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Topic: Water-Uphill-World: Virtuality Examined
Started by: John Kim
Started on: 6/30/2004
Board: Actual Play


On 6/30/2004 at 9:53pm, John Kim wrote:
Water-Uphill-World: Virtuality Examined

OK, at Vincent (aka lumpley's) request, I am splitting off from "Sacrificing Character Integrity" - a Rant. In it, Vincent (aka lumpley) and Matt had some questions about my Water-Uphill-World campaign and how it worked. First of all, some references:
Campaign Web Page
Confused over Simulationism + example campaign
Virtuality and Ouija Boards

The second thread has a fairly extended description of the game. But what came up was more on the question of moral issues.

Matt Snyder wrote: That there are "many moral questions" similarly says nothing much at all. There may be many moral questions raised in, say, Gamist play, but the players don't particularly care, and they certainly aren't focusing on those. What was going on there? Were people addressing those questions? If so, Narrativism. If not, Something Else. Was it just the GM (presumably you) "addressing" those questions? If the players did address them, and addressed many of them (if, in fact, these were distinct and separate Premises), then maybe you had, um, messy Narrativism going on, but it's still Narrativism. Narrativism play doesn't mean "good" or "focused" or "better" play necessarily, of course.

Well, that's a good question. Was Noriko's taking on responsibility addressing a capital-P Premise, or was it just play with a moral issue? So, all of the players were interested and focused on the moral issues here, in my opinion. The players did not consciously consider these as moral issues to address as players, but I think an important part of its appeal were the open-ended dilemma that the PCs faced.

I would be fine with calling it "messy Narrativism".

lumpley wrote: As far as story structure goes, I have a hard time seeing where fit characters escalating a moral conflict into crisis and resolution would fail to produce a reasonably good story structure. I think you're asking this: "but what if they just meander around and bobble and hit-or-miss the Premise, but still address it?" The answer is, choose one or the other.

John: Well, there it is. Did you meander around and bobble and hit-or-miss the Premise, or did you address it?

What would you say were the main take-home messages of your Water Uphill game?

With Matt, who would you say contributed those take-home messages to the game?

Answer in Actual Play, I'll be there.

You ask whether the hit-or-missed "the Premise" -- but of course there wasn't any such thing. There was no single central issue which all of play addressed. There was just instead a bunch of different issues. We would consistently hit issues with every session, but it wouldn't be the same from time to time -- and thus wouldn't form a clear take-home message. Rather, I would say there were a jumble of mixed messages. For example, Martin lied a lot, often for no clear reason, which Noriko was disturbed by. They argued about it a number of times, but never came to a resolution. In retrospect, I find this interesting given that Noriko gave up talking to her friends in order to protect them -- whereas Martin was just doing things for the heck of it.

To the extent that there were clear messages, though, they were certainly generated by the players. The removal of normal responsibility (i.e. being in an alien world with no parents, school, etc.) freed some of the PCs, while others (mainly Noriko) compensated by taking responsibility for the group.

I guess the question from the prior thread is over what this was in GNS terms ("messy Narrativism?"). A related question was whether this was promoted by the cause-and-effect approach. I was using pretty loose homebrew mechanics.

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On 7/1/2004 at 2:36pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

John, I'm with you so far. Here's my next question:

Addressing a Premise means that you have characters locked into a conflict across the Premise's moral line, and you play that conflict through to its conclusion: it escalates to crisis and resolution.

So those moral issues present in your game: did you play any of those conflicts through to their conclusions? Martin's lying and Noriko's disturbedness at it, for instance: what came of that?

-Vincent

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On 7/1/2004 at 3:34pm, Ben Lehman wrote:
RE: Water-Uphill-World: Virtuality Examined

It seems to me that this is front-loaded Narrativism with a concentration on a "Virtual World" technical agenda (note -- Vincent, I'm adopting your term of "technical agenda" Cool?) I.E. -- the basic situation is set up such that the game itself must be interesting, in a narrativist sense. Essentially, if you throw a bunch of people into a new world, rife with conflict, you will get a positive narrativist style experience out of it.

I play this way *all the time*, and I would go as far as to say that it is the most common form of narrativism. Further, I think it trips up a lot of self-defined "simulationist" players. To get past this, I think it is best not to think of GNS as "tribes" where you belong to one, but rather as "different ways to have fun" which everyone likes doing.

There are a metric ton of old threads on this, but I am in no state to look them up right now.

yrs--
--Ben

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On 7/1/2004 at 5:01pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote: John, I'm with you so far. Here's my next question:

Addressing a Premise means that you have characters locked into a conflict across the Premise's moral line, and you play that conflict through to its conclusion: it escalates to crisis and resolution.

So those moral issues present in your game: did you play any of those conflicts through to their conclusions? Martin's lying and Noriko's disturbedness at it, for instance: what came of that?

Well, I object to the phrasing here because you imply that it is right and natural for things to come to dramatic conclusion, and that I am holding back if things don't neatly resolve.

But the simple answer is no. This was exactly my point in the Virtuality and Ouija Boards thread. Virtuality, in my opinion, results in a lack of dramatic structure. So the conflicts changed, but they rarely came to neatly-structured climax, resolution, and catharsis. For example, with Noriko and Martin, that eventually resulted in Noriko accepting a magical voice of influence power in order to protect her friends -- because she felt they were in danger. But the result of that was that she stopped talking to them. The magic power was always on, so if she talked to her friends she would be mind controlling them. The result was that she stopped talking to them -- and only talked to other people on their behalf. But this meant that distance actually grew between Noriko and Martin and they never resolved (or could resolve) their differences. Meanwhile, Martin fell in love with a girl he didn't know and was drifting away from the others.

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On 7/1/2004 at 5:25pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

John, forget about "neat" and "structured." That's not what I'm asking. Also "resolving the conflict" doesn't mean "...and everyone's happy."

What was the relationship between this:

The result was that she stopped talking to them...
and this?
Martin fell in love with a girl he didn't know and was drifting away from the others...


Was this:
But this meant that distance actually grew between Noriko and Martin and they never resolved (or could resolve) their differences.
the end of the conflict? Or was it just sort of some random thing? Did it make the players sad or what?

-Vincent

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On 7/1/2004 at 6:13pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote: John, forget about "neat" and "structured." That's not what I'm asking. Also "resolving the conflict" doesn't mean "...and everyone's happy."

I'm not talking about "and everyone's happy" either. I'm talking about structure. In real life and in Virtuality, conflicts do not generally resolve and disappear. They do not have distinct start and stop. Instead, they change, they simmer, they shift, they ebb and flow.

lumpley wrote: What was the relationship between this:
The result was that she stopped talking to them...
and this?
Martin fell in love with a girl he didn't know and was drifting away from the others...

I could analyze for a bit, but I don't see a direct connection. I think that Noriko absenting herself from discussion distanced everyone a bit from each other. So that might have contributed to Martin's behavior, but only pretty indirectly.

lumpley wrote: Was this:
But this meant that distance actually grew between Noriko and Martin and they never resolved (or could resolve) their differences.
the end of the conflict? Or was it just sort of some random thing? Did it make the players sad or what?

No, it wasn't the end of the conflict. Noriko was still staying with the rest of them all the time, but she wasn't speaking to them because she couldn't without magically influencing them. But although she wasn't saying anything, she still had feelings and disagreed with various things which were going on. I'm certain that Noriko's player (Josh) frequently felt conflicted and sad that she had sacrificed her friendship with the others for their safety, and perhaps resentful on some level that they weren't more grateful.

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On 7/1/2004 at 6:44pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

Forget. About. Structure. Structure is not the key.

I think that Noriko absenting herself from discussion distanced everyone a bit from each other. So that might have contributed to Martin's behavior, but only pretty indirectly.

You're the one whose standards this game has to meet, so you tell me: is "pretty indirectly" good enough? Would you say that Noriko distancing herself stepped up or applied pressure to the conflict about Martin's lying? Did it show what was at stake in the conflict? Did it put pressure on other people to align themselves with one side or the other, even subtly?

What about the opposite: did Martin's lying put pressure on Noriko's decision to distance herself? Did it make it (for instance) harder for Noriko to stay with them, though they needed her?

I'm certain that Noriko's player (Josh) frequently felt conflicted and sad that she had sacrificed her friendship with the others for their safety, and perhaps resentful on some level that they weren't more grateful.

Awesome.

Josh had his character prioritize her friends' safety over their friendship. This decision and its fallout engaged Josh emotionally.

If the game had continued, would it have been harder and harder for Noriko to stay with her friends? Would Josh have had to make that decision anew and anew, each time a little bit harder? Would Josh eventually have had to decide between "fuck it, they're on they're own" and "fuck it, I'll be here for them even now"?

-Vincent

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On 7/2/2004 at 7:55am, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote: Forget. About. Structure. Structure is not the key.

You know, Vincent, this is really annoyingly patronizing. Putting periods between your words doesn't suddenly make me more convinced of your opinion. Just to be sure, let me try... Structure. Is. Important. Structure is the key. Are you convinced now? No. Alright, let's both drop the mind-control attempts and instead discuss.

I do think structure is important, because structure is vital to how stories are constructed in static media (i.e. books, movies, etc.). If you do not pay attention to dramatic structure, then the result will not be like most stories. The conflicts will not resolve and disappear, nor will they steadily and linearly escalate.

lumpley wrote:
John Kim wrote: I think that Noriko absenting herself from discussion distanced everyone a bit from each other. So that might have contributed to Martin's behavior, but only pretty indirectly.

You're the one whose standards this game has to meet, so you tell me: is "pretty indirectly" good enough? Would you say that Noriko distancing herself stepped up or applied pressure to the conflict about Martin's lying? Did it show what was at stake in the conflict? Did it put pressure on other people to align themselves with one side or the other, even subtly?

What about the opposite: did Martin's lying put pressure on Noriko's decision to distance herself? Did it make it (for instance) harder for Noriko to stay with them, though they needed her?

Good enough for what? That question makes no sense to me. I wasn't judging the game based on how strong the connection was between these two elements. That wasn't part of my standards. Now, it did certainly change things. Once Noriko had taken on the power, she took over most of the talking for the group -- rather naturally since her voice now had magical influence. So that specific conflict didn't come up again. But there were certainly related issues of maturity and responsibility which did.

lumpley wrote:
John Kim wrote: I'm certain that Noriko's player (Josh) frequently felt conflicted and sad that she had sacrificed her friendship with the others for their safety, and perhaps resentful on some level that they weren't more grateful.

Awesome.

Josh had his character prioritize her friends' safety over their friendship. This decision and its fallout engaged Josh emotionally.

If the game had continued, would it have been harder and harder for Noriko to stay with her friends? Would Josh have had to make that decision anew and anew, each time a little bit harder? Would Josh eventually have had to decide between "fuck it, they're on they're own" and "fuck it, I'll be here for them even now"?

Not at all. I mean, she's trapped in an alien world. Where would she go? It was painful for her to be with her friends but not talk to them, but there was no doubt that she would stay (at least over the course of the campaign). On the other hand, I suspect she did have at least a slight tempation to talk to them -- which would inherently mean that she was magically influencing them. She never gave into it, but I could feel it there. (And as GM I was a little worried about what that might do to inter-player dynamics.)

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On 7/2/2004 at 2:10pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

Hey John.

I recognize that structure is vital to story in static media. I'm saying that it's not vital to Narrativist play. You don't play Narrativist by attending to dramatic structure while you're playing. Rather, dramatic structure arises from playing Narrativist, insofar as it does so, because of what you do attend to: fit character, moral conflict, escalate.

I'm sorry for patronizing you. I'll try to knock it off.

On the other hand, I suspect she did have at least a slight tempation to talk to them -- which would inherently mean that she was magically influencing them. She never gave into it, but I could feel it there. (And as GM I was a little worried about what that might do to inter-player dynamics.)

Ah! I see.

1) What was the relationship between that temptation and her feelings of responsibility for the group? (Her feelings of responsibility predated her power, yes?) For instance, did her temptation to magically influence them, like, follow from or spring from the same source as her feelings of responsibility? Did getting the power make her more responsible for them?

2) Did the temptation to use the power on them grow over the course of the game? Like I asked about the wrong conflict, would Josh eventually have had to decide between "fuck it, I'm able to make the decision for them, I'm going to" and "fuck it, it's their decision even now"? Was the intensity of the temptation constant, inconstant, or growing?

3) If Josh had given into her temptation and it had caused inter-player problems, did you have any sort of plan or response or S.O.P. for dealing with it? And, did you communicate your worry to Josh in any way - I'm thinking of a warning look or an "are you ... sure?" I ask this last because knowing that you were worried about it might have constrained his decisions.

I'll spill: when I talk about conflict escalating to crisis and resolution, you seem to me to think that I'm talking about a formal structure. You seem to hear a metronome marking the beats: "...and ESCALATE and ESCALATE and READY? and CRISIS." Which you, naturally, reject; so do I. What I'm trying to say with my questions is: quite the contrary, it's possible and common for conflict to escalate to crisis very subtly, very naturalistically - as you say, changing, shifting, ebbing and flowing - but with a direction and a turning point overall.

When you say things like this:
Once Noriko had taken on the power, she took over most of the talking for the group -- rather naturally since her voice now had magical influence. So that specific conflict didn't come up again. But there were certainly related issues of maturity and responsibility which did.
my emphasis
It makes me suspect that there was a subtle, natural direction - an escalation toward crisis (but with no metronome) - in your game. That's what I'm pursuing and trying to get at.

-Vincent

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On 7/3/2004 at 7:51am, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote: I'll spill: when I talk about conflict escalating to crisis and resolution, you seem to me to think that I'm talking about a formal structure. You seem to hear a metronome marking the beats: "...and ESCALATE and ESCALATE and READY? and CRISIS." Which you, naturally, reject; so do I. What I'm trying to say with my questions is: quite the contrary, it's possible and common for conflict to escalate to crisis very subtly, very naturalistically - as you say, changing, shifting, ebbing and flowing - but with a direction and a turning point overall.

While I'm happy to talk about the game more at length, I want to address the overall concern first. Water-Uphill-World was, as I said, very meandering and unstructured. It never had particularly rising conflict and in general was low on tension. Plots and conflicts would be dropped to be replaced by new ones. In short, it lacked escalation and was not very story-like.

However, this does not mean that moral issues were absent or irrelevant. Indeed, I think that the moral issues were very important to the game, certainly for me. (Now, I should really talk about magic in the game at some point -- but I don't want to sidetrack the talk about Virtuality and Narrativism.)

I am not unfamiliar with or opposed to structure, however. In my Vinland game, there was some of that meandering in the larger picture -- but there were definite beats and crises to it. Many plotlines would branch out and be going simultaneously, and then all come together in a sudden shock -- like when Thorfinn was revealed to be a woman (Thorfinn's sister) in disguise. As another example, I eventually tied up the campaign in the death of the patriarch of the house where all the trouble started. Overall, I enjoyed Vinland much more -- it has been my favorite campaign. But Water-Uphill-World was different and valuable to me for that difference. I see it as experimental in many ways, but a valuable experiment.

lumpley wrote: I recognize that structure is vital to story in static media. I'm saying that it's not vital to Narrativist play. You don't play Narrativist by attending to dramatic structure while you're playing. Rather, dramatic structure arises from playing Narrativist, insofar as it does so, because of what you do attend to: fit character, moral conflict, escalate.

Well, I would say you're just replacing "attend dramatic structure" with "make a character fit for structure" and "escalate". To me, those are the same thing. The key point here is that Narrativism is not just attending to moral conflict.

By story standards, the Water-Uphill-World characters were not very fit. The players designed them knowing that they'd end up in a fantasy world, but with no idea what things would be like on the other side. Two of them (Kate and Steve) were largely autobiographical -- i.e. they were versions of the player as a child that age. In turn, I came up with the Water Uphill World situation and setting earlier with no idea of who the PCs would be. The point was throw them together and see what happens.

On the one hand, you could say that attending moral issues makes the game Narrativism. By this criteria, Water-Uphill-World would be "messy Narrativism". However, it wasn't very story-like. So alternatively, you could say that it wasn't Narrativism -- as is shown by the lack of escalation. In that case, though, you need to incorporate escalation (i.e. structure) into the definition of Narrativism.

lumpley wrote:
John Kim wrote: On the other hand, I suspect she did have at least a slight tempation to talk to them -- which would inherently mean that she was magically influencing them. She never gave into it, but I could feel it there. (And as GM I was a little worried about what that might do to inter-player dynamics.)

Ah! I see.

1) What was the relationship between that temptation and her feelings of responsibility for the group? (Her feelings of responsibility predated her power, yes?) For instance, did her temptation to magically influence them, like, follow from or spring from the same source as her feelings of responsibility? Did getting the power make her more responsible for them?

2) Did the temptation to use the power on them grow over the course of the game? Like I asked about the wrong conflict, would Josh eventually have had to decide between "fuck it, I'm able to make the decision for them, I'm going to" and "fuck it, it's their decision even now"? Was the intensity of the temptation constant, inconstant, or growing?

3) If Josh had given into her temptation and it had caused inter-player problems, did you have any sort of plan or response or S.O.P. for dealing with it? And, did you communicate your worry to Josh in any way - I'm thinking of a warning look or an "are you ... sure?" I ask this last because knowing that you were worried about it might have constrained his decisions.

1) In my opinion, if she were to use it, it would most likely be to chastise them and keep them together for their own protection. As one might expect from kids, trying to get them to spontaneously agree to something and go with it was like herding cats.

2) In short, no. There was no particular escalation. Now, obviously, situations which would tempt her to use it would come and go. So I suppose you could say that there was escalation and de-escalation -- but there wasn't a larger pattern to it.

3) No, I had no plan. I privately wondered to myself what I would do if it happened, but I didn't come up with any answers and so put it off. I think I was pretty good about being completely open to any player actions in that game -- there was no such warning or whatever. If anything, I was mildly curious what would happen. On the other hand, it is perfectly obvious that mind-controlling other PCs has some issues which I'm sure that Josh was aware of.

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On 7/3/2004 at 9:54am, Marco wrote:
RE: Water-Uphill-World: Virtuality Examined

John,

Would you say that there was a depth of emotional involvement in the players? Or would you say the interest was primarily intellectual?

(It seems to me you've said the former was certainly present--but I'm asking if you can try to compare the two--and if you can't, to compare the two in yourself).

I am thinking presently that as described the major operational difference between Nar and Sim deals with emotional vs intellectual investment.

As I said to Contra, since a story can have both (and the example would be the story that gets spycraft right or computer technology right and is still a great story on a human level) then this *does* make Sim merely an inferior form of Nar (less emotional investment or equal emotional investment but some form of restriction in place on acting on it--railroading).

You've been pretty clear that the Water-Up-Hill game wasn't "railroaded" from your POV.

But I have one more question along that line:

Did the players ever "try to do something they thought should've worked in the world" to discover that for reasons you'd built into situation/setting it didn't or turned out to be, in their view, a very bad idea (perhaps with unintended consequences)?

I believe that the definition of Force and Railroading is a gray area for some people when the GM is running a virtuality and doesn't change it to accomodate players or 'story' needs.

-Marco

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On 7/3/2004 at 2:19pm, Caldis wrote:
RE: Water-Uphill-World: Virtuality Examined

The question for me is were the theme's central to play? Did most scenes keep coming back to what the game was about? It's not important whether plots were resolved but were they directed towards a central theme?


From the sound of it a premise at least developed, something along the lines of children existing without parents can they accept the responsiblities of an adult world. You've set that up and are allowing the players to react to it and answer the question however they want, the only question is whether it became the focus of play or whether wandering around exploring the strange world they live in took precedence with those concerns becoming secondary. Some of the things you've mentioned seem like issues that fall under the banner of the larger premise, one character lieing and another taking issue with it. Were all the issues that came up subservient to that bigger question of children and responsibility?

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On 7/3/2004 at 4:15pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

Marco wrote: Would you say that there was a depth of emotional involvement in the players? Or would you say the interest was primarily intellectual?

(It seems to me you've said the former was certainly present--but I'm asking if you can try to compare the two--and if you can't, to compare the two in yourself).

I am thinking presently that as described the major operational difference between Nar and Sim deals with emotional vs intellectual investment.

It's a good question, but I have to give the middling answer that it's fairly evenly mixed. That's what Liz said. Maybe Josh tended more towards emotional involvement, while Russell tended more towards intellectual -- but mostly it's somewhere in between. On the other hand, in your distinction this would make the campaign a "hybrid" which also sounds like a perfectly valid classification.

I'd be a little wary of thinking along the lines of what the GNS Nar/Sim divide "really" is. Different people have different conception of what Nar/Sim means, and I think it is destructive to try to work out which one is the "right" difference is and dismiss the others. For example, the emotional/intellectual split is a good one, and is important regardless of whether it is what GNS Nar/Sim "really" is.

Marco wrote: Did the players ever "try to do something they thought should've worked in the world" to discover that for reasons you'd built into situation/setting it didn't or turned out to be, in their view, a very bad idea (perhaps with unintended consequences)?

Well, yeah. This was a weak point in the magic system. So the players explored magic up to a point, but I had only worked out a limited portion of it. So (for example) Kate was trying to do stuff with the Knowledge path, but it never really worked out. On the other hand, I was pretty up-front that this was my fault (i.e. it really should have worked but I hadn't worked out what it should do). I don't think that ever came up with other stuff, but that's in part because the players weren't very sure about what would work in the physical/social world.

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On 7/5/2004 at 1:11pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

John: I accept at long, long last that you weren't playing Narrativist. What's the next step, establishing that the reason it was non-Narrativist play was its virtuality?

In order to do that, we'll have to establish that the reason wasn't a) the details of the setup, or b) incoherence. Either of those could create non-Narrativist play independently, virtuality or no. That's how I see it, anyhow. What do you think?

-Vincent

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On 7/5/2004 at 4:40pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote: John: I accept at long, long last that you weren't playing Narrativist. What's the next step, establishing that the reason it was non-Narrativist play was its virtuality?

In order to do that, we'll have to establish that the reason wasn't a) the details of the setup, or b) incoherence.

Well, how did you come to that decision, and what made you change your mind? You seem sure that it isn't Narrativist now -- presumably based on my answers to your questions. The point of this thread is to investigate the process of GNS distinction. My impression is that you learned that there wasn't well-formed escalation of moral conflict in the game, and on the basis of this you conclude that it wasn't Narrativist.

However, I would point out that escalation isn't a part of the current Narrativist definition. By the current definitions, I would tend to call it (as Matt Snyder put it) "messy Narrativism". However, I do think that dramatic structure is an important part of stories in other media -- and thus probably should be in the definition of Narrativism. To me, dramatic structure is the big distinction between my Vinland game (for example) and Water-Uphill-World.

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On 7/5/2004 at 6:20pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

Oh! It's because you've convinced me that you weren't actually addressing Premise without noticing it. You didn't resolve the conflicts and thus didn't address Premise. Here are the sentences that convinced me, for what it's worth:

There was no particular escalation. Now, obviously, situations which would tempt her to use it would come and go. So I suppose you could say that there was escalation and de-escalation -- but there wasn't a larger pattern to it.

You keep saying "Messy Narrativism," but that's not really a thing. You had potential Premises but never addressed them.

No?

-Vincent

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On 7/5/2004 at 11:10pm, Marco wrote:
RE: Water-Uphill-World: Virtuality Examined

Vincent,

Why is escalation required? It seems like resisting temptation in one case is an answer to the question (answer: "No, I won't do that for power" (or whatever) ) and succombing in another case is an answer ("Yes, here is what I will do for power" (or whatever) ).

Does the question have to never come back into the game for it to be Nar play? It seems that 'properly played' Sorceror would be a never-ending stream of the same question (what will I do for power?).

This also seems to imply that if a question is posed and the player answers it without escalating it--going directly to resolution that it's not Nar play.

I can see if John had said those issues weren't important to the play--but they look like a major feature/draw to me.

-Marco

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On 7/5/2004 at 11:59pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

Marco: John says that they didn't resolve the conflicts. I didn't believe him until he said that not only didn't they resolve them, they didn't even consistently escalate them. Dropping a conflict isn't the same as resolving it, and you have to resolve 'em to play Narrativist. That's in the definition of addressing Premise.

-Vincent

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On 7/6/2004 at 2:02am, Matt Snyder wrote:
RE: Water-Uphill-World: Virtuality Examined

John Kim wrote: However, I would point out that escalation isn't a part of the current Narrativist definition. By the current definitions, I would tend to call it (as Matt Snyder put it) "messy Narrativism".


Couple things. I did "introduce" Messy Narrativism. I also said that maybe that's what was happening in your game. Now, however, I tend to agree with Vincent. It appears your group did not resolve moral conflicts it explored. It seemed to leave them dangling without obvious (that is, obvious to me) rhyme or reason. Maybe your group prioritized other modes. I dunno. Seems like it did not address premise as a priority, however.

I do know what I meant by Messy Narrativism. By that I meant Narrativism play in which players were, variously, addressing completely different, wholly seperate Premises. At one time some players over here addressed "What will you do to get what you want?" and later on, some other players in the group addressed "Is blood much thicker than water?" Etc. It's a mess, in which the 'story' being produced by actual play is a jumble of themes that likely aren't related. For my money, that concept sounds like a heck of a lot less fun than Narrativism in which the Premise is more focused and addressed by everyone. (shrug)

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On 7/6/2004 at 3:54am, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote: Marco: John says that they didn't resolve the conflicts. I didn't believe him until he said that not only didn't they resolve them, they didn't even consistently escalate them. Dropping a conflict isn't the same as resolving it, and you have to resolve 'em to play Narrativist. That's in the definition of addressing Premise.

Fair enough. I would note that conflicts in Water-Uphill-World were rarely dropped, but rather either stuck around or changed to a different conflict. But I think we agree that they weren't resolved. As a note to other posters, the definition of "address" is given in Ron's "Story Now" essay as:
Ron Edwards wrote: Story Now requires that at least one engaging issue or problematic feature of human existence be addressed in the process of role-playing. "Address" means:

• Establishing the issue's Explorative expressions in the game-world, "fixing" them into imaginary place.• Developing the issue as a source of continued conflict, perhaps changing any number of things about it, such as which side is being taken by a given character, or providing more depth to why the antagonistic side of the issue exists at all.• Resolving the issue through the decisions of the players of the protagonists, as well as various features and constraints of the circumstances.


So, just to be clear, I understand "resolve" to mean that the conflict is over, and a clear authorial statement has been made about which side is right. I think I'd agree that this is a feature of stories in the classical sense, though I'm not sure it is central to my personal/intuitive concept of "story".

So while I see it in action, for me this isn't the most interesting part of stories. For me, what makes play interesting is new facets and insights for all sides of the moral conflict. The process of reducing this to a single answer is necessary for closure, i.e. for the story to truly be over. However, the meat of the story is in the insight which it brings to bear on the question, not its conclusion. Given the multi-author nature of RPGs, I see resolution and closure as problematic in a sense. If the moral conflict is really problematic, chances are that the players will each have different answers. As long as the players continue to have differences over an issue, one could argue that that issue shouldn't be resolved. But I guess that's part of the difference between GNS Simulationism and GNS Narrativism.

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On 7/6/2004 at 4:11am, clehrich wrote:
RE: Water-Uphill-World: Virtuality Examined

John,

Your reference to Ron's 3-fold addressing process really startled me. I never focused on that. Now let me get this straight -- correct me if I go wrong.

In Water-Uphill, you did not front-load Premise, i.e. pre-determine what it (or they) would be, but as Ron keeps pointing out that's not required for Nar. Play was focused on all sorts of Premises, moral issues, stickiness, and so forth. Ultimately, Premises just tended to drift; their resolutions were not central to play, at least partly perhaps because much of that resolution (if any) was internal to the character and thus not part of the shared imaginary space. Furthermore, as Premises moved toward resolution, they tended to morph naturally into other Premises. Right? Obviously, this is a very Nar-focused way of analyzing.

So if we run through a kind of checklist:

• Was there Premise? Yes, lots.
• Did it/they get developed? Oh sure, constantly.
• Was that development important to play? Totally central.
• Did those Premises resolve importantly? No, not so much.

Buzzzz--- okay, it's Sim. Or rather, it always was Sim, it's just that you couldn't tell at the time.

Is that really a sufficient distinction? I mean, you could only decide whether the game was Sim or Nar when it was over, and I mean completely over, at which point who cares? Not to be snarky; I mean that Ron et al. are constantly harping on how analyzing dead-and-gone games doesn't help anyone. But in this case, it appears that there is no way to analyze prior to the game's conclusion, which would mean that there is no way to analyze the game at all. That's silly.

As far as I'm concerned, the distinction between Nar and Sim here is so fine as to be nonexistent. I suspect you agree, though I don't know. I mean, it looks like Nar, smells like Nar, plays like Nar, but oops! after the fact it turns out it was a doppelganger.

I'm sure I'm off-base here, because there's got to be something wrong. Where am I lost?

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On 7/6/2004 at 5:59am, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

clehrich wrote: Is that really a sufficient distinction? I mean, you could only decide whether the game was Sim or Nar when it was over, and I mean completely over, at which point who cares? Not to be snarky; I mean that Ron et al. are constantly harping on how analyzing dead-and-gone games doesn't help anyone. But in this case, it appears that there is no way to analyze prior to the game's conclusion, which would mean that there is no way to analyze the game at all. That's silly.

As far as I'm concerned, the distinction between Nar and Sim here is so fine as to be nonexistent. I suspect you agree, though I don't know. I mean, it looks like Nar, smells like Nar, plays like Nar, but oops! after the fact it turns out it was a doppelganger.

I'm sure I'm off-base here, because there's got to be something wrong. Where am I lost?

Well, I don't have a firm position with respect to GNS, so I couldn't tell you where you are lost. I'm not sure that you are lost, actually. The distinction based on resolution of issues was Vincent's take, and I simply quoted the portion of Ron's essay which he was referring to. Now, I agree with Vincent that his point seems like a valid interpretation of the essay as written.

On the other hand, I agree with you that this distinction (presence or lack of resolution) isn't hugely important, as least to me. Two caveats: (1) I do think that resolution and more generally dramatic structure is important to story. It isn't the heart and soul of story, but it is real and of some importance (just not overwhelming importance). (2) I don't think there is any claim that GNS mode must be the most important thing about a game. I felt a similar way about analyzing my "Shadows in the Fog" game in GNS terms. There were various arguments back and forth over whether it was GNS Simulationist or Narrativist. I could follow these, but ultimately I felt that the arguments over which one it fell into weren't very important.

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On 7/6/2004 at 1:07pm, Marco wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote: Marco: John says that they didn't resolve the conflicts. I didn't believe him until he said that not only didn't they resolve them, they didn't even consistently escalate them. Dropping a conflict isn't the same as resolving it, and you have to resolve 'em to play Narrativist. That's in the definition of addressing Premise.

-Vincent


I understand what you're saying: I interperted him as haivng resolved conflict in situation A but then haivng it crop up again in situation B. A character with a voice that can command people won't ever get "resolved" until the story is over or the power is gone. But each case of the *question* gets an answer.

I don't know which is what actually happened in the game--but that's how I read it.

-Marco

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On 7/6/2004 at 2:07pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

Yep.

I fall on my knees now and beg you all in advance to forgive the I told you so I'm about to commit.

In the thread that started this, I wrote: If this were a real conversation with actual RGFA Simmists, here's where we'd take the discussion to Actual Play. Maybe we'd get somewhere and maybe we wouldn't.
emphasis added

End I told you so.

We agree that resolving the conflicts is part of the definition of Narrativism, right? As it happens, I also agree with Marco and probably John and everyone else that resolving conflicts is not always clean and final - that the best conflicts, in resolution, raise more questions.

John wrote: For me, what makes play interesting is new facets and insights for all sides of the moral conflict. The process of reducing this to a single answer is necessary for closure, i.e. for the story to truly be over. However, the meat of the story is in the insight which it brings to bear on the question, not its conclusion. Given the multi-author nature of RPGs, I see resolution and closure as problematic in a sense. If the moral conflict is really problematic, chances are that the players will each have different answers. As long as the players continue to have differences over an issue, one could argue that that issue shouldn't be resolved.

I agree with you in full, except: resolving the conflict doesn't mean resolving the issue. When I resolve "will I shoot my brother?" I don't resolve "is blood more important than justice?" We will all have different takes on the moral question. I get to share my take on the question in just these circumstances, by having my character shoot his brother or not; you're sharing your take at the same time, and our takes will be the same, or different, and that's the good stuff. That's where we get to know each other better.

I been playing this way for years, and lordy we've resolved some conflicts, but have we answered for final and all what it means to be a good parent? Have we even made a dent?

So John, am I getting anywhere? I hope I've clarified the difference between the conflicts and the issues, and made it clear that resolving the former is one way to shed light on - but probably never resolve - the latter. I get that you didn't resolve the issues. Would you still say that you didn't resolve the conflicts, or would you agree with Marco?
Marco wrote: I interperted him as haivng resolved conflict in situation A but then haivng it crop up again in situation B.


-Vincent

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On 7/6/2004 at 7:48pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

This is precisely why I think you never should have used the term "resolution" Vincent. And I completely don't understand what you mean by "escalate." I don't see any of this as required by narrativism, and I think you're just using terms that make it intelligible to you personally.

"Addressing premise" is adequate, and merely means that the player was thinking in terms of what would be interesting to see happen in the game from the perspective of the issue as they, the players, percieve it (which isn't the same thing as saying that they have to be consious of the process). As opposed to trying to determine the most "plausible" result, or a response that is in response to a player challenge.

Further, we're missing the question of "Instances of Play." What does it matter if premise didn't get addressed each and every time? The question is not whether or not that happens, but whether or not it represents an agenda over time.

I'm seeing simple shifting play. Some narrativism followed by some simulationism, and never enough to make a clear diagnosis of the overall agenda.

What's the "point" of GNS if it can't diagnose John's game? Well, plenty. If I said that I had a set of symptoms that one could observe that would diagnose a disease 50% of the time, would that not be valuable? Just because some play is hard to define means that GNS is useless? We use GNS to identify modes of play all the time with positive effects. Nobody ever said that one can classify every game by it's GNS mode (which is not to say that it doesn't have one, just to say that it's not determinable from observation at that point).


Here's what I think is the interesting point:

There were various arguments back and forth over whether it was GNS Simulationist or Narrativist. I could follow these, but ultimately I felt that the arguments over which one it fell into weren't very important.
Why did you feel this way, John? I'd be very curious to know.

A friendly jibe, John, but you seem to me as to GNS as Neitsche was to God. That is you say over and over that GNS is irrelevant, yet here you are arguing about it as much as anyone else. What is it that you're hoping that GNS or any classification system can do for you?

Mike

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On 7/6/2004 at 9:38pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote:
John wrote: For me, what makes play interesting is new facets and insights for all sides of the moral conflict. The process of reducing this to a single answer is necessary for closure, i.e. for the story to truly be over. However, the meat of the story is in the insight which it brings to bear on the question, not its conclusion. Given the multi-author nature of RPGs, I see resolution and closure as problematic in a sense. If the moral conflict is really problematic, chances are that the players will each have different answers. As long as the players continue to have differences over an issue, one could argue that that issue shouldn't be resolved.

I agree with you in full, except: resolving the conflict doesn't mean resolving the issue. When I resolve "will I shoot my brother?" I don't resolve "is blood more important than justice?" We will all have different takes on the moral question. I get to share my take on the question in just these circumstances, by having my character shoot his brother or not; you're sharing your take at the same time, and our takes will be the same, or different, and that's the good stuff.

Well, the Story Now essay states that the third step is "resolving the issue" (emphasis mine -- I quoted more complete text earlier). So I think there is certainly some sort of mixup of jargon going on here. The version in the essay makes more sense to me. A story narrative has to resolve the issue -- it has to make a definite statement about what is right or wrong, not just "A guy killed his brother". Now, the reader might disagree with the authorial judgement in a novel -- and in an RPG a player might disagree with the statement made. But there needs to be a definite statement about the issue to have resolution. Also from the Story Now essay, Ron paraphrases Egri, saying:
Ron Edwards wrote: A protagonist is not "some guy," but rather "the guy who thinks THIS, and does something accordingly when he encounters adversity." Stories are not created by running some kind of linear-cause program, but rather are brutally judgmental statements upon the THIS, as an idea or a way of being. That judgment is enacted or exemplified in the resolution of the conflict, and a conviction that is proved to us (as Egri says), constitutes theme. Even if we (the audience) disagree with it, we at least must have been moved to do so at an emotional level.

I agree with this. Stories need closure to seem complete, and closure means resolving not just a narrow conflict, but resolving the issue -- in other words, coming up with a firm answer to the issue's question which is exemplified in the story. However, I also think that this isn't the most important feature of story.

lumpley wrote: So John, am I getting anywhere? I hope I've clarified the difference between the conflicts and the issues, and made it clear that resolving the former is one way to shed light on - but probably never resolve - the latter. I get that you didn't resolve the issues. Would you still say that you didn't resolve the conflicts, or would you agree with Marco?
Marco wrote: I interperted him as haivng resolved conflict in situation A but then haivng it crop up again in situation B.

You need to clarify better what you would consider the "conflicts" in order for me to answer that. If I phrase a "conflict" as "Does Martin lie under this circumstance?" or "Does Noriko influence her friends under that circumstance?" -- then yes, the conflicts were resolved. In fact, I find it hard to picture conflicts not being resolved. Obviously Martin is either going to lie or not lie in a given situation. However, very similar conflicts would arise later when Martin is again tempted to lie, or when Noriko is again tempted to use her power.

I should explain my own usage of the term "conflict" from prior posts. I would term a conflict to be a disagreement over an issue. i.e. In a particular circumstance, Martin lies, and Noriko doesn't like it. Later on, Martin is tempted to lie again. I would say that these are the same conflict, and that thus it was not resolved.

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On 7/6/2004 at 9:50pm, Marco wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike Holmes wrote:
What's the "point" of GNS if it can't diagnose John's game? Well, plenty. If I said that I had a set of symptoms that one could observe that would diagnose a disease 50% of the time, would that not be valuable? Just because some play is hard to define means that GNS is useless? We use GNS to identify modes of play all the time with positive effects. Nobody ever said that one can classify every game by it's GNS mode (which is not to say that it doesn't have one, just to say that it's not determinable from observation at that point).

Mike


If one doctor said "It's the easiest thing in the world to diagnose--up near 100%" and another said "No, more like 75%" and so on (down to "zero percent: you can maybe only tell after they died") then I'd be inclined to question what, exactly, was being diagnosed.

-Marco

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On 7/6/2004 at 11:01pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike Holmes wrote: What's the "point" of GNS if it can't diagnose John's game? Well, plenty. If I said that I had a set of symptoms that one could observe that would diagnose a disease 50% of the time, would that not be valuable? Just because some play is hard to define means that GNS is useless? We use GNS to identify modes of play all the time with positive effects. Nobody ever said that one can classify every game by it's GNS mode (which is not to say that it doesn't have one, just to say that it's not determinable from observation at that point).

I don't disagree with this. However, you're implying that GNS either has to work as written or it should be abandoned. My hope with this and similar threads is that either GNS theory can be changed to work better, or a new theory can be invented which works better.

Mike Holmes wrote:
John Kim wrote: There were various arguments back and forth over whether it was GNS Simulationist or Narrativist. I could follow these, but ultimately I felt that the arguments over which one it fell into weren't very important.
Why did you feel this way, John? I'd be very curious to know.

A friendly jibe, John, but you seem to me as to GNS as Neitsche was to God. That is you say over and over that GNS is irrelevant, yet here you are arguing about it as much as anyone else. What is it that you're hoping that GNS or any classification system can do for you?

I don't think I've said that over and over. I am interested in GNS and in other classification schemes. After all, I wrote a fair bit on the Threefold Model and came up with my own schemes like Narrative Paradigms, for example. I would hope that a good classification scheme will help me communicate clearly with other thoughtful gamers, and help clarify my own thoughts -- and these in turn will help me run and play in better games, and help other people make better games.

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On 7/7/2004 at 9:21am, Rob Carriere wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike Holmes wrote: What's the "point" of GNS if it can't diagnose John's game?


Mike, I agree with your points, but want to add one:

GNS was designed to diagnose dysfunction. If A plays with B for a long time and all the experts are hesitant whether it was Sim or Nar, then play must have been functional. So, I'm not sure I would count this as a non-diagnosis.

SR
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On 7/7/2004 at 1:13pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike, you're right.

This is precisely why I think you never should have used the term "resolution" Vincent. And I completely don't understand what you mean by "escalate." I don't see any of this as required by narrativism, and I think you're just using terms that make it intelligible to you personally.

Yep.

I'm seeing simple shifting play. Some narrativism followed by some simulationism, and never enough to make a clear diagnosis of the overall agenda.

What's the "point" of GNS if it can't diagnose John's game?

Well, something I was hoping for out of this thread, and maybe John was too, is some talk about the relationship between virtuality and Narrativism.

John, you're right too.
A story narrative has to resolve the issue -- it has to make a definite statement about what is right or wrong, not just "A guy killed his brother". Now, the reader might disagree with the authorial judgement in a novel -- and in an RPG a player might disagree with the statement made. But there needs to be a definite statement about the issue to have resolution.

Yep, you're clearly right.

Anything to be said about virtuality?

-Vincent

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On 7/7/2004 at 3:56pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

John Kim wrote: I don't disagree with this. However, you're implying that GNS either has to work as written or it should be abandoned.
No, I'm not. That does not follow. I'm merely restating the theory as it stands, and pointing out that it's not unuseful (which was proposed by somebody) as is. Things can always be improved.

Mike Holmes wrote:
John Kim wrote: There were various arguments back and forth over whether it was GNS Simulationist or Narrativist. I could follow these, but ultimately I felt that the arguments over which one it fell into weren't very important.
Why did you feel this way, John? I'd be very curious to know.

A friendly jibe, John, but you seem to me as to GNS as Neitsche was to God. That is you say over and over that GNS is irrelevant, yet here you are arguing about it as much as anyone else. What is it that you're hoping that GNS or any classification system can do for you?

I don't think I've said that over and over. I am interested in GNS and in other classification schemes. After all, I wrote a fair bit on the Threefold Model and came up with my own schemes like Narrative Paradigms, for example. I would hope that a good classification scheme will help me communicate clearly with other thoughtful gamers, and help clarify my own thoughts -- and these in turn will help me run and play in better games, and help other people make better games.


Your response is too general. We all want to communicate better about games. My question is more specific. How is GNS supposed to do this? Or, rather, what would you like to see it do that it doesn't do now? You say that the nar/sim arguments weren't important - I can see where you're coming from, I think. But I'd like to know from you why they aren't important, which is another way of asking what it is that you would rather see from the theory than what it provides now.

What sort of analysis of your campaign would allow you to communicate something important about it to other gamers? What would it communicate?

IOW, without a plan for what you want the theory to express, what I see happening is people trying to mold current ideas without an idea of where they're going. Or, if they do have an idea, it's not been stated, and so it's hard to see the direction in which they're trying to go. For example, from this post, all I can see is that you want GNS to be improved so that it says something important about this one particular campaign (or possibly campaigns like it). But I'm guessing that there's more to it than that.

I'm just interested in where you're trying to go with this. I personally like your virtuality distinction, and think you already have that angle solved. So either it has to be something else, or maybe you're trying to alter GNS so that it describes the virtuality dichotomy as well?

Mike

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On 7/8/2004 at 7:34pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote:
John Kim wrote: A story narrative has to resolve the issue -- it has to make a definite statement about what is right or wrong, not just "A guy killed his brother". Now, the reader might disagree with the authorial judgement in a novel -- and in an RPG a player might disagree with the statement made. But there needs to be a definite statement about the issue to have resolution.

Yep, you're clearly right.

Anything to be said about virtuality?

I'll try. As I see it, Virtuality will generally mean that the narrative will give mixed messages. For example, if two PCs clash over some issue, there probably won't be a strong resolution. The transcript and diegesis (i.e. Shared Imaginary Space) will reflect both players' views, and thus won't have a definite statement one way or the other unless the players agree on the issue. Now, resolution of issues is a traditional story quality, but on the other hand it isn't what I consider most important about story. i.e. Fiction which shows new facets and insight into moral dilemmas can be great even if it lacks strong resolution of issues.

In Water-Uphill-World, this can be seen in the dynamic of Noriko and Martin. Noriko arguably made a great sacrifice in order to try to protect her friends. On the other hand, she did this by being literally power-grabby. However, Martin didn't feel the danger that she did and instead followed his curiosity. He didn't feel strongly about Noriko, but if anything I thought that he felt held back by her protectiveness. There was never a clear authorial judgement about which one of them was wrong for the game as a whole. Thus, the issue didn't resolve. On the other hand, to me the interesting part was seeing the different views on the issue -- even if it didn't resolve into a single one.


To Mike: I think the purpose of theory question is way off-topic for this thread. I'd like to get to it -- maybe by starting a thread in RPG Theory or something. On the other hand, I'm a little tied up with real-life work right now.

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On 7/8/2004 at 8:11pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

John, cool. Thanks.

I honestly don't get why virtuality would cause that kind of play, as a rule. Wouldn't it depend on the characters and the circumstances? If our characters aren't willing to let the conflicts go like that, won't we escalate and resolve them - because of virtuality?

...Unless "virtuality" means more than an approach to character action and resolution. What constraints are there on character creation in virtuality? Beyond "your character has to be possible," which is a constraint in most play. Are we allowed to conspire together to all play characters who won't or can't let a particular moral conflict rest, or would that seem contrived?

-Vincent
who's sorry to Mike and everybody for more "escalate and resolve."

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On 7/8/2004 at 9:56pm, Marco wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote:
...Unless "virtuality" means more than an approach to character action and resolution. What constraints are there on character creation in virtuality? Beyond "your character has to be possible," which is a constraint in most play. Are we allowed to conspire together to all play characters who won't or can't let a particular moral conflict rest, or would that seem contrived?

-Vincent
who's sorry to Mike and everybody for more "escalate and resolve."


I think the biggest constraint on character (but not creation) in Virtuality will come from a GM who is not handling thematic issues in a story-like fashion.

A character may have two or three things going on at once and they may interleave in a way that is ugly from a narrative standpoint (additionally, a character may go directly to resolution rather than escalation in a fashion that would make a weak narrative).

For example, a character who forgets about a clear clue they've left at a crime scene may be interrupted in the pursuance of a premise-related agenda by the police and be dragged off for a trial involving entirely different premises.

Although such a costruct is possible in well designed fiction I would expect the author to work the suprise arrival of the police so that it fit somehow symetrically with the rest of the narrative.

While I don't believe in the "real-life-isn't-a-story" argument (roleplaying, no matter what commitment to virtuality isn't "real life") if it's possible to just "have things happen" in a way that's antithetical to "story now" this would seem to me to be it.

-Marco

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On 7/9/2004 at 1:20am, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote: I honestly don't get why virtuality would cause that kind of play, as a rule. Wouldn't it depend on the characters and the circumstances? If our characters aren't willing to let the conflicts go like that, won't we escalate and resolve them - because of virtuality?

...Unless "virtuality" means more than an approach to character action and resolution. What constraints are there on character creation in virtuality? Beyond "your character has to be possible," which is a constraint in most play. Are we allowed to conspire together to all play characters who won't or can't let a particular moral conflict rest, or would that seem contrived?

I'm confused by your statement about characters. From my point of view, the approach you suggest seems to be a prescription for the exact opposite. If the characters don't let the conflicts go, then the conflicts won't be resolved. The conflict could potentially be cut short, say, if one character kills another -- but that doesn't resolve the moral conflict between the opposing positions. In other words, it isn't clear to the audience whether the killer is right or wrong. If the story were to end there, then it would seem ambiguous or incomplete. That judgement of right or wrong is what is necessary for dramatic resolution.

The way for a conflict to be resolved is by change of character. Someone has to learn their lesson, such that the moral conflict is resolved in favor of one side. That change of character, called a "dramatic arc", defines the progress of a traditional story. For example, in Star Wars the end of the dramatic arc comes when Luke decides to not use his targeting computer. This is the change of character. Because it worked and the Death Star was blown up, his choice was validated and a definite authorial voice was made clear.

Now, the restriction on character creation is a good question. This was a controversial point on rgfa. It seems that if you allow enough front-loading of character and situation, that the distinction of Virtuality and Dramatism disappears. With a careful setup, you can arrange to have characters conflict and resolve purely from in-game causes. But in practice, after a relatively short time all plans get trashed by the chaotic interaction of everyone's imaginations and/or random resolution. There are roughly two positions here:

1) For some, designing characters and situation for a specific storyline or theme seems against the spirit of Virtuality even though it isn't part of the formal definition. The spirit of Virtuality is about finding out what's there, not executing a plan.

2) Others, notably Brian Gleichman, held that this just showed that the scope of the Threefold as a theory is limited. i.e. It doesn't apply to character or setting creation or to very short games.

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On 7/9/2004 at 1:33pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

I think that you both make too much of the requirements of narrativism. It's only about how the decisions are made. It's not about whether or not the decisions are "visible" to anyone else, or follow any sort of dramatic structure per se. Not only can narrativism be performed badly, but even when done well, that doesn't mean that the end result looks any more like a traditional story to anyone observing it. It may well look entirely like a sim game where no attempt is being made to address premise.

I think you guys are both only looking at some small sub-set of narrativism in this discussion.

Mike

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On 7/9/2004 at 3:08pm, Marco wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike Holmes wrote: Not only can narrativism be performed badly, but even when done well, that doesn't mean that the end result looks any more like a traditional story to anyone observing it. It may well look entirely like a sim game where no attempt is being made to address premise.

Mike


I've thought that would be the case--but I've been told directly that in Nar, Premise is an almost tangible thing that no one at the table could mistake (nor could two players likely come up with two separate premises one set of actions addressed).

-Marco

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On 7/9/2004 at 5:45pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike Holmes wrote: I think that you both make too much of the requirements of narrativism. It's only about how the decisions are made. It's not about whether or not the decisions are "visible" to anyone else, or follow any sort of dramatic structure per se. Not only can narrativism be performed badly, but even when done well, that doesn't mean that the end result looks any more like a traditional story to anyone observing it. It may well look entirely like a sim game where no attempt is being made to address premise.

Er, Mike? I haven't been making any claims one way or the other about Narrativism. Most recently, I have been talking about Virtuality and its consequences for narrative. Maybe you were thinking of Vincent?

I would encourage you to say more about how you think the distinction is made. Do you disagree with Vincent and think that Water-Uphill-World was indeed Narrativist? Either way, what were your criteria for deciding?

One pitfall to be careful of is something that Chris Lehrich touched upon in More on jargon and models. You are arguing over what Narrativism "really" is. That is at heart a semantic issue, but around here it implicitly carries a judgement -- i.e. if Vincent's distinction about resolution of human issues isn't vital to Narrativism, then it is less important or interesting. So I welcome your views on Narrativism and how it applies to this game, but it shouldn't be used to limit discussion.

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On 7/9/2004 at 8:13pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

John Kim wrote: Er, Mike? I haven't been making any claims one way or the other about Narrativism. Most recently, I have been talking about Virtuality and its consequences for narrative. Maybe you were thinking of Vincent?
You have been making such assumptions in that you seem to be buying into Vincent's arguments (or even in that you might be arguing against them). Yes, mostly it's Vincent who I think is making more of narrativism than is required.

I would encourage you to say more about how you think the distinction is made. Do you disagree with Vincent and think that Water-Uphill-World was indeed Narrativist? Either way, what were your criteria for deciding?
I was sorta trying to avoid getting sucked into this. But there seems to be some assumption about structure with relation to narrativism. That narrativism produces something that looks like a story. That's a misreading, IMO. We all agree that all RPG play may or may not look like a story, and whether it does or not is irrellevant. This is why Ron changed his terminology to "story now." Meaning specifically that the part that's "storylike" is being created in play by the player, but not that it has to look like a story looking back at it.

In fact, I'd go so far as to say that most styles that desire to produce something that looks like story looking back at it, is in fact some sort of sim. Narrativism, IME, can look very little like a story, in fact. As little as Gamism looks like a story. Because you give the power to the player to create responses, not neccessarily to create pacing, or resolution, or escalation, or any of that stuff. The player might consider these things in his play, but from what I've seen they usually don't very much. They are a sub-set of overall narrativism. Narrativism itself only requires that the individual player makes decisions in relation to the moral and ethical quandries that are presented (as opposed to making them in relation to player challenges, or just to be "in" the game world).


As such, I do think that Water Up Hill was Narrativist. Or, rather, as I've said above, the agenda wavered back and forth. To say that not employing narrativism decisionmaking technique at every decision is sim would make all play sim. An agenda is something established over time, and represents the bias of the group - not an indication of what it does each and every time a decision comes up. Also see the discussions on "tells," and anything else Walt has had to say on the subject.

One pitfall to be careful of is something that Chris Lehrich touched upon in More on jargon and models. You are arguing over what Narrativism "really" is.
As opposed to arguing what? That is, I'm trying to prevent the definition from changing without intent. If it's the intent here to change the definition of narrativism, then one should say so when doing it. That would be fine. But it seems to me that Virtuality is being considered in the light of the current understanding of narrativism, but then that definition is being altered to suit the discussion.

That is at heart a semantic issue, but around here it implicitly carries a judgement -- i.e. if Vincent's distinction about resolution of human issues isn't vital to Narrativism, then it is less important or interesting. So I welcome your views on Narrativism and how it applies to this game, but it shouldn't be used to limit discussion.
It doesn't make it less interesting, it makes it either a subset or a change in the definition. It just isn't narrativism by any definition that I've previously read.

Mike

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On 7/9/2004 at 8:35pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike, here's the Narrativism I've been thinking of:

Ron Edwards wrote: Story Now requires that at least one engaging issue or problematic feature of human existence be addressed in the process of role-playing. "Address" means:

• Establishing the issue's Explorative expressions in the game-world, "fixing" them into imaginary place.• Developing the issue as a source of continued conflict, perhaps changing any number of things about it, such as which side is being taken by a given character, or providing more depth to why the antagonistic side of the issue exists at all.• Resolving the issue through the decisions of the players of the protagonists, as well as various features and constraints of the circumstances.


As John quoted earlier in the thread.

I don't know what you think I've been saying, but what I mean to've been saying is that Narrativism requires the players to collaboratively address Premise, meaning that they create, continue, and resolve conflicts about a problematic human issue. If that's changing the definition or describing a subset, I don't see how.

My position wrt structure is that the process of addressing Premise - precisely the process you're talking about here:
Narrativism itself only requires that the individual player makes decisions in relation to the moral and ethical quandries that are presented (as opposed to making them in relation to player challenges, or just to be "in" the game world).
- will generally create something recognizably structured, without any attention or effort on the part of the players. That's not part of the definition a'tall, nor do I intend to insert it. I'm not interested a bit in whether John's game had any structure or what. I'm curious whether he and his players addressed Premise. That is, whether they created, continued, and resolved conflicts about a human issue, in play.

-Vincent

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On 7/9/2004 at 9:07pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote: I don't know what you think I've been saying, but what I mean to've been saying is that Narrativism requires the players to collaboratively address Premise, meaning that they create, continue, and resolve conflicts about a problematic human issue. If that's changing the definition or describing a subset, I don't see how.

It's the "collaboratively" part that I think is the problem. Where in what Ron wrote does he indicate that more than one player has to understand that the premise is being resolved? In fact, if you read more of what Ron says about the subject, you find that he rejects the idea that these things even have to be done consiously, much less collaboratively.

Again, I completely disagree that narrativism has to produce anything that looks in retrospect like a story. Consider the idea of congruence. If it's true that many or most decisions are conguent with both sim and nar, and sim can produce a "series of events," something that doesn't look like a story, then how is it that nar can't end up doing the same.

Mike

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On 7/9/2004 at 9:27pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike, two sentences later in the Narrativism essay Ron says:

The Now refers to the people, during actual play, focusing their imagination to create those emotional moments of decision-making and action, and paying attention to one another as they do it.

That's what I mean by collaboratively. "Collaboratively" might be a problem for you, because it implies different things to you than it does to me, but make allowances. I just mean that nobody's cut out of the process, they're paying attention to one another.

And no, Narrativism doesn't have to produce a story. Narrativism can produce something story-like, by virtue of being about something interesting and going somewhere cool. I'm not saying it has to. I'm saying that it often will, and who cares?

I think the problem's "escalate." I wave "escalate" around like everybody knows what in the hell I mean. Turns out that most of you don't! Whoda guessed, since I haven't managed to articulate it yet.

-Vincent

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On 7/10/2004 at 10:28pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

I'm not sure what Ron means by "paying attention" but my interpretation had been that this is just what it takes for this to be an agenda. That is, players merely have to reinforce each other when "tells" occur. Or even just not criticize each other.

If it does mean that players can't make up premise on their own, then I'd ask for a change in the definition. Because I'm sure that some players employ narrativism in a way that's very personal, and doesn't include any cues to outside players.

If this is not narrativism, then what is it? A. I'm describing something that does not exist. It could be that the definition of narrativism as an agenda only means such that it can be detected as such. But that's never been my understanding before. B. It's simulationism. Which means that only appearance matters. That is, if it's not obviously narrativism, then it's simulationism. Again, this doesn't match what's been discussed previously. C. It's a form of narrativism, and as such, the definition doesn't preclude it.

BTW, this is not the first time we've had this discussion. Last time someone agreed with me (Paul?) that it was narrativism, but not a form that they liked or something.

Mike

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On 7/12/2004 at 2:55pm, lumpley wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike: In other words, I can play Narrativist by myself in my group, provided that I'm addressing a Premise and my fellow players aren't screwing it up for me. They don't have to notice what I'm doing in particular, they just have to give me the creative space to do it. Right?

I'll agree to that.

I'm comfortable with your assessment of John's game too, except that it means that John's game doesn't shed much light on the virtuality vs. Narrativism question. So it goes.

John: I'm thinking about virtuality in character creation and scenario setup. I'll post in GNS probably when I compose my thoughts.

-Vincent

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On 7/12/2004 at 3:07pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

lumpley wrote: I'm comfortable with your assessment of John's game too, except that it means that John's game doesn't shed much light on the virtuality vs. Narrativism question. So it goes.
That's been my position since John published the essay originally. They're not entirely unrelated concepts, but there's certainly no one to one link between, say, Virtuality and Simulationism (ala GNS - I'm not sure about threefold).

What I do think this relates to, however, is my version of the Beeg Horseshoe. Essentially I think that Virutality is a quality of the "sim" axis, a precondition, if you will.

John, Virtuality isn't binary, is it? That is it's not either on or off during play, but sometimes more on than at others?

Mike

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On 7/12/2004 at 3:13pm, Ben Lehman wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike Holmes wrote: John, Virtuality isn't binary, is it? That is it's not either on or off during play, but sometimes more on than at others?


BL> I'm not named John, but...

When I first wrote about Virtuality, I pictured it as a thing that all the players strongly committed to -- the feeling that the world was real and existed outside of their direct experience. Succeeding or failing at that might be possible during play but, ultimately, it's more of an on-off switch -- you care about virtuality or you don't.

yrs--
--Ben

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On 7/12/2004 at 3:30pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

Actually I was under the (apparently mistaken) impression that virtual in this context related to John's essay found here: http://www.darkshire.net/~jhkim/rpg/theory/narrative/paradigms.html

That said, the concepts seem to be very similar, and I don't think that anything that I've said fails to make sense in either context.

In any case, Ben, while the mode of play you're describing seems to indicate a "strong" committment, I think that's just one mode of many. That is, I think there are other modes that are just less committed to the idea of a virtual world. Not uncommitted at all, but just less committed. Moreover, I think that actual play striving for these modes fluctuates in it's achievment of the goal in question. Even if very committed, I think that sometimes things waver in play.

Yes, if playing with a 100% Virtualism agenda, I think that there's only room for Sim - Nar play can't occur. But in a realistic percentage of play there's plenty of room for narrativism. Again, see Beeg Horseshoe.

Mike

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On 7/12/2004 at 3:50pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike Holmes wrote:
lumpley wrote: I'm comfortable with your assessment of John's game too, except that it means that John's game doesn't shed much light on the virtuality vs. Narrativism question. So it goes.
That's been my position since John published the essay originally. They're not entirely unrelated concepts, but there's certainly no one to one link between, say, Virtuality and Simulationism (ala GNS - I'm not sure about threefold).

What I do think this relates to, however, is my version of the Beeg Horseshoe. Essentially I think that Virutality is a quality of the "sim" axis, a precondition, if you will.

John, Virtuality isn't binary, is it? That is it's not either on or off during play, but sometimes more on than at others?

Well, I am using Virtuality as a synonym for rgfa Threefold Simulationism. So, yes, there is a one-to-one correspondence of Virtuality and Threefold Sim. And no, Threefold Simulationism isn't binary. Quoting from my Threefold model FAQ:
2) Which one am I? Drama-, Game-, or Simulation-oriented?
Most likely, none of the above. Your individual style cannot be pidgeonholed into a single word. More to the point, you probably use a mix of different techniques, and work towards more than one goal. You may tend more towards one corner of the triangle, but you probably value a mix.

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On 7/12/2004 at 5:46pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

At the moment, then, I'm not seeing any unanswered questions. Is there still a problem with understanding something somewhere here, then?

Mike

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On 7/12/2004 at 8:49pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

I think that there are a number of theory questions which have been opened up -- but they should be discussed under RPG Theory or GNS Model Discussion, I think. I think we're close to wrapping up the actual play discussion. Just a few clarifications here.

Mike Holmes wrote: In any case, Ben, while the mode of play you're describing seems to indicate a "strong" committment, I think that's just one mode of many. That is, I think there are other modes that are just less committed to the idea of a virtual world. Not uncommitted at all, but just less committed. Moreover, I think that actual play striving for these modes fluctuates in it's achievment of the goal in question. Even if very committed, I think that sometimes things waver in play.

Yes, if playing with a 100% Virtualism agenda, I think that there's only room for Sim - Nar play can't occur. But in a realistic percentage of play there's plenty of room for narrativism. Again, see Beeg Horseshoe.

Hmm. Water-Uphill-World was intentionally designed as an experiment which tried for 100% Virtuality. In practice, I think I came as close to 100% as any real game is -- though there were certainly some slips and shortcuts.

Mike Holmes wrote: Actually I was under the (apparently mistaken) impression that virtual in this context related to John's essay found here: http://www.darkshire.net/~jhkim/rpg/theory/narrative/paradigms.html

That said, the concepts seem to be very similar, and I don't think that anything that I've said fails to make sense in either context.

Well, the "Virtual Experience" paradigm is defined completely differently than rgfa Threefold Simulationism (aka Virtuality). Sorry if the word "Virtual" intersects here, but I'm dealing with what has happened before. (i.e. GNS appropriated the term Simulationism to mean something different). It may be that the two are correlated, but they are pretty darn different as defined.

The experiential paradigm is defined in terms of what is considered the discourse or product of play -- i.e. what is "real". However, it says nothing about how situations are resolved. So this may include, say, a LARP where various tricks are taken to try to encourage player emotional experience.

Threefold Simulationism says nothing about what is considered the discourse or product. It is only concerned about how in-game decisions are being made.

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On 7/12/2004 at 9:05pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

John Kim wrote:
Hmm. Water-Uphill-World was intentionally designed as an experiment which tried for 100% Virtuality. In practice, I think I came as close to 100% as any real game is -- though there were certainly some slips and shortcuts.
"Intended." By yourself, right? Were the players informed of the intent? In the terms discussed here, or something approximate that would make them understand? It sounds to me like you're just talking about your own play as GM, which probably was completely sim. Which doesn't mean, however, that the players didn't ever do "narrativism-ish" things. And I'm not saying that you had a narrativism agenda, as a group, either, just that it was mixed, as I've said before.

Well, the "Virtual Experience" paradigm is defined completely differently than rgfa Threefold Simulationism (aka Virtuality). Sorry if the word "Virtual" intersects here, but I'm dealing with what has happened before. (i.e. GNS appropriated the term Simulationism to mean something different). It may be that the two are correlated, but they are pretty darn different as defined.

The experiential paradigm is defined in terms of what is considered the discourse or product of play -- i.e. what is "real". However, it says nothing about how situations are resolved. So this may include, say, a LARP where various tricks are taken to try to encourage player emotional experience.
What I'm saying is that Virtualism as a subset of simulationism is play where decisions are made such that play is likely to produce the goal of Virtuality. That is, the Virtuality subset of simulationism produces that "Virtiual Experience" paradigm (when successful), no?

Mike

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On 7/12/2004 at 10:57pm, John Kim wrote:
RE: Water-Uphill-World: Virtuality Examined

Mike Holmes wrote: "Intended." By yourself, right? Were the players informed of the intent? In the terms discussed here, or something approximate that would make them understand? It sounds to me like you're just talking about your own play as GM, which probably was completely sim. Which doesn't mean, however, that the players didn't ever do "narrativism-ish" things. And I'm not saying that you had a narrativism agenda, as a group, either, just that it was mixed, as I've said before.

Well, of the players, two (Mike and Lisa) were pretty new to role-playing -- so I didn't lay much theory on them. However, Josh (who played Noriko) understood pretty well my intention and was completely on board (I had met him through rgfa and we had discussed Simulationism at length). Both Russell (who played Martin) and Liz (who played Kate) understood reasonably well, I think. Liz I think wasn't completely on board with the concept of rgfa Simulationism. She complained some about the flat pacing of the game, for example.

I'm curious how you picture the game being mixed agenda and what effect this would have. How do you think my game would have been different if I had had pure Virtuality players?

Mike Holmes wrote: What I'm saying is that Virtualism as a subset of simulationism is play where decisions are made such that play is likely to produce the goal of Virtuality. That is, the Virtuality subset of simulationism produces that "Virtiual Experience" paradigm (when successful), no?

Well, I'm open to arguments why this should be so, but I don't see the connection.

I'll try a hypothetical example. RGFA Simulationism could be used as an approach in a simulation wargame-like manner such that it was the shared play that was considered the important product. i.e. There are wargamers who will play out historical battles not to win but to see how the outcome is affected by some "what if" change. A role-playing game might be used to see how some other event was changed by a "what if". In this case, what draws the players is the external results of the game (i.e. the shared play), not the immersive experience inside the player's head.

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On 7/13/2004 at 2:06pm, Mike Holmes wrote:
RE: Water-Uphill-World: Virtuality Examined

John Kim wrote: Well, of the players, two (Mike and Lisa) were pretty new to role-playing -- so I didn't lay much theory on them.

Note that I fully support this. I think that talking theory with players in general is a bad idea. It's not a good way to get a group on the same sheet. If we can't decide here on the meaning of these terms, then how is Joe Average Player going to get what we mean?

However, Josh (who played Noriko) understood pretty well my intention and was completely on board (I had met him through rgfa and we had discussed Simulationism at length). Both Russell (who played Martin) and Liz (who played Kate) understood reasonably well, I think. Liz I think wasn't completely on board with the concept of rgfa Simulationism. She complained some about the flat pacing of the game, for example.
This is about what I got from the previous descriptions of play.

I'm curious how you picture the game being mixed agenda and what effect this would have. How do you think my game would have been different if I had had pure Virtuality players?
Little observable difference at all, likely. That's what I keep saying.

You give us examples that aren't differentiable in their observations. So we can only speculate about how people made their decisions. My guesses about play potentially having been narrativism at times are based on my personal observation that people throw in a bit of those sorts of criteria even when they are also playing as Virtually as possible. Put it this way - why wouldn't they make emotionally engaging decisions if those decisions did nothing to disrupt the virtuality at all?

Again, it's my opinion that everyone plays this way all of the time. Well, Gamism aside.

In this case, what draws the players is the external results of the game (i.e. the shared play), not the immersive experience inside the player's head.
That would make these players "What Ifers," then, not "Virtualists." We're talking a subset of Simulationism here, not something that defines it in totality, right? As such, you're just describing two different groups of simulationists. In fact, the "What Ifers," and I speak from experience because I've been that guy a lot, use a lot of OOC chatter that would disrupt a Virtualism game, because they often talk about alternate "what ifs." "Well, I should have moved that unit over here, because germans always used their artillery dynamically to create mobile defenses. But I was thinking that I could get a tactical advantage that they might have seen at the time that would void doctrine. What do you think?"

Mike

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