC social courtesy required necessarily restricted depth, because unlike GM games, one major conflict could break the trust and therefore the game. It has its advantages and specific uses, but I think the disadvantages are greater.

As such, I would say that any shared control game would have to have a high amount of system built in to manage the shared control. The Pool seems to do this pretty well. However, it would seem that one such game that had myth of reality would necessarily run into issues when conflicting intuitions of the reality had to deal with each other. Mystery and secrecy would also be a lot harder.

It's not clear to me how to do this with a bunch of people who aren't really sensitive to each other and know/trust each other really well, but still make the game primarily about anything other than the sharing of the reality and the telling of the story.




I suppose another extreme would be techniques for improvised coherent two-hour plays. Is that in accordance with the direction you're talking about?

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On 6/22/2004 at 5:31am, M. J. Young wrote:
RE: Filing Edges: GM as Author

Aside to List: it is not possible nor permissible to delete posts at The Forge. No one is ever to attempt to unsay what he has said, for better or worse. Among other things, it reminds all of us to think before posting.

-----

Jonathan, I immediately think of Legends of Alyria. We played it with a referee, but the position grows less and less meaningful with each session--it seems to exist primarily to bring about consensus concerning the rules, in the same way that in playing a board game you usually have one person read the rules and teach everyone else how to play.

But I'm also going to put forward Multiverser. The game allows and encourages a great variety of refereeing techniques, from strongly illusionist to completely background. Always the instruction comes through that the player should always be allowed to determine those things that matter to his character within the situation. It may be my desire to run a game in which the player character rescues the princess, but as referee I'm not allowed to coerce him. I can attempt to hook him, but if he doesn't take the bait, either someone else will have to rescue the princess or she will not be rescued, depending on what makes for the better future in the game world.

I'm frequently running games in which I haven't a clue what's going to happen next, but I'm waiting for the player to tell me. Right now I've got a guy who is living in a castle at the end of the nineteenth century, building a garden, buying up German Mauser rifles, and training an elite combat unit. I have no idea where he's going with this--but it doesn't matter, because it is where he wants to go, and I'm along for the ride.

Of course, once again it helps that Multiverser doesn't require all the players to be on the same page. The other players are happily doing what they want to do as well, and I'm following along and throwing in whatever looks like it will be interesting.

As far as mysteries go, they have their own problems; but I did a spy scenario just recently that had some of those qualities. The essence of the game required me to know what it was that was happening that wasn't known, and then to present a snippet of information that accidentally reached the player character and pointed her (an actual game) to the fact that there was something happening that needed to be discovered, and where it appeared to be happening. After that, she told me what she was doing to pursue the information, and I worked out through the rules what she learned. Even though she ultimately had to find that secret to save the world, it was never so that I determined how she would do that, and she did it in many ways that would never have occurred to me.

I'll grant that a lot of games are structured such that the referee runs what happens. Frankly, though, Multiverser looks very traditional on the surface, and is not usually run as you've described.

--M. J. Young

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On 6/22/2004 at 5:31am, Andrew Martin wrote:
RE: Filing Edges: GM as Author

One element I noticed missing from the above posts is the concept of a goal, the ideal of what play should be like. There's lots of mention of control, which is like putting up walls/rules to block player input. Put in a goal that the players all agree to, and then the players will know where to head to, and won't waste time bouncing off the walls (being wild).

For example, two weekends ago, I ran Zac's Shadows game for two other players, where the PCs were Jedi Masters or Apprentices. As the GM I said that play should be like the three Star Wars IV, V & VI movies, and with martial arts moves from the Star Wars I & II movies, and that the PCs were to save the universe just like the movies. This was the first time these players had comes across this type of game, they are regular players of ICE Rolemaster, and former players of RuneQuest II & III and AD&D. I kept emphasizing the goal, and play very quickly proceeded in the right direction, and I rarely had to say no. Instead, the players kept putting their characters into bigger and bigger "trouble'.

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On 6/22/2004 at 11:31am, Noon wrote:
RE: Filing Edges: GM as Author

I think the keyword here is syncronisation. One valve point, one GM is similar in application as having just one game system in use among everyone. We don't come together as gamers only to dream seperate dreams...we need to syncronise some shared knowledge. Even freeformers do it, I'm reminded of an actual play account where two people would game over the phone and use mutually owned magazines to show each other what they are wearing. Yeah, synchronisation is more than just having the same set of rules in everyones heads, its a whole bunch of things being the same in everyones heads.

Really, between abstraction and a pratical limit on the number of rules you can provide, the GM is a stop gap for what it doesn't cover. Never mind the 'provide a plot' thing traditional play insists on, you don't need a centralised stop valve to do that.

From what I know about universalis (don't own it), instead of providing a million rules for covering things like wacking orcs with swords, it provides a neat few rules for creating rules for wacking orcs with swords (should the user want to). The sycronisation doesn't come from everyone knowing how to wack an orc, but how to make a rule about it (if you want) with the systems rules.

Ooops, I have no wrap up point to make!

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On 6/22/2004 at 12:22pm, Jonathan Walton wrote:
RE: Filing Edges: GM as Author

I think Andrew's on to something here (to pick one idea out of a horde of good suggestions). Perhaps what shared goals do, though, is put the valve in individual players' minds, instead of in the hands of the GM. After all, there always has to be some kind of filter that decides what is and isn't appropriate, out of the hundreds of possible reactions to established situations. If whatever comes out of the players' mouths is going to be implemented, you need a way of making sure that input will benefit the game, hence the need for "head valves."

For instance, I like to talk about this Star Wars game I played at a Con last year in which one hero decided to pump the evil jedi full of tranquilizers, destroying any chance at a final climactic battle. When people complained at him, he pointed at the GM and stated that it was his responsibility to make sure his plan didn't work at the climax still happened. This, to me, is a clear case where a head-valve would have saved the game, but where the player was expecting the GM-valve to do that job.

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On 6/22/2004 at 12:54pm, aplath wrote:
RE: Filing Edges: GM as Author

Jonathan Walton wrote: My question, in your terms, might be something like how can we get the players to stand up and demand direct input without walking away or threatening to walk away? (Because, personally, I don't find that very constructive).


A few years back my group started playing this game. There was no discussion about what we were about to play. The GM was one of our regulars, we only played D&D at that time and the setting was also the usual one. So everyone made up his characters and we started playing.

Now ... this particular GM had played several campaigns with the group before. They all had been world-saving-quests, but we didn't think about it when we started playing. But then, by the end of the first or second session, there was this decision making moment. The PCs had to choose if they were going to pursue the quest. But the choice was an illusion (or so we thought) because the hooks (rails?) were all in place and we could see clearly where the GM wanted us to go and what he wanted us to do.

And then we didn't.

One of the characters said he'd rather not go in that journey because he wanted to go the other way looking for his lost sister (something in his background). Another PC said "Hey, I might as well help you doing that." And finally the third one entered in what-the-hell mode and joined the other two.

The GM then ended the session (it was late anyway) and during that week we discussed what happened. It turned out that we weren't in the mood to play another epic quest to save the world, though until that point we didn't know it. The GM saw that, prepared for next session and off we went. It was a terrific game.

I guess this shows that GM power is an illusion.

But now that I wrote it, I see that I don't know how to make this happen since in that case it just happened. But the important thing was that, after it did happen, we started paying more attention to what people wanted from the game, and I guess openly discussing this is the key.

Andreas

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On 6/22/2004 at 1:44pm, ethan_greer wrote:
RE: Filing Edges: GM as Author

Didn't mean to imply that I disagreed with Vincent. I'm 100% on board with what he's saying. I was just reacting to the kick in the head his post gave me. :) Carry on...

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On 6/22/2004 at 2:18pm, simon_hibbs wrote:
RE: Filing Edges: GM as Author

Jonathan Walton wrote: I think that, most of the time, the GM DOES pull that kind of shit and, yes, it IS okay with the players. It doesn't matter if the players can choose to walk out or not because they WON'T make that choice. The players indulge the GM because they want to play the game, which leads to the situation I described.


This reminds me of the Wildcards superhero character 'Kid Nova', who had the power to blow up the sun (it was his only power). "Freeze punk, or I'll Blow Up the Sun". Yeah, right!

I have seen players walk out of games and I have done it myself, but only a few times and I've never done it with the intention of destroying the game. However if I'm genuinely not enjoying myself and would rather do something else, and my non-enjoyment of the game overcomes my tendency to stick with the game anyway and not appear rude, I'm prepared to do it. However I don't see it as an ability I'm prepared to use to influence the direction of the game. if I'm going to withdraw I don't see that I have any right to interfere with the enjoyment of those wanting to stay in it.


I've run many games with traditional roleplayers in which I wanted to not take the GM-author role, but was occasionally forced to because the players weren't willing to step up.


I've come across this before. A recent Hero wars campaign of mine (ok, last year) could have benefited from more GM authorship and direction on my part. I was actualy told this by several players. I gave them a loose reign and a variety of plot lines and NPCs to get involved with, but it turns out they'd have prefered a more tightly focused plot line.

I think there's a fine line to be trod here. On the one hand you need to focus on events, places and characters that are important to the game you're running. On the other hand, you want to give the players free reign in how they respond to those events and characters, and influence over the course of events.

I don't think there's any easy formula that will square this circle. It requires a consensus on what the goals of game play are, what the premise of the game is and this can only be effectively handled through communication between players and the GM about their expectations. I think you're right because traditionaly RPGs don't offer formal mechanisms to facilitate this communication, even if your examples are somewhat contrived extreme cases.


Simon Hibbs

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On 6/22/2004 at 4:20pm, Rob Carriere wrote:
RE: Filing Edges: GM as Author

ethan_greer wrote: Vincent, are you aware of just how radically unconventional everything you just said was? In the context of the RPG community at large, I mean? (Well, at least among most of the gamers I've ever met, anyway, which is a limited subset, but still...)
Blink, blink. Pinch arm.

OK, I'll Whoa you back :-) I haven't heard anything but substantially that position for the last 15 years. Guess you're under a rock in Outer Mongolia and I'm somewhere in a snowdrift in Antarctica? This is one of the wonderful things about this hobby: no matter how long you've played, now matter how many people you've talked too, still somebody will throw you for a loop.

Johnathan,
Sure most people are reluctant to get up, snort steam, fart fire and walk away in anger. This is a Good Thing (TM).

However, you can be more moderate in your protestations. Among all the people I have ever played with, player comments about the amount of fun they're having are things taken seriously. In fact, again, among the people I (have) played with, it is considered SOP for the GM to actively sollicit such input.

So, since you are obviously talking from a very different background than I am, a simple question to give me some elementary bearings: would the sort of play I have experienced fit your agenda, or are you looking for a more overt way of redistributing power, tasks, and roles?

SR
--

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On 6/22/2004 at 8:26pm, Mike Holmes wrote:
RE: Filing Edges: GM as Author

We're dancing back and forth here over the same ground. The question is what's meant by "power" and other terms that are being bandied about. What happens in the "traditional" game is not that the GM has all of the power, and not that the players share power because of their ability to abdicate. Power is passed back and forth. This is the "ball" that Chis Chinn (AKA Bankuei) refers to.

I mean, what about character action. As in the example given above, the players are, even in the most traditional games, given theoretical authoority over what their characters do. Yes, the GM can circumvent this. But this is becuause the players give the GM the ball at those points, or he takes it, or...whatever.

Basically it's not so simple as to be statable in one sentence. The best you can do is to point out that control of what's being created in the SIS can pass to any player at any point, and that the system being used is what controls this. This is simply the Lumpley Principle in action, and nothing new.

Now, as to whether one "should" or should not try to "get away" from having the GM have the ball most of the time...all I can say is that this is a preference thing. I didn't participate in creating Universalis to say that GM control is a bad thing - just to say that there are alternatives here. So the only imperative is to think about how to distribute control for your game to make it the best game that it can be. That'll vary tremendously from design to design.

All of which Mike Mearls is very aware of, BTW.

Mike

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On 6/22/2004 at 8:57pm, Jonathan Walton wrote:
RE: Filing Edges: GM as Author

Mike, you're saying all this as if it's uncontroversial and written in stone. Honestly, I don't think it's obvious that the "ball" metaphor is any more accurate or complete than my "valve" metaphor. Additionally, I don't think this is just a YMMV thing that needs to be custom-fitted for each game concept. Part of the reason I wanted to address Mike Mearls comments it that he thinks roleplaying hasn't really changed much, which makes me wonder whether it's possible for roleplaying to change much, and, if so, how we can make those changes happen. I don't want to wait until I come up with a game concept that requires the GM to "give up the ball." I want to come up with options NOW, and then build experimental games around those options to familiarize myself with the possibilities.

Finally, I've always thought that comments like "the only imperative is to think about how to distribute control for your game to make it the best game that it can be" are EXTREMELY unhelpful. How are we to know what's "best" for a given design? That's like saying there's only one person in the world that you could marry and be happy. Bullshit. There are thousands and thousands of different mechanics that could all be "the best" for a given game design. It's not like there's just one answer or just a few answers. This is especially true in the early stages of design, where people try out various bits of system to see what clicks. And, in exploratory designs like what I'm planning to de here, the point isn't even to create a complete working game. The point is to see what's possible and fiddle around with those possibilties.

Okay, rant mode off.

Well, mostly.

I think people are missing my purpose here. Yes, we've all understand that GM power is given, temporary, illusionary, and subject to the whims of the players. Yes. Yes, yes, yes. But why are we still stuck with the old model, over and over again? I slip into it all the time.

I ran My Life With Master at the Con this year, for 12yo boys, and it quickly became a GM-valve game. Everybody started out on the same page, the early play of the game went great, with scene requests and player input and everything, but then one player decided to strike out on their own (probably out of ADHD boredom) and intentionally go against the group's shared goals. So, not knowing of any available options, I reached for my familiar tool: the GM valve. Now everyone's suggestions had to go by me before they were implemented. I was able to loosen up a bit near the end, because the Endgame approached and so apocolyptic events could be unleashed, but it was much less fun that the early part of the game.

What I'm asking for, then, is a way to avoid even the temptation to use the GM-valve. I don't want it to be even POSSIBLE for the GM to hog the ball and keep it away from the players. I want that to be built into the system of the game and an important part of the social contract. And I want this whole thing to be barred from drifting back into traditional models, eve when played with a group of players (like me) who have GM-ball-hogging and the GM-valve as our normal play habits. But, we still need a way of dealing with 12yo boys with ADHD and would-be jedi-tranquilizers. If the GM doesn't have the valve, then there needs to be some way of seperating the sheep from the goats.

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On 6/23/2004 at 12:46am, Noon wrote:
RE: Filing Edges: GM as Author

aplath wrote: *snip*
I guess this shows that GM power is an illusion.
*snip*


No, I think its real. What the illusion is that its bigger than it really is. An analogy might be that the traditional GM role means the other players allow him to wield a stick (shepards crook?). This means, one on one he's got the advantage.

The illusion is that a stick is all powerful. Err, no, its just a stick!

Now, a piece of fruit...(sorry, monty python moment)

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On 6/23/2004 at 10:04am, Rob Carriere wrote:
RE: Filing Edges: GM as Author

Jonathan,
Thanks for the clarification. Now I think I know what planet I'm on :-)

Sounds to me like what you want is to rigorously distribute GM power as evenly as possible. Everybody is an equal part of the valve. So it's not your repsonsibility to call back the errant sheep, it's the group's responsibility not to allow the sheep to go errant in the first place.

My first reaction was, `commitee meeting for every decision, YUCK!'. Then I thought that maybe you could divvy up the GM powers, for example, you have a rules-arbitrator, a scene-and-prop setter, and NPC player, and a story guard (who keeps the group's goals in mind). These roles are divided among the players and rotate every once in a while. In a traditional-tempo game with long scenes you could rotate after every scene, for example. I'm not sure what to use in a more fast-paced game, but there's got to be something that's agreeable to all.

So, in the example you give, it would have been the responsibility of whoever was storyguard right then to curb the ADHD behavior. Half an hour later, it would have been somebody else's concern. This way you can't hog the ball, because the rules will take it away from you.

Is this more along the lines of what you were looking for, or am I still in that snowdrift?

SR
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On 6/23/2004 at 11:48am, Jonathan Walton wrote:
RE: Filing Edges: GM as Author

Rob Carriere wrote: Is this more along the lines of what you were looking for, or am I still in that snowdrift?


Well, this is the tactic advocated by Ergo, the first treatise on GM-less play that I ever read. Ian Millington implied that the road towards GM-less play was paved with getting individual members of the group to take on what were formerly GM-responsibilities.

I originally planned to do something similar in my game Storypunk/Ever-After/Facedance (it's been through a lot of names), but have it be enforced in-game. It was a game about being people who hacked into stories and took over the operation of them, so you'd have one character who was the "Muse" and would set the scenes, one character whose job it was to end scenes, etc.

So, yeah, in a sense, that's more like what I'm getting at. I was just hoping that people could come up with other ways of making it happen. I was looking for positive ways mostly: not restrictions that would keep the GM from hogging the ball, but game goals that would make it unlikely that anyone would ever WANT to hog the ball. For example, what if you could gain benefits (?) whenever other players used elements you created during play? Torchbearer does something similar to this with its Torch mechanics, and it might keep people from hogging narrative control.

I'm not necessarily just looking for GM-less play concepts. I'm also interested in GMs that aren't ball-hogs and how that works in practice.

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On 6/23/2004 at 1:41pm, timfire wrote:
RE: Filing Edges: GM as Author

Jonathan Walton wrote: What I'm asking for, then, is a way to avoid even the temptation to use the GM-valve. I don't want it to be even POSSIBLE for the GM to hog the ball and keep it away from the players. I want that to be built into the system of the game and an important part of the social contract. And I want this whole thing to be barred from drifting back into traditional models, eve when played with a group of players (like me) who have GM-ball-hogging and the GM-valve as our normal play habits. But, we still need a way of dealing with 12yo boys with ADHD and would-be jedi-tranquilizers. If the GM doesn't have the valve, then there needs to be some way of seperating the sheep from the goats.

I feel you're setting up an impossible standard here. How do you avoid the temptation? I don't think you can! The temptation for one player to dominate the game is always there. And it doesn't need to be the GM, it can just as quickly be a regular player. It's just easier for the GM.

I've seen things down down like this before:

Player A: I attack!
(Rolls a natural 20, the crowd cheers.)
Player B: Dude, you totally cut that guy in half!
GM: Umm... next person...

In my old playing group, after rolls were made people would start throwing out suggestions for what should happen. But the thing is, it was always the same couple of people who would make the suggestions. The GM would rarely question them about it. Those players effectively became the 'vavle' for what went into the SIS.

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On 6/23/2004 at 1:55pm, lumpley wrote:
RE: Filing Edges: GM as Author

Jonathan: it's hard.

Giving up exclusive authorship, as GM, means that you have to actually share your vision for the game. You have to actually share it. You can't share it only as long as your friends' visions are compatible with yours, you can't share it only until one of your friends has an ADHD moment. Your vision can't trump theirs.

The moral is, don't share GMing with 12 year olds unless you're honestly willing to play a 12 year old's game.

Have I said a million times yet how genius Universalis is? It does exactly what you say: if I use something you create, I get dice for it. The game's rules give every player's contributions weight and value. They actively, positively promote each of us to pick up the others' vision and fly with it. It's wicked genius.

Otherwise, I feel for you. There's not much beaten track. Very few published games do what you're asking for, and for those of us who do it in play, it seems to come so naturally that it's hard to analyze and communicate. Whatever techniques you come up with are bound to be innovative.

Rob, as far as "commitee meeting for every decision, YUCK!" goes, have you read my group's "Adventures in..." posts?
Adventures in Improvised System
more adventures in improvised system: techniques
Further More Adventures in Improvised System
Adventures in Shared Character Vision
Adventures in RGFA Simulationism
More Adventures in Shared Character Vision
Adventures in Dramatic Drama
All you gotta do is find the right committee.

-Vincent

("It's wicked genius" may be a regionalism. I apologize to people who're made to gag by it.)

Forge Reference Links:
Topic 8232
Topic 8715
Topic 8952
Topic 8930
Topic 9146
Topic 9257
Topic 10634

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On 6/23/2004 at 4:06pm, Rob Carriere wrote:
RE: Filing Edges: GM as Author

Vincent,
No I hadn't. Thank you! That was a great read.

I think though, that the correct verb cannot be `find'. This sort of thing is built during a lot playing together beyond the initial agreement to try such a style.

I also suspect I might not be a good committee member myself. I don't think I could groove on the `halt-and-go-meta' moments. At least I always find myself irritated by the need to stop the flow of the game and consider resolution, be it by rules, consensus, or whatever. In fact, re-reading my own sentence, I gave myself away with `stop the flow'. That perception is not compatible with the type of play you describe, where figuring out how to resolve stuff is an integral part of play.

SR
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On 6/23/2004 at 5:22pm, Rob Carriere wrote:
RE: Filing Edges: GM as Author

Jonathan,
Thanks for the confirmation that I'm pointed in the right direction. Let me describe something I see in that direction:

Take an ordinary deck of cards and shuffle out one of the colors and all but one of the jokers. You now have a deck that has two of everything, except for the solitary joker. Deal a hand to each player (use up all the cards). Hands are not revealed.

When you introduce something into the SIS and I support you (for example, I play an NPC you just invented according to your guidelines, or I agree to have the event you just thought up to happen to my PC, or whatever) I get to blindly draw a card from your hand. If I now have a pair, I put the pair on the table, face up. I get a point for the pair.

At any point, whoever has the joker is the story and rules guardian. He must intervene when the agreed-upon boundaries of play are passed. He does so by revealing the joker. If I draw a card from you and it is the joker and I believe you should have intervened, I can call you on that by revealing the joker. If the rest of the group agrees, you lose a point.

Whoever has the joker when all the other cards have been paired loses 3 points.

At that point either quit or reshuffle and restart.

Now add a cool game use for the points, stir well and serve.

SR, who is hungry and outta here.
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On 6/24/2004 at 8:25pm, Doctor Xero wrote:
RE: Filing Edges: GM as Author

lumpley wrote: The conventional GM whose say-so makes the game happen is a fiction. It's a convenient fiction for some styles of roleplaying - it takes all the effort out of negotiation, provided the GM doesn't stray too far from what's expected at the table - but it's just not real.

Take your examples. It is within the power of any player present to end the game if the GM pulls that kind of shit and it's not okay. If it's okay, it's okay by the players' indulgence; if it's not, the GM has no more power to make the game happen than anyone else.

I'm not talking about whatever rights & responsibilities the rules allocate to whatever player. I'm talking about our right as human beings to ditch out of a game we don't enjoy.

Exactly! The game master is a functionary for the Social Contract!

Jonathan Walton wrote: But why are we still stuck with the old model, over and over again?
Jonathan Walton wrote: I don't want it to be even POSSIBLE for the GM to hog the ball and keep it away from the players.

We still have game masters for a simple reason : because that is what players want, even if you don't think they should be allowed to have it (and even if you keep misreading the game master's service to his or her gaming group as "hogging" and domination).

The sort of adjudication (not appropriation) of certain types of player input you mention occurs precisely because the gamer who gave up playing to game master has been assigned by the will of the gaming group to that specific function. The sort of game master about whom you write has the assigned function of game system interpretation (so that players don't have to waste time with reinventing the wheel of system every time something occurs within game), setting operation (including NPCs), and upholding the Social Contract.

Game masters have a valuable function, and there is nothing lazy nor subordinate nor uncreative about playing in a campaign which has a traditional game master.

Doctor X

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On 6/24/2004 at 8:50pm, Doctor Xero wrote:
RE: Filing Edges: GM as Author

Jonathan Walton wrote: But why are we still stuck with the old model, over and over again?

I ran My Life With Master at the Con this year, for 12yo boys, and it quickly became a GM-valve game. Everybody started out on the same page, the early play of the game went great, with scene requests and player input and everything, but then one player decided to strike out on their own (probably out of ADHD boredom) and intentionally go against the group's shared goals.

Now you know why. Remember, this was a Convention game, with children who had no pre-existing Social Contract nor emotional connections, really, and with no consequences should they go awry. Had you selfishly abdicated your functions as game master, you would have been choosing to ruin the pleasure of every other player at that game.

Jonathan Walton wrote: I guess I was looking for situations more like this:

GM: So you round the corner and you spot... what?

P1: What?

GM: What makes the most sense to you?

P1: A magical castle!

GM: What does the magic castle look like?

P1: It's got hundreds of gleaming towers...

P2: ...and a huge garden maze made of rose bushes!


Still, this runs the risk of becoming Mad-Libs the RPG

Actually, this looks more like the signs of a lazy game master than an opening up of the shared imagined space. If I'm going to be deciding what everything I encounter is for myself, I might as well be home writing a short story -- the function of other human beings has been deleted, and the gaming experience now feels more like a circle jerk than a lovefest.

One might be able to state that the game master has been dehumanized into a gaming resource or aid.

(Most game-master-less game systems have ways of incorporating this level of spontaneous world generation without dehumanizing anyone.)

In some ways, there is something inherently noble about the gamer who willingly takes on the task of game master, particularly since there are those who insistently reinterpret their services to the gaming group and to the Social Contract almost exclusively in terms of power madness, appropriation, and "hogging the ball".

Jonathan Walton wrote: I'm not necessarily just looking for GM-less play concepts. I'm also interested in GMs that aren't ball-hogs and how that works in practice.

Jonathan, thus far in this thread, you have categorized game masters as tyrannical hunters ("the GM then plays Duck Hunt with those suggestions, shooting down the ones that don't fit his vision of what the game should be like"), thieves or plagiarists ("He's simply stealing their ideas . . . many GM's tweak player's suggestions when connecting them into the rest of the game, which could be seen as a way of claiming ownership over the suggestions"), selfish hogs ("I don't want it to be even POSSIBLE for the GM to hog the ball and keep it away from the players."), and people who pull off shit ("most of the time, the GM DOES pull that kind of shit").

With that kind of disrespect for game mastering, it seems to me that you won't be able to look at it in depth enough to recognize its vital functions and then redistribute those to the players (which has been done in game-master-less game systems already, so it must be possible). Until you are willing to understand WHY players enjoy and may even need game masters, you will be unable to find ways to construct viable alternatives to game masters.

Doctor Xero

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On 6/25/2004 at 2:45am, Paganini wrote:
RE: Filing Edges: GM as Author

ethan_greer wrote: Whoa.

Vincent, are you aware of just how radically unconventional everything you just said was? In the context of the RPG community at large, I mean? (Well, at least among most of the gamers I've ever met, anyway, which is a limited subset, but still...)


Ethan, yep, he is. This is not something new for Vincent. His very first post to the Forge was basically saying the exact same thing... the Lumpley Principle in a nutshell. ;)

Jonathan, have you played Universalis? Everyone who thinks about this issue should first do some serious Universalis.

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On 6/25/2004 at 6:25pm, Doctor Xero wrote:
RE: Filing Edges: GM as Author

First some advice directly to your question, then a point you seem to be neglecting and, through this neglect, thereby obscuring your concerns.

Jonathan Walton wrote: I'm not necessarily just looking for GM-less play concepts. I'm also interested in GMs that aren't ball-hogs and how that works in practice.

Well, I know a number of methods for the commonplace healthy, respectful game mastering which never comes close to "hogging" nor appropriation nor tyranny, but those aren't necessarily built into the system beyond the seemingly-obligatory "How to Game Master this RPG" section, so I don't think those would scratch your itch apropos this topic.

Take a look at Pretenders, Otherkind, and octaNe for some built-into-the-system ways to encourage players to participate more directly in creating the Shared Imaginary Space and its Storyline/Premise/Contests.

Pretenders provides a detailed explanation of how to engage one's playing group in a round-table creation of the relevant parts of campaign reality. This creation method is written into the rules and therefore could only be ignored by the gaming group as a sort of house rule alteration of the RPG itself. As I've mentioned in other posts, I've done this with my own gaming group. They wanted mysteries and therefore secrets known only to the game master, yet this round-table creation session encouraged them to specify for me the desired parameters of those mysteries. Thus, from the start, I had player engagement with the campaign. I had no more nor less veto power than any other gamer in the discussion with one small exception : I freely admitted when they wanted NPCs of a sort I can not properly play out for them. In the past, sometimes this has functioned as a de facto veto, but often it has functioned to encourage a player to volunteer to play out that NPC for me. (We don't like the discontinuity and oscillating characterizations of shared NPCs.)

Otherkind provides a dice resolution mechanic which gives almost complete resolution power to the player depending upon how well he or she rolls those dice. What you would find relevant about this dice resolution mechanic is that the game master has virtually no veto power nor authority over the player's chosen resolutions. octaNe is similar in that its dice resolution mechanics also give almost total control over activity resolution to the player, with almost zero game master input.

The one thing I dislike about both Otherkind's and octaNe's dice resolution mechanics is that they give near-absolute authority over a given part of resolution to either player or game master : there is no negotiated nor sharing of tasks between the two when it comes to activity resolution.

Donjon provides an example of a game in which the game master really has little to do except listen to players declare into existence almost anything they want so long as they make the requisite rolls, but its mechanics uncompromisingly incorporate a player-not-game-master creation trope of the sort you might be seeking.

Jonathan Walton wrote: What I'm asking for, then, is a way to avoid even the temptation to use the GM-valve.

The problem is that such a valve which will always exist through somebody in any functional game.

When a player is uncertain what to do, is too tired or overwhelmed or naive or bashful to be creative on demand, or is simply not the alpha charismatic of the group, he or she will often look to the game master for help. Disempower the game master from doing so, and said aid will come from a fellow player -- or, as happens more often, the campaign is destroyed (as with your 12-year olds example) or the player becomes overrun and either ignored or dominated by the more aggressively creative, more certain, more charismatic players.

Without game master authority, authority always defaults to the most charismatic or the most aggressive. Having either a cult of charisma or a tyranny of the most aggressive is almost impossible to avoid unless there is an empowered game master to counter either one. (Or a particularly strong Social Contract, but that's not something a game system can address.)

In effect, anti-game-master "hogging" sentiments tend to promote the idea that every player has a right to input except the one conscripted to the position of game master. The game master alone is denied the right to input under such anti-game-master reforms.

I don't want to see gaming become an isolated ghetto of the creative elite.
I don't want to see gaming become nothing more than a vehicle for cults of charisma and/or domination by interpersonal aggression.
I don't want to see game masters dehumanized into wetware computer game interfaces.
Empowered game masters are currently our best means by which we might avoid such fates.

I think Pretender, Otherkind, and octaNe are all examples of game mechanics requiring greater player input without destroying the functional value of the game master position.

Doctor Xero

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On 6/26/2004 at 2:41am, Noon wrote:
RE: Filing Edges: GM as Author

I think this has already been asked in certain ways, but I wanted to shorten it down and ask it again.

In a group of equals, when one of them percieves something has gone wrong, what can he/she do as an equal?

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On 6/26/2004 at 3:26am, lumpley wrote:
RE: Filing Edges: GM as Author

Noon: he or she can say so.

-Vincent

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On 6/26/2004 at 7:26am, Asrogoth wrote:
RE: Filing Edges: GM as Author

Wow. The GM perspectives break down into very "ecclesiological" distinctions.

Views:



Pontifical:
This view states that the GM has complete authority over all things within the game and his final word is the law, regardless of anyone else's feelings or opinions.


Episcopal:
This view would be that the GM has a role as an overseer or presiding judge/arbiter/guide/shepherd. He provides all the information to the characters that is necessary to make the game run effectively. While his word is law within the game, he generally is seen as taking a somewhat "passive" role while encouraging Player interaction/development.


Presbyterian:
This view would be the view that a few chosen and recognized individuals within the gaming group have the authority to tell the GM exactly where the game should be going. This usually ends up in a political battle between the GM and "special" Players in an attempt to make "their" positions/ideas primary. (My apologies to any Presbyterians out there. This is not meant as an attack against any denomination, just a reflection of political/GMing views.)


Baptistic:
Here the GM has little authority outside of what the Players allow. They DO tell him what he's allowed to do and what's not within play. If he disagrees and tries to go his own route, the Players generally rebel and might even "throw him out" and get a more appropriate GM. ;)


Free:
Even more radical, these groups do not function with a specified GM, or if they do, the role of GM is shared amongst the various Players at different times or even split up at one time amongst all the Players. Whoever is the GM at any given time does not have the last word over the complete game, but must work within the bounds of the game and Social Contract in order to promote play for the other Players and encourage them to be good GMs too when it's their turn.



Anyway, that's just what occurred to me while reading the post.

We have various approaches to our gaming "religion". Whose is "right"??? Hmmm.... Good question.

:)

Later.

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On 6/28/2004 at 5:22pm, Mike Holmes wrote:
RE: Filing Edges: GM as Author

Xero, you have a point about the attitude taken here to game mastering. That is, a lot of negative implications are being thrown that way. And it might help a lot to clear the air about it, because what's happening is that you're reacting to a MacGuffin. That is, it's not really "evil GM's" that Jonathan is talking about here, if I don't miss my mark.

Let me see if I can restate his point in a more neutral way:

One potential way to change RPGs going forward (one way amongst many), is to alter the GM player balance of power.

The reason that I think that the negative stuff is just rhetoric is because, in fact in the original post, he asks if, indeed going away from traditional GMing is at all something to be sought. That is, he admits that it may be potentially a blind alley. So I don't think that he has any real prejudice here, at least not insamuch as it affects the discussion (he may have his own preferences, but that's not salient to anyone's argument).

I think that going forward, we can, at least for the sake of argument assume that playing in a traditional way is just fine. But it misses the point. Even if playing the traditional way is just as good a way as any other, in it's own right, does changing that split represent at all a way to create "progress" in terms of expanding what RPGs are?


Another point, Jonathan knows Universalis well. Here's a review he wrote for it on RPG.net. http://www.rpg.net/reviews/archive/9/9425.phtml


Now, to Jonathan's points from the thread above. I'm going to go line by line only as a way to organize my thoughts - each of your statmemts has evoked a lot of thought.

Mike, you're saying all this as if it's uncontroversial and written in stone.
No, just uncontroversial. That is, I've never seen anyone see the Ball metaphor and not say, "Ah, yeah, cool." Perhaps until now. Nothing is written in stone, ever, AFAICT.

Honestly, I don't think it's obvious that the "ball" metaphor is any more accurate or complete than my "valve" metaphor.
It's more complete in my opinion because it covers all possible sorts of play. I think the valve metaphor fails to describe some sorts of play. To me, Valve would be a subset of Ball, wherin players were harboring powers based on assignments in the rules. But, it was my original point that we're all basically talking about the same things from different perspectives. So I have no problem with the Valve metaphor. I'm just pointing out that it's not really new, we've discussed this a lot before.

Part of the reason I wanted to address Mike Mearls comments it that he thinks roleplaying hasn't really changed much, which makes me wonder whether it's possible for roleplaying to change much, and, if so, how we can make those changes happen.
This seems to be the real problem. Have you read Mike's response to people questioning what he meant? I think that the problem here is just a matter of perspective on what different people think constitutes change.

Again, Universalis is played by only a tiny fraction of people. So from that POV, it doesn't represent a change in how people role-play. OTOH, some people play, and it may affect other designs (if I might be allowed a conciet), and, as such, RPGs change all the time with every design - some more than others, but change just the same.

I don't want to wait until I come up with a game concept that requires the GM to "give up the ball." I want to come up with options NOW, and then build experimental games around those options to familiarize myself with the possibilities.
I'm not sure what the problem is. If you want a game that makes the GM less of a valve, or whatever, just design it.

Universalis does do this. Now, before you say that you played or heard of some game where it happened in which one player dominated play - well, that's inevitable. Because when the system isn't to blame, it's the fact that we're social beings. That is, especially amongst males (perhaps less with women), there's always a social pecking order. In other situations, it might just be a matter of who has the greatest enthusiasm. Or any factor might cause someone to dominate a game when, in fact, it's not the system that's promoting it.

This is not something that you can affect, nor do I think it's something that you want to affect.

As such, I agree with other posters as to why you dominated the MLWM game. For social reasons, and likely good ones at that. You want equality in play, play with peers. No surprise there.

Further, who ever said that MLWM shares game mastering at all? I mean it remains mostly silent on the subject. That is, I don't think that it's really the design of the game to share all that much - I don't when I play. Sure I ask players for scenes, but no more so than I do in Hero Quest.

Is that the traditionalist in me coming out? Or the dominant player? Or is it the system?

I don't know, and frankly don't care. Because what makes MLWM go isn't a sharing of power, AFAICT.

Personally, I'm not worried about Mearls statement. If we're not changing wholesale, fine, we're changing enough. Enough for me at least. You want it to change more? Fine, then change it. I'll probably play.

That is, I don't see change as problematic at all -it's just hard work.

Finally, I've always thought that comments like "the only imperative is to think about how to distribute control for your game to make it the best game that it can be" are EXTREMELY unhelpful. How are we to know what's "best" for a given design? That's like saying there's only one person in the world that you could marry and be happy. Bullshit.
You'll never know what's best. Design is an imperfect art. You just pick something and get it as close to best as you are able. All I've said here is that looked at as a whole each game design is composed of parts that work together to make it good or bad. Power distribution is one of those parts, and has to fit in just like any other cog does. As best you're able to accomplish.

Yes, this is obvious, and (IMO) uncontroversial. And possibly unhelpful. But I think that nobody can do better. That is, you're essentially asking, it seems to me, if the power split should go away from traditional, and my feeling is that it's an aesthetic choice that can't be measured in "should" or "should not". It's just a matter of choice and what you think makes for a better game. It's as if you've asked what color to make the cover of the game - all you'll get is opinions.

That's to say that I personally do not believe that any particular power split is inherently superior to another. Universalis says only, "Here's another way." Not, "Here's an inherently better way." It's up to individuals to decide that by how much they enjoy play. And opinions differ.

Mike

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On 6/28/2004 at 7:34pm, John Kim wrote:
RE: Filing Edges: GM as Author

Jonathan Walton wrote: I was just hoping that people could come up with other ways of making it happen. I was looking for positive ways mostly: not restrictions that would keep the GM from hogging the ball, but game goals that would make it unlikely that anyone would ever WANT to hog the ball. For example, what if you could gain benefits (?) whenever other players used elements you created during play? Torchbearer does something similar to this with its Torch mechanics, and it might keep people from hogging narrative control.

OK, bear with me for a moment, because I am going to approach this from a totally different angle. The issue here is that the tabletop GM is free to introduce arbitrary elements or influences within the game. So he can throw in an unbeatable monster just around the corner if he doesn't want the PCs to go that way.

However, you attribute this to traditional GM narrative power, but I don't think that it is inherent in the basic mechanics. Let me offer as a counter-example a D&D GM who is running an old-style published dungeon module, where he agrees to follow it as written. In this game, the GM has extremely little power and in some ways is a glorified accountant. He reads off descriptions of the areas that the PCs go to, and handles the monsters. But as long as he follows the module as written, he doesn't have much narrative control at all.

A similar case is a LARP event which has its own resolution rules (like boffer combat or Mind's Eye Theater's rules), where there are no NPCs. With everyone wandering around the area and interacting on their own, the organizers may have very control over what happens. This is especially true if players are allowed to create their own characters.

So one way to take away the GM control valve is to take away the GM control by limiting the scope of what is acceptable. This means setting your game such that it is not possible for arbitrary events to happen, or arbitrary NPCs to show up. The trick, then, is how to make play interesting under these restrictions. If the GM can't just throw in arbitrary new material, then you have to make sure that the pre-defined material is sufficient for fun play.

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On 7/9/2004 at 4:39pm, Doctor Xero wrote:
RE: Filing Edges: GM as Author

Doctor Xero wrote: Without game master authority, authority always defaults to the most charismatic or the most aggressive. Having either a cult of charisma or a tyranny of the most aggressive is almost impossible to avoid unless there is an empowered game master to counter either one. (Or a particularly strong Social Contract, but that's not something a game system can address.)

Noon wrote: In a group of equals, when one of them percieves something has gone wrong, what can he/she do as an equal?

lumpley wrote: Noon: he or she can say so.

No offense, but while a clever reply, I think this one is ultimately facile.

If he or she says so, and there is no game master nor any other mechanism by which to support him or her (if legitimate) or call him or her on the error (if erroneous or petty), then whether anyone else cares about what he or she says will be determined by his or her charisma, social position, and sheer aggressiveness. Nowhere in that equation do fun, courtesy, or doing-what's-right come into effect.

Now, in friendship groups which game, the above is circumvented by the bonds of friendship. But in hobby groups which meet only to game, if everyone is a de jure equal, factors of de facto inequality come into play, and in an activity of imagination and social interaction such as RPGing, those factors revolve around charisma and social aggressiveness.

I do not think anyone wants to advocate charismatic dictatorships out of a fear of institutionalized-and-restricted game masters.

Jonathan Walton wrote: -- How can we get away from this style of play, with its dependence on the GM, his choices, and his instincts. Good play would seem to require a good GM who is in-synch with the game he's running and is sensative to the interests and input of his players. Even games that claim to be doing something besides this model may be guilty of buying into it. Are they really doing anything besides telling the GMs to be more sensative and in-synch? Do they players REALLY have any direct input? Even if the rules say that they do, will people just drift it back to the GM-author model?

-- Is is worth it (or even possible) to ever really break with this model? Universalis does, but it accomplished this by ditching any pretense at the Golden Rule and bringing the system in to be a new valve, saying what goes in and what doesn't. Can roleplaying happen without a "valve" of some point? Isn't that the Lumpley Principle in action? Is what the Principle calls "system" really just my "valve"?

I think we need a "valve" of some sort or meaningless chaos is the only possible result. The question becomes then not whether there ought be a valve but rather what should be subject to which valve and who should have which valve duty.

For one thing, perhaps they might consider specifying from the start which functions the gaming group wishes to assign to the game master (e.g. adjudicating player-player issues, interpretation of the rules, running the NPCs, creating a plot for the players if they wish a plot-driven campaign, creating opportunities for bangs, etc.) and which functions they wish to assign to other players and/or to group consensus vis-a-vis the Social Contract.

In terms of game design, this could actually be incorporated into the design itself. Imagine a game with no game master which advises that one player volunteer to be player advocate, one player volunteer to be rules adjudicator, one player volunteer to be the setting/NPC coordinator, etc.

Does this scratch the itch, Jonathan?

Doctor Xero

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On 7/9/2004 at 5:12pm, lumpley wrote:
RE: Filing Edges: GM as Author

Hey Doc.

Nowhere in that equation do fun, courtesy, or doing-what's-right come into effect.

If you can't trust the group of people you're playing with to take your interests seriously, for no reason other than because you're a fellow player, why are you playing with them? They suck.

There are two situations where charisma and social aggressiveness dominate a group: 1) your group hasn't developed a functional dynamic, but could; 2) your group's broken.

If 1), there are some games whose rules help a group learn how to function. The rules don't substitute for mutual respect, they show you what mutual respect looks like so you can learn it. I'd start with Universalis, myself. Look out for games whose rules reinforce your bad dynamics; they'll nudge your group toward 2).

If 2), find a new group. Doesn't matter what game you play, the charismatic and socially aggressive will use the rules to maintain their domination.

A group where you raise concerns and your fellow players don't pay attention unless you've got the GM or the rules on your side - that's a fuckin' lame group. It's not a group of equals. You should ditch.

-Vincent

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On 7/9/2004 at 9:39pm, Doctor Xero wrote:
RE: Filing Edges: GM as Author

lumpley wrote: If you can't trust the group of people you're playing with to take your interests seriously, for no reason other than because you're a fellow player, why are you playing with them? They suck.

I agree, but I have to accept the fact that hobby groups are more common than friendship groups. If nothing else, people who have no emotional/social bond are the predominant players one encounters at conventions.

I don't enjoy such gaming groups, which is why I have almost always restricted myself to friendship groups that game rather than hobby groups. In the few hobby groups of which I have been a member, as one of the more charismatic members, I have tried to make sure everyone gets to play, and when it was my turn to game master, I went out of my way to focus more on the shy players, waiving aside the impatient interruptions of the other charismatic members so that the shy players had time to think and then speak, until it was no longer necessary. I've had several people tell me that my patience and respect for them were major forces in helping them overcome their shyness and develop the strength to assert themselves. But such techniques can not be incorporated into game design beyond perhaps a "How to Game Master" section.

On the other hand, if I read your post a-right, you are suggesting that such problems are strictly social contract problems and not really a concern of game design? Yes? No?

Doctor Xero

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On 7/10/2004 at 7:29am, Ben Lehman wrote:
RE: Filing Edges: GM as Author

Jonathan Walton wrote:
So, yeah, in a sense, that's more like what I'm getting at. I was just hoping that people could come up with other ways of making it happen. I was looking for positive ways mostly: not restrictions that would keep the GM from hogging the ball, but game goals that would make it unlikely that anyone would ever WANT to hog the ball. For example, what if you could gain benefits (?) whenever other players used elements you created during play? Torchbearer does something similar to this with its Torch mechanics, and it might keep people from hogging narrative control.

I'm not necessarily just looking for GM-less play concepts. I'm also interested in GMs that aren't ball-hogs and how that works in practice.


BL> Well, as far as GMs who aren't ball-hogs, I hope you have some personal experience with that. Otherwise, why the hell are you a gamer?

Now I'm going to ramble about valve mechanisms in my own game:

In the second edition of Over the Bar that I am working on somewhere in the background, there is a very simple shared narration mechanic which prevents the GM from becoming a ball-hog -- anyone can take a drink and become the GM (note, this isn't GMless play, its pass the ball.) So the GMing is inherently tied into the step-on-up in the gaming system.

Further, you can stick people with GMing by just not drinking for it. In my experience, it is much more likely that people don't want to GM than that they want to so much that they hog the ball. So there's a balance of sorts there.

I don't consider OtB2 to be GMless in the same manner as, say, Universalis, because there still is a GM figure, there is just a systematic means of appointing and disposing of him.

How does this fit into your idea?

yrs--
--Ben

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On 7/12/2004 at 8:13pm, lumpley wrote:
RE: Filing Edges: GM as Author

Doc X: It's a problem for game design for certain (as well as for the social contract). In fact, that's what a game's rules are: a structure, a framework, that the group takes up to guide their interactions. A tool whose sole purpose is the creation of a social dynamic.

As a game designer, I'm not going to take on entrenched dysfunction. But a group of strangers at a con? Absolutely.

Have you played Universalis? You gotta. In Universalis, if you embrace your fellow players' contributions to the game, you get more dice. Your input into the game is based on how effectively you engage with everyone else's input. This in concrete, objective terms: no judge or referee required. It's genius - that game blows me away.

-Vincent

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On 7/12/2004 at 8:44pm, Christopher Weeks wrote:
RE: Filing Edges: GM as Author

Doctor Xero wrote:
lumpley wrote: If you can't trust the group of people you're playing with to take your interests seriously, for no reason other than because you're a fellow player, why are you playing with them? They suck.

I agree, but I have to accept the fact that hobby groups are more common than friendship groups. If nothing else, people who have no emotional/social bond are the predominant players one encounters at conventions.


I'm not sure Vincent was just talking about "friendship groups." I don't actually buy your distinction between the two kinds of groups as particularly valid. I mean, I could classify each of my gaming experiences as predominantly one or the other, but I haven't found all the stuff you think about them to be true. And when I'm at a con and the players suck, I gather my stuff, stand up and take off. No problem. The same rules apply. I expect people to be as interested in what I'm contributing to the game as I am in their contributions.

It doesn't take any particular level of emotional/social bonds to be interested and respectful.

edit: And it seems like a perfectly reasonable domain for game design to me. If you, as a designer, think that gregarious players hogging the ball (the other one) is a big problem, slap a mechanic that rewards using the contributions of other players into your design.

Chris

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