The Forge Reference Project

 

Topic: More on jargon and models [long]
Started by: clehrich
Started on: 7/5/2004
Board: RPG Theory


On 7/5/2004 at 6:59pm, clehrich wrote:
More on jargon and models [long]

I’ve been thinking about this topic for a little while now, actually since I had a nice chat with Alan McVey at a conference a month back, and when I briefly come back to the world of fast internet connections I find that James (jdrakeh) has restarted the Forge Hubris thread. I read along through three pages, see it slide horribly into a discussion of who’s got the most brains, and finally a very tolerant Ron closes the thing. So I’m starting again on a slightly different basis. I think this also makes more sense in RPG Theory rather than Site Discussion, because what interests me is how we theorize and use terms, rather than what others think of us. But I'll start where the other thread left off.

The problem at hand, if it is a problem, is that some folks perceive The Forge as elitist. That doesn’t bother me, as such, since I don’t think of elitism as necessarily a bad thing. But the various criticisms really focus on the use and abuse of jargon, which is something that interests me a lot. The question, as I see it, is how to evaluate jargon and decide when and whether it is useful.

We seem mostly to agree that jargon as shorthand is useful. Instead of explaining the whole GNS theory for several paragraphs, it’s handy to be able to say “GNS” and figure that the audience knows what I’m talking about. Obviously I have to pick my audience, but that’s the point of the Forge glossary and the search engine: I can check and see whether a given term really is in general use here, without guessing.

Now granted that, the point of these jargon-terms is that each refers to a specific, relatively complex concept, one not easily expressed in just a few words. In addition, it is assumed that everyone in the discussion can make the translation from term to concept.

My first criticism, which I’ve made before, is that I don’t think this is always true.

1. Some terms refer to quite simple concepts that could be expressed quickly.
2. Some posters could not, if asked point-blank, translate the terms they use.

The second problem here leads to the difficulty mentioned in the previous thread, where someone asks for a definition and gets several contradictory answers. At the same time, as noted before, terms that are in flux cannot be defined simply and rigidly, because they aren’t rigid. Here it would be helpful to make clear that the term is indeed in flux.

But all of this is really secondary. To me, the great problem with jargon as it is used here (and some other places) is that the words or acronyms are used like pins with butterflies: they nail down concepts rather than opening them up for discussion. This leads to a lot of sterile debate about what X term “really means,” or rather “should” mean.

Those debates are, if you ask me (which you didn’t, I realize), pointless. Unless someone has proprietary rights to a term, as in a sense Ron does with some GNS terms, there isn’t any “really” to the meanings. And by focusing on terms, we lose track of concepts.

Let me put it like this. At present, much of the theoretical discussion here is about classification. Folks see RPGs as a kind of elaborate machine, and they want to tally up the different parts and describe how they work. Once a particular piece of the machine has been identified, explained, and labeled, it’s taken as read that the piece exists as known.

But who says RPGs are machines in the first place? Who says there can ever be a single cohesive description of how RPGs work and what they do?

Take literature, which gets a lot of play here. There are lots of completely different ways of looking at literary works, not all compatible. If the purpose of analysis is to help people write their own literature, the methods and structures of analysis, as well as the terms, will be quite different from those used if the purpose is to understand how a given piece of literature affected and was affected by its historical and social context. It’s not a question of which is right; the point is that you have to analyze differently for different purposes.

To my mind, a lot of the “Forge hubris” problem comes down to a continuous, low-level clash of purposes. Almost everyone here wants to analyze games in order to design new ones. But designing one kind of game may require different methods than does designing another kind; this would seem implied by the GNS model’s success. It is at least possible, then, that analysis for Narrativist purposes must run on somewhat different lines from analysis for Gamist purposes. In that case, no single set of terms is going to cover everything effectively. And, a fortiori, if your purposes do not entirely align with GNS classifications, your methods and terms and concepts will have to be quite different again.

I’m not saying that Forge terminology is useless, unhelpful, or (god help us) elitist. What I’m saying is that there is an overemphasis on classification and labeling. What is needed is new concepts, not reification of the ones we’ve already got, with cute labels to help out.

As an example, I find most of the GNS Forum discussion rather dull. Most of it seems to fall into a few well-defined categories:

• I don’t understand X term, can you explain?
• I don’t like X concept, can’t it change?
• I don’t like X term, and want to substitute Y.
• Is my game G, N, or S?
• I think we should add another subdivision within X part of the Model.

Some of this is exceptionally valuable, especially for those new to the theory. Eventually, I expect that much of what is gained in terms of conceptual clarity will be reflected in revised GNS essays by Ron, as already happened with the move from the old essays to the three new ones, and as is presumably happening with the Glossary project. But there’s very little room for something new here: it’s all a matter of cleaning up and polishing an established cluster of concepts.

I think that this is the inevitable fate of terminological discussion. You start with a great set of concepts, clarify and debate it, and eventually formulate it all cleanly and concisely; after that, it’s all a question of application, or else of hammering fruitlessly at terms to produce some mythical “perfect” version. What I see now is a lot of fruitless hammering, and not a lot of generating totally new concepts.

Where I think we tend to go astray in finding new concepts, honestly, is in moving much too rapidly toward classification with respect to established (mostly GNS/Big Model) theory. When someone proposes something new, it’s worth considering whether it might be something that simply doesn’t belong in the Big Model at all. I have periodically battered at the Big Model because I don’t think its hierarchical structure is valuable, but in point of fact a non-hierarchical model simply isn’t the Big Model; there’s no point in de-hierarchizing the Big Model, and what would be more valuable is to formulate a model, for some particular purpose, without regard for it relation to the Big Model.

This brings me to my last point (finally!). Terms, models, concepts, and analytical methods must have a clear purpose and function. When we try to generate scientific-style models, we claim implicitly or explicitly that RPGs are like certain sorts of objects in the natural world. Okay, so why would we want to claim this? What is gained thereby? When I wrote my essay on ritual theory, the point was that RPGs can be understood as ritual behaviors—which are not parts of the natural, phenomenal world. In order to do that meaningfully, I had to explain (or try to) why it is valuable to think of RPGs as ritual as opposed to (for example) natural objects or systems.

At this stage of discussion, I think too much time is spent trying to continue a natural-scientific project, begun largely by Ron, without there being a lot of thinking about what the point of such a model would be. I think that until we get out of the notion that the style of the Big Model is a given, all we can do is go around in circles looking for a few new wrinkles in the Model. What this produces, as we’ve seen, is a tendency to generate increasingly arcane and narrow terms and to focus everything on Ron’s work. This, I think, more than anything, produces the criticism that The Forge is jargon-crazy and a cult of Ron. Neither is true, really, but our overemphasis on the scientific or engineering style of modeling and analysis does make it seem so.

I have, in other places such as this thread here suggested some other kinds of theory and some other styles of analysis. Others have been doing this too: Emily’s recent thing on psychology leaps to mind. We need to see a lot more of this, and we need to recognize that new insights and ideas may not fit into established models and structures. The more self-aware we are about this, the less we will be focused on terms and the more we will examine ideas. In the long run, at least, I think this will make our terminology increasingly helpful and specific, and will help convince new readers that The Forge is open, exciting, and full of ideas.

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On 7/7/2004 at 4:01pm, MR. Analytical wrote:
RE: More on jargon and models [long]

I think Chris is on the ball here.

I think that the attempt at scientific rigour has been largely negative in its impact largely because it's not been implemented properly.

Firstly, RPG theory is young and most scientific processes start with cataloguing before explaining and theorising. GNS jumpped straight to the theorising without making a serious try at accounting for all forms of RPG... this results in people popping up and saying that GNS doesn't account for their type of game. This is obviously most common with SIM.

Secondly, scientific or not, a theory exists within an academic tradition with its own criteria for rigour, truth and what constitutes a good analysis. By being part descriptive, part therapeutic and part aesthetic, GNS fails to have a coherent set of criteria. Instead there are social criteria as defined by the group... i.e. when a thread needs to be considered closed, when an issue needs to be split off into a separate topic and what constitutes a legitimate challenge to the theory.


I think the scientific language is understandable given Ron's day job but ultimately it's cosmetic, like post-modern philosophers using maths to back up their theories (affaire Sokal and all that). GNS has a therapeutic and an aestheitc element that is not scientific strictly speaking and it's not falsifiable in any way. There's scientific language there but frankly, not everyone here shares those scientific values.


so yeah... I agree Chris :-)

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On 7/7/2004 at 4:38pm, Matt Snyder wrote:
RE: More on jargon and models [long]

Chris, I'm not sure what to take away from you post. I have a few specific questions:

1. Some terms refer to quite simple concepts that could be expressed quickly.


Which terms? If they are indeed problematic, then criticizing them without naming them isn't very helpful. If we can improve it, let's do it. If not, what's the problem?

2. Some posters could not, if asked point-blank, translate the terms they use.


Is this a problem with the terms or with the posters? Both? Seems to me to be a problem with posters, not with the terms. Are we blaming terminology for posters' ignorance? (And, yeah, this is where some of the elitism claims and ensuing derision comes from. People hate "You just don't get it" replies, and I can understand that. But, of course, that's an entirely plausible scenario. There must be cases where we chime in and say, "You're not getting it." But those actual cases are ones in which the terms aren't in question; peoples feelings about the terms and the community are.)

At this stage of discussion, I think too much time is spent trying to continue a natural-scientific project, begun largely by Ron, without there being a lot of thinking about what the point of such a model would be.


Are you saying that Ron has created this model without much thought as to its point or purpose? Or, are you saying that people who pick up Ron's writings don't have a point in mind? I'm earnestly asking; it can't tell what you're saying here.

And, has the point become so unclear? I see the following points from where I'm typing -- there are likely more that I don't consider or recognize.

1) Analyze and remedy social dysfunction in role-playing game groups.

2) Recognize processes by which people play role-playing games, thus creating a goal or end-point for designing new role-playing games.

3) Appreciate other viewpoints and interests in role-playing that one individual cannot enjoy or understand otherwise.

And, finally:

I think that until we get out of the notion that the style of the Big Model is a given, all we can do is go around in circles looking for a few new wrinkles in the Model.


That's all we can do from the standpoint of creating new models or greatly, significantly expanding or changing the Big Model. But, of course, it's not all we can do in applying the Big Model to actual play. Isn't that enough? Or, is that not what you're saying at all? Isn't it ok to accept and use the Big Model in actual play to make it worthwhile, worth discussing, and to accept its style? (I say this with my own given: that it has actually worked for myself and many other people participating here.)

Chris, I'm not trying to rain on your parade. I recognize and value that you're looking for new things. That's great! Knock me out, please!

I'm not really disagreeing with your intentions or aims at all, just more so puzzled by language you use about the existing theory. I sense (but am definitely not certain!) that you don't find much value in the Big Model as presented and discussed to date. Your post includes language (some of which I quoted here) that either isn't very interested in practical applications of the Big Model or outright dismisses them as the wrong means to proceed (and perhaps -- indeed is likely -- you're saying that it's "wrong" for your own personal case, i.e. you are looking for some new way of thinking about concepts as "big" as the Big Model but that have more value to you, yes?).

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On 7/7/2004 at 4:53pm, greyorm wrote:
RE: More on jargon and models [long]

MR. Analytical wrote: RPG theory is young and most scientific processes start with cataloguing before explaining and theorising. GNS jumpped straight to the theorising without making a serious try at accounting for all forms of RPG.

Part of this is that GNS is helping to define what it is we're cataloguing. I don't think it would have been remotely possible to account for "all forms of RPGs" because that's meaningless without some sort of taxonomy of design (something that lets us differentiate "this form" from "that form" so they can be catalogued).

To me, this criticism is akin to complaining that the biological taxonomy of all life forms is broken because we began using it without cataloguing all forms of life.

With RPGs, the differences between life forms are even less visible to the passing observer, and even the trained observer, so we need to discuss what we have and determine those differences as we go, just so we have some starting reference to expand upon.

(I could also get into the problem with comparing it to "real science" and how that "wouldn't have done it this way" because there's this conception of science as this pure, analytical, logical thing where B simply procedes from A obviously and frictionlessly...which, in practice, it isn't and doesn't, especially when you get into making and testing and proving theories. The arguments around GNS would be par for the course in any "real" scientific discipline.)

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On 7/7/2004 at 7:04pm, MR. Analytical wrote:
RE: More on jargon and models [long]

Rev...

Your point about taxonomies is well made, a taxonomy is inherrently about imposing a conceptual grid on the world therefore there's some element of theorising in cataloguing. Fine.

Clearly theory-ladeness is a spectrum with sociology at one end and physics at the other. GNS models itself upon high-end natural sciences where there are observable and naturally clear and distinct categories of entity. Sociology has largely rejected such an approach because, if taken to its logical conclusion you're wasting your time.

Science is largely a matter of rules... conditions for what is a good argument, what constitutes proof, when is a theory verified. As you yourself say, RPG phenomena aren't easily separated from our perceptions. You seem to suggest that the response to this is to be less demanding. The other way is to say little at all or nothing because verification is so difficult. Sociology has gone the first way by opening the door to various ideologies that allow for the kind of special pleading you're doing. I have no real problem with this... Sociology knows its place. GNS doesn't... GNS talks about rigour and natural sciences. But then fails to live up to scientific ideals and methods. The inclusion of a therapeutic and aesthetic side of GNS is a living monument to this.


Clearly GNS has not lived up to Ron's hopes for it in terms of rigour. It's nobody's fault, a social scientist might say it was doomed to happen given the subject matter. So I agree with Chris' point.

Beyond give a veneer of intellectual authority, it's not clear what the scientific posture actually does for GNS. Some might argue here that the result of this is to look for other methodologies... like sociology GNS might flourish under less of a commitment to reason and truth and more of an atmosphere of monography and subjective experience. As a social scientist though I'm less forgiving :-)

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On 7/7/2004 at 7:09pm, Erick Wujcik wrote:
Re: More on jargon and models [long]

Thanks, Chris, for posting this particular discussion. I'm still chewing on aspects, so I'm not quite ready to give an intelligent response, nor am I entirely sure that I'm capable of an intelligent response.

Still, I want to pick the following out of the mass:

clehrich wrote: ...the great problem with jargon as it is used here (and some other places) is that the words or acronyms are used like pins with butterflies: they nail down concepts rather than opening them up for discussion.


Yes, it is really a thing of beauty. It hits me as 'true,' even though I'm not sure how I can articulate how.

Any chance you'd grace us with a specific example? Point at some discussion here where the concept in question was restrained instead of explored?

Erick

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On 7/7/2004 at 7:17pm, clehrich wrote:
RE: More on jargon and models [long]

Matt,

Thanks for that response. You clarified for me some places where I was not at all clear, and where I think I'm really failing to communicate.

Matt Snyder wrote: Which terms [could be expressed quickly]? If they are indeed problematic, then criticizing them without naming them isn't very helpful. If we can improve it, let's do it. If not, what's the problem?
As I'll explain in a minute, this is really a side issue for me; the goal wasn't particularly to attack the Big Model or its particular terms. Personally, I think that a lot of the acronyms (SIS, IC, OOC, etc.) are a pain and really do pose a barrier to newcomers' understanding and participation. But I'd have to sit down with the whole Glossary and pick out terms -- and as I say, that's not really my object here.

[If posters can't always explain the terms they use,] Is this a problem with the terms or with the posters? Both? Seems to me to be a problem with posters, not with the terms. Are we blaming terminology for posters' ignorance?
You're exactly right -- it's a problem with the posters, or more accurately, with the style of posting. It's not the terms that are at fault here, but jargon as a stylistic strategy.

I wrote: ... I think too much time is spent trying to continue a natural-scientific project ... without there being a lot of thinking about what the point of such a model would be.
Are you saying that Ron has created this model without much thought as to its point or purpose? Or, are you saying that people who pick up Ron's writings don't have a point in mind? I'm earnestly asking; it can't tell what you're saying here.
No no, it's a very good question. This is something I need to be very clear about, and since you're asking I wasn't clear enough. This is going to take a little time—I hope you’ve got a minute!

Ron (I honestly believe) had and has a point in developing the Big Model, or rather several points. As I understand it, the primary goal was a model that would assist in diagnosing and fixing problems in actual play, with the further object of improving design methods so as to prevent such problems in advance. For this purpose, Ron chose, quite possibly because of his scientific training, a scientific-style semi-taxonomic system, based on a hiearchical series of categories. This allows rapid classification of games and play, and thus permits diagnosis and correction to get straight to the heart of the matter. [Ron, would you accept this description?]

For the most part, this model has succeeded. Not only have many players (like yourself, and me) used the model effectively to diagnose their own games, but a number of excellent new games have been designed with conscious awareness of Big Model criteria.

BUT...

The overwhelming success of the Big Model has, to my mind, entailed that a number of its initial axioms are now taken for granted, "naturalized" to use one sort of jargon. When new theorizing occurs, it tends to do so within the frame of these axioms, such that most new theory around here seems to respond directly to, challenge, bend, or tinker with the Big Model. In short, the Big Model has itself begun to be naturalized here; it is accepted as "known" rather than as a particular, motivated, historical structure with specific goals and purposes.

By "axioms" I mean assumptions in a formal sense. I do not mean that Ron necessarily assumes these things to be true; rather, he laid them out -- consciously or otherwise -- as axioms upon which to found a model. As we all know, I think, such axioms are unchallengeable from within the model itself, assuming we want the model to be fully self-consistent. Bear that strongly in mind throughout what follows, ok?

Some Big Model axioms (in no particular order, and not an exhaustive list):

• Analysis begins with classification
• Classification is hierarchical
• RPGs are essentialy freestanding systems, of which social behavior is one of many parts
• Categories should, whenever possible, be absolute: things can't be half-in and half-out of a category

All of these axioms are perfectly reasonable. To judge by the success of the Big Model, they are also workable. But they are not necessary assumptions, i.e. not simply facts.
When I wrote: I think that until we get out of the notion that the style of the Big Model is a given, all we can do is go around in circles looking for a few new wrinkles in the Model.
What I really meant, to use this language of axioms and such, was that theorizing about RPGs needs to be aware of the fundamentally -- and appropriately -- limited nature of the Big Model and its axioms. The style of that Model, as noted before, is scientific; I use the word "style" because I'm not interested in an argument about whether it "really" is scientific or not. My point is that this scientific, classifying, binary type of model or theory is by no means the only kind or type of model, nor necessarily the most valuable for purposes other than those of the Big Model as such.

Here's where I start to get cranky, you see. There is this constant drive to classify, to nail things down. People keep throwing actual play into the Big Model in order to classify this or that. This leads not only to classification of elements or aspects of the game, but also to continual fine-tuning of the categories of the Big Model. Where this leads is into discussions of what, let's say, Narrativism "really" is. [Some of this “let’s classify X” stuff is about somebody making sure he or she understands the Model accurately, which is fine and useful on that basis.]

Narrativism "really" is an abstract category constructed by Ron and a whole lot of discussions over the years, that can be used to label some practices for particular purposes. Narrativism isn't a thing -- it doesn't exist. It's just a set of glasses we put on when we want to look at real behavior in particular ways.

That may not seem like a problem, and so long as everyone bears in mind the various purposes of putting on those glasses, it isn’t a problem. But where I see discussion going, quite a lot, is toward a problem we have all the time in intellectual history and the study of religion, i.e. my day job. That problem: people keep insisting that religion, ritual, myth, science, and the like are things, real things, that we can go out and analyze. We can't -- they're constructs, abstract categories like Narrativism. There is no religion out there; there is only behavior that we can, if we choose, for particular reasons, classify in that way. Just so, there is no Narrativism out there; there are only games, and we can choose to classify them with respect to the category "Narrativism" if we want to, for particular reasons.

But when you have placed a game or system or whatever into the box marked "Narrativism," you have not done anything. That is, you have not yet analyzed anything. All you've done is asserted that by labeling the thing "Narrativism," you will analyze it in a relatively specific fashion.

One mode of such analysis is practical: by deciding that what you're looking at can be labeled Narrativism, you can go on to say that certain elements of the game are relatively strange, unimportant, or broken by that standard. So you might change the game to make that not true, and thereby move toward greater coherence. Fine -- but classifying the thing as Narrativism was a preliminary, not itself an achievement.

So to get back to the issue of axioms and so forth, I find that a lot of discussion is increasingly focused on correct classification and concomitantly less focused on making that classifying activity serve a function. As you say, the Big Model does have a number of purposes, and it serves them well. But I think that the strong naturalization of that model and its style is leading into the logical cul-de-sac of classifying instead of analyzing.

I think the healthiest thing for the Big Model itself, and also for RPG theorizing more broadly, is to take a big step back from the Model. Recognize it for what it is, what it does, and what's so good about it. If it has intrinsic problems -- internal inconsistencies, etc. -- those are worth fixing. If it can be added to and thereby made to achieve some of its goals better, that should be done. But the fact that things can be made to fit into the Big Model proves nothing at all, and the procedure of classifying by those means must not be allowed to distract from actual analysis.

In short, I find that folks keep assuming that classification is necessary -- it isn't. They keep assuming that classification should be a hierarchical matter, that things have to fit into or contain other things -- it needn't be so. They keep assuming that classificatory taxa should be binary, or absolute, i.e. that classified objects should be either in or out of a taxon -- that's not required.

I think that a lot of the constant attempt to add little subdivisions and fillips into the Big Model is so much wasted effort, effort that would be better devoted to starting afresh or drawing new insights from elsewhere, i.e. adding something new to the theoretical conversation. The Big Model runs just fine, thanks; don't keep messing with it all the time.

Does this mean we should discard the Model? Hell, no. But that's another common (implicit) assumption around here, that "there can be only one", i.e. only one coherent theoretical model can operate successfully.

Let me conclude with an example. There are periodic RPG Theory threads [no, I’m not going to name names or point to threads, that’s not the point] in which a poster, usually a newcomer but not always, posts a new model, something quite different in many respects from the Big Model. What is the appropriate response, given that the Big Model is not (as Ron happily admits) the only possible legitimate model?

1. What is this new model supposed to do?
2. What is the intended range of the model, i.e. what's it supposed to cover?
3. Okay, given that, how does it work?
4. How well (if at all) does it work?

I find that the usual first response is instead, "The Big Model already does that, so this isn't new." Admittedly, the vast majority of such models are classification systems based on similar axioms to the Big Model's, but I don't see a lot of thinking or asking about what these models are for, and whether that might be valuable or interesting in its own right.

Similarly, when people occasionally post strange new things that are way outside the Big Model, in purposes and assumptions, one common response (by no means the only one, let me emphasize) is to classify the elements in Big Model terms, and then see how the Big Model does or does not change as a result. If the point is to do this as a preliminary to really understanding the new material, i.e. making a tentative comparison to a known model as a step toward fully grasping an unknown one, that seems reasonable. But what I find usually happens instead is that most of the effort goes into explicating how X term from the new stuff is equivalent to Y term in the Big Model, and in the end all that’s left is the Big Model. Whatever was really different from the Big Model, i.e. the cool new stuff, seems to get ground away in this process.

Obviously I’m going on far too long here, but I’m trying to be very clear – and probably failing. I hope I’ve clarified, at the least, that my point is emphatically not to criticize the Big Model. My point is instead to criticize the way in which that Model and its axioms have become naturalized to the point that it is impeding the development of new theories.

Now I’ll shut up and let somebody else talk.

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On 7/7/2004 at 7:26pm, clehrich wrote:
RE: Re: More on jargon and models [long]

Erick Wujcik wrote: Any chance you'd grace us with a specific example? Point at some discussion here where the concept in question was restrained instead of explored?
On the one hand, that's a very reasonable request; it would probably clarify things a good deal if I said, "Here, look at this discussion. It's an example of spending a lot of time nailing down terms and not really achieving anything analytically."

On the other hand, that really feels to me like a kind of flame-bait. Not your post, I mean, but I worry that if I said that some discussion demonstrated my point, it would essentially also say that certain people were good examples of something I dislike. And I have a reaaallly bad feeling about that.

I'm going to ask for a call from Ron on this one. Ron, what do you think? Would pointing to and remarking on a couple of other threads be a useful clarification or is it likely just to drag up old fights and probably start some new ones?

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On 7/7/2004 at 8:38pm, Matt Snyder wrote:
RE: More on jargon and models [long]

Chris,

Money Quote!!! wrote: My point is instead to criticize the way in which that Model and its axioms have become naturalized to the point that it is impeding the development of new theories.


I'm following you now. You are not failing to explain. Much clearer now, thanks. In fact, wholly clear. No head-scratchers for me now. I think you're making a valid point, and it's a good first step in clearing away some potential theorist's mental "cobwebs." I'm all for that.

Two observations:

First, in the situation you posed, in which someone's thoughts are dismissed because GNS has "been there, done that." I actually think that's a pretty fair criticism of their theory. If we have something that works, we don't really need something new that works equally well. We need something better or different. So, I think theories that do cover the same ground on the Big Model will fail on the Forge. They are, of course, free to flourish anywhere, and I think they will if there's merit and dedication there.

Obviously, if the Forger who says "Been there, done that" is wrong, then there's something new or different in what the new theory says. Great! And, also obviously, any new theorist must have the gumption to stick with it when the Forgers are wrong or missing something.

I think that to be accepted at this community, the burden falls on the new theorist to show how they are different or better in approach. The burden falls on the new theorist to show those points you're raising (What is this new model supposed to do? Etc.), not necessarily on the Forge to ask them. That's my take on it, anyway.

Second, it seems to me the style of a theory, as you use that term, isn't as important as the content within that style. If you went out, found a new, non-hierarchical theory that covered, oh, 90% (or, worse, 100%) of the same ground the Big Model does, I wouldn't be very interested in it, style or otherwise. I don't care overly much about the style; I care about what the theory tells me. I don't care so much how it tells me. I'm willing to learn to think in that "style" if there's merit in what it says. God knows I struggled with some of Ron's stuff early on!

Put simply: I (like you it seems) think all this talk about "scientific language" and whether it's science or not isn't useful. I'm interested in seeing something offer something significant and new. I'm not interested in someone re-writing GNS to rebel against patriarchy (I kid!).

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On 7/7/2004 at 9:03pm, clehrich wrote:
RE: More on jargon and models [long]

Matt Snyder wrote: Second, it seems to me the style of a theory, as you use that term, isn't as important as the content within that style. If you went out, found a new, non-hierarchical theory that covered, oh, 90% (or, worse, 100%) of the same ground the Big Model does, I wouldn't be very interested in it, style or otherwise. I don't care overly much about the style; I care about what the theory tells me. I don't care so much how it tells me. I'm willing to learn to think in that "style" if there's merit in what it says.
We're totally on the same page, Matt. Just one little odd point of interest here.

Suppose, hypothetically, that someone proposed a new, non-hierarchical theory that covered 100% of the same ground as the Big Model. Your hypothetical, obviously. Now one point is that this is in a sense an impossibility. If it's not hierarchical, it cannot be equivalent to the Big Model. What the new theory might do is to propose a different classification system that has slots for all the same objects as are classified in the Big Model. What the author of this new theory would have to do, to justify its existence (and the time of those reading it), would be to argue that the new classification system produces different sorts of results from the Big Model. I don't mean that the classification is different, but that the result is different. See, the Big Model, as we've discussed, has a purpose; all the classification and whatnot is a means to an end, not in itself valuable. If the Big Model doesn't produce results (and it does), then it's a waste of time. If the new non-hierarchical model doesn't produce results that aren't already produced by the Big Model, then it's a waste of time.

My feeling is that new theory isn't going to happen by classification at all. It's not going to go out and find new objects that the Big Model doesn't classify. If you want classification, so far as I'm concerned the Big Model does a fine job. Rather, new theory is going to be interested in the dynamics of things, in how stuff happens, how things interact. And since the Big Model already exists as a kind of glossary, it's going to be helpful to use its terminology rather than define new words for the same old categories.

But here's the trick, i.e. where it's going to be difficult to communicate successfully -- on every side. If a new theory that does not operate on the same structures as the Big Model, and does not have the same goals or purposes or intended results, nevertheless goes ahead and uses Big Model terminology, then what I think will happen is that people will respond by saying, "No, you're misunderstanding X and Y term from the Big Model." What they will mean, in that case, is that the new theory is using those terms in relation to structures and dynamics quite different from those of the Big Model. What the theorist would mean, ideally, is that he or she doesn't feel like inventing new terms for, let's say, Shared Imaginary Space and Actor Stance, and is simply using them in a totally different structural context. Do you see how that's going to be a difficult discussion? In fact, I think I've seen this happen several times, though quite possibly not consciously on the theorist's part.

One obvious solution is not to use the same terms as the Big Model. But that's going to lead to wild proliferation of jargon, which takes us back to where this whole thread started. Is there a solution? No, probably not, but I do think that the theorist has got to be exceedingly careful about explaining, when a term is borrowed from the Big Model, that he is making a modification by taking it at least partly out of its usual context.

Anyway, just a thought.

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On 7/7/2004 at 9:11pm, Matt Snyder wrote:
RE: More on jargon and models [long]

Far out. Total agreement here, Chris. That last issue you raise will be a touchy one -- that is, appropriating obvious terms from the Big Model for a new model of some kind. Good luck on the poor bastard who enters those waters!

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On 7/7/2004 at 10:16pm, Tim C Koppang wrote:
RE: More on jargon and models [long]

I disagree.

One of the strong points of the Big Model, and really of the glossary in general, is that much of the vocabulary--while commonly understood in terms of how particular words relate to the Model--actually creates a common roleplayer’s vocabulary. I propose that, aside from the terms necessarily defined in relation to some aspect of the Model, lifting words like stance and creative agenda out of the Model is easier than we all think.

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On 7/8/2004 at 9:38am, pete_darby wrote:
RE: More on jargon and models [long]

Tim, to my mind that is, at present, a collateral benefit, which has arisen as much out of the moderation and debating style of the Forge as the big model itself. Which isn't to say that it isn't valuable, or indeed that any common vocabulary doesn't also express the assumptions of the arena in which the vocabulary arose, but the creation of the vocabulary would have happened pretty much regardless of the form of the big model.

I'm also slightly threadjacking, in order to use the above to post a muted "me too". In my opinion, far too much effort has been spent (I'm tending to think wasted) on "classify my game" threads. For my purposes, when the big model classifies the thrust of games as, say Narrativist, it's not saying that other Creative agenda are excluded, it's not saying that all N games, frex, follow a precise pattern or form, it's saying that it shares a common, broad motivation for play that other N games do. No more, no less.

Furthermore, to expande on Chris Lerich's point, to a great extent classification of these games has been restricted to GNS classification. As Chris said, mounting them on pins, with the only debate being what colour of pin we're going to use. Which to me yields essentially dull results. It doesn't tell me what worked, what didn't, and what that tells us about enjoyable play and, indeed, about the big model itself.

As for the continued cry that the big model, and GNS in particular, is supposed to diagnose the causes of dyfunctional play, not worry about funcitonal play... sorry, but I hate to see this fall into the same error that many diagnostic disciplines are trying to drag themselves out of. Psychiatric medicine has only relatively recently bothered to research what is "normal" psychiatry, for example. When they found out that over a quarter of the population have heard a voice in their head in their lives, it should have shaken up diagnosis of schizophrenia more than it did...

Excuse the rambling, but I'd like the model to be able to say something meaningful about good play as well as bad. At the moment, it seems ot be slipping into stamp collectors mode...

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On 7/8/2004 at 9:41am, Rob Carriere wrote:
RE: More on jargon and models [long]

Chris,
Mostly I agree with what you've said. A few minor quibles.

First, you may well be right that the next theory will not classify. In fact, that sounds plausible for psychological reasons (need to differentiate clearly from the Big Model). But it is not, I think, necessary. The Big Model slices things one way; in something as complex as RPGs there have to be other ways to slice (think of slicing bread vertically or horizontally; are you eating "normal" sandwiches or a sub sandwich?).

As for the jargon recycling, I think there's two acceptable cases:

- The word means exactly the same thing in the Big Model (BM) and the New Theory (NT).

- The NT use of the word extends the BM use in a consistent way. (As in what happened when people started talking about electromagnetic energy, extending a concept previously applied only to things mechanical.)

Otherwise, come up with a new word. If you think your concept is really close to a BM concept, come up with a really similar word.

But, prior to all that, there's got to be purpose to the exercise. To tell people to go forth and theorize is as pointless as ordering them to be funny. You come up with a new theory because you have this burr up your ass, not because there's this neat forum where you could post it. So, switching metaphors in mid-paragraph, what we're doing here is clearing the leaves, dirt and maybe the occasional fallen tree from the path. Cool. Worthwhile to do.

But it doesn't really get me on the edge of my seat. Not until I see somebody actually walking down that path. Which makes this into a really long-winded way of asking whether you started this thread in general or to facilitate a specific new theory?

SR
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On 7/8/2004 at 9:47am, MR. Analytical wrote:
RE: More on jargon and models [long]

clehrich wrote: Do you see how that's going to be a difficult discussion? In fact, I think I've seen this happen several times, though quite possibly not consciously on the theorist's part.


But this is basically inevitable in ALL forms of human communication. I remember having a discussion with someone about tantric sex and our disagreement boiled down to having different definitions of "orgasm" :-)

Basically it strikes me that all you're really saying is that GNS dominates these boards far too much and that space should be allowed for alternative theories that compete with GNS either directly (by sharing its assumptions) or indirectly (by wanting to be the way people think about RPGs). So you're advocating stepping back from GNS and allowing other GNS-Independent theories to spawn without people trying to refute them from a GNS position, explain them away in GNS terms or reject them out of hand as failed attempts at understanding GNS.


And for the record, I don't think whether or not it's science is irrelevant at all. By identifying itself with natural science GNS effectively binds itself to certain rules and standards of debate. The behaviour you're criticising is actually very similar to non-critical Kuhnian scientific study, where new discoveries are systematically incorporated into the dominant theory. If you buy into GNS as science then that effectively binds GNS, and these boards, to some of the assumptions you talk about. If GNS isn't science then there's no reason for it to follow scientific rules. If people got over the science thing I think the state of affairs YOU want would come about much more easily. In a way the question isn't whether or not it IS a science but whether or not it's worth treating it as if it is. You argued that treating it as if it is is holding back the development of theory, I added that it isn't a science anyway so you're right... a different set of rules would probably be a good thing.



Tim -- The problem is that it doesn't A) the glossary's misleading as a lot of the concepts are still under contention and B) even among the hardcore gamers outside of the Forge GNS is FAR from the lingua-franca. I think you'll find that your average gamer would be incapable of following forge discussions. Forge terms simply aren't a universal RPG language... they're a forge language but that's it. One of the main criticism of the Forge and GNS is that it ignores most pop-RPG theoretical terms (crunch being an excellent example of this... it means one thing at the Forge and another everywhere else).

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On 7/8/2004 at 1:33pm, Ron Edwards wrote:
RE: More on jargon and models [long]

Hello,

Chris, you asked,

I'm going to ask for a call from Ron on this one. Ron, what do you think? Would pointing to and remarking on a couple of other threads be a useful clarification or is it likely just to drag up old fights and probably start some new ones?


I have no idea what will happen, but it's right & proper to use threads as examples. If someone gets all bent out of shape because you're "judging" them by referring to the thread, then here's the message for them: do not post.

Best,
Ron

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On 7/8/2004 at 3:16pm, greyorm wrote:
RE: More on jargon and models [long]

MR. Analytical wrote: Sociology has largely rejected such an approach because, if taken to its logical conclusion you're wasting your time.

Cool, we agree then, at least as far as the point I was making is concerned. As to the rest you bring up, as to whether it meets/doesn't meet the criteria of a science, and whether it has failed to live up to the rigor required of it, I have no comment, mostly because I don't really feel qualified to judge what you're saying as true or not true.

It doesn't remove the utility of GNS for me, nor that of the shared vocabulary it creates to describe observed phenomena, but I don't know that means a great deal in relation to your points.

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On 7/8/2004 at 3:37pm, John Kim wrote:
RE: More on jargon and models [long]

Matt Snyder wrote: First, in the situation you posed, in which someone's thoughts are dismissed because GNS has "been there, done that." I actually think that's a pretty fair criticism of their theory. If we have something that works, we don't really need something new that works equally well. We need something better or different. So, I think theories that do cover the same ground on the Big Model will fail on the Forge. They are, of course, free to flourish anywhere, and I think they will if there's merit and dedication there.

Obviously, if the Forger who says "Been there, done that" is wrong, then there's something new or different in what the new theory says. Great! And, also obviously, any new theorist must have the gumption to stick with it when the Forgers are wrong or missing something.

I think that to be accepted at this community, the burden falls on the new theorist to show how they are different or better in approach. The burden falls on the new theorist to show those points you're raising (What is this new model supposed to do? Etc.), not necessarily on the Forge to ask them. That's my take on it, anyway.

I am a bit stunned at this -- maybe I'm misunderstanding? You seem to be saying that the entire Forge as a community will reject a model which covers the same ground as GNS. I'm not even sure what this means. Even if you feel "been there done that" regarding someone's new theory, I would hope that you would at most simply not participate in its discussion. Discussion of the new theory could then flourish among the Forgers who are not satisfied with GNS -- even if they are a small minority. The Forge can and does permit contradictory theories and preferences among its members.

There are times when GNS seems to shut out other discussion, but I would say that those are a mistake and not right or representative of the Forge.

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On 7/8/2004 at 4:16pm, Matt Snyder wrote:
RE: More on jargon and models [long]

John, it's merely my take. (shrug) We're just seeing the verb "fails" in different light. You consider a minority view to be "flourishing" among a few Forge members. I do not consider such thought to be flourishing on the Forge as a community (for example, RGFA stuff, or GDS -- they fail, in my view, to gain any credibility or support on the Forge. Such is life.). Simple as that, and not terribly stunning either way, but that's just me.

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On 7/8/2004 at 6:23pm, clehrich wrote:
RE: More on jargon and models [long]

Lots of things to respond to here.

First off, a follow-up to the question of using Big Model vocabulary in new theorizing. I think that after all, maybe this really isn’t nearly so hard as I’d been thinking, but my reasons are something that hasn’t been brought up yet. If I may briefly and simplistically borrow the structural-linguistic concept of “motivation” of a sign, the idea there is that signs (words, etc.) can be more or less tightly embedded in a set of structures of other signs. The more motivated the sign, the more “baggage” it carries from the structures around it whenever it is used, in whatever context. You can probably think of other ways of describing this process, but this is the obvious one to me. What I’m thinking is that different categories within the Big Model are more and less motivated, partly because of the amount of discussion and/or emotional investment they have generated, but also partly because of the structuring of the Big Model itself. For example, Stance doesn’t appear terribly strongly motivated, and if it were used in a totally different theory, I think it would be relatively simple to avoid confusion, i.e. to treat it as "merely" a term. On the other hand, Creative Agenda and its three component parts (GNS) is exceedingly motivated, to the degree that I think it would be nearly impossible to use those terms in a different model and still keep it clear that you were neither challenging nor restructuring the Big Model itself. It would be interesting, I think, to examine how GNS retains this heavy motivation since the development of the Big Model, and also to think about whether the Big Model has moved to motivate and thus dominate a larger range of terms, and so forth.

On to other things:

Pete Darby wrote: [T]o my mind [the vocabulary of the Big Model] is, at present, a collateral benefit, which has arisen as much out of the moderation and debating style of the Forge as the big model itself. Which isn't to say that it isn't valuable, or indeed that any common vocabulary doesn't also express the assumptions of the arena in which the vocabulary arose, but the creation of the vocabulary would have happened pretty much regardless of the form of the big model. ... In my opinion, far too much effort has been spent (I'm tending to think wasted) on "classify my game" threads.
At base, I agree, but I want to re-emphasize that such threads have considerable value when, as is often the case, the real point is, “Please use an example I know well, because it’s my game, to help me understand the model.”
As for the continued cry that the big model, and GNS in particular, is supposed to diagnose the causes of dysfunctional play, not worry about functional play... sorry, but I hate to see this fall into the same error that many diagnostic disciplines are trying to drag themselves out of. Psychiatric medicine has only relatively recently bothered to research what is "normal" psychiatry, for example. When they found out that over a quarter of the population have heard a voice in their head in their lives, it should have shaken up diagnosis of schizophrenia more than it did...
That’s a very interesting point which had certainly not occurred to me. Do you feel that a diagnostic (in the sense of finding dysfunction) model is intrinsically not worthwhile? I can see two possibilities: either the Big Model is founded upon diagnosis of dysfunction, in which case it actually needs some restructuring, or else the value of the Big Model lies elsewhere and the rhetoric should move away from this cul-de-sac. Do you have an opinion on which is true?

Rob Carriere wrote: First, you may well be right that the next theory will not classify. In fact, that sounds plausible .... But it is not, I think, necessary. The Big Model slices things one way; in something as complex as RPGs there have to be other ways to slice (think of slicing bread vertically or horizontally; are you eating "normal" sandwiches or a sub sandwich?).
I think we’re in agreement, but I’m not sure. To my mind, the Big Model already does basic classification quite well, which is what has produced all this vocabulary. I don’t see the need for another classification theory. What I think is dangerous is the notion that classification is somehow important in and of itself, because that leads to thinking that when we classify something, we achieve something, and blinds us from the fact that classifying is a usual preliminary to actual analysis.
But, prior to all that, there's got to be purpose to the exercise. To tell people to go forth and theorize is as pointless as ordering them to be funny. You come up with a new theory because you have this burr up your ass, not because there's this neat forum where you could post it. So, switching metaphors in mid-paragraph, what we're doing here is clearing the leaves, dirt and maybe the occasional fallen tree from the path. Cool. Worthwhile to do. But it doesn't really get me on the edge of my seat. Not until I see somebody actually walking down that path. Which makes this into a really long-winded way of asking whether you started this thread in general or to facilitate a specific new theory?
Actually, no, though I realize that might seem the obvious follow-up. For me, this arose from my realization that my various batterings against the Big Model’s hierarchical structure were so many demands for that model to be something it cannot be. If a non-hierarchical, cultural-textual model such as I think would be most productive for my purposes is to be developed, it can only happen on its own grounds; revising the Big Model to be what I want will produce a half-breed that doesn’t achieve either set of goals well. This led me to think, based on reading a lot of threads, that I’m not the only one who’s been beating his head against the Big Model in order to make it do something it can’t do, and I thought it might be productive to explain why I think that’s not a useful direction. As you say, I’m trying to clear out some brush; later, perhaps, I will want to plant an interesting new theory in the clearing.

Mr. Analytical wrote: Basically it strikes me that all you're really saying is that GNS dominates these boards far too much and that space should be allowed for alternative theories that compete with GNS either directly (by sharing its assumptions) or indirectly (by wanting to be the way people think about RPGs). So you're advocating stepping back from GNS and allowing other GNS-Independent theories to spawn without people trying to refute them from a GNS position, explain them away in GNS terms or reject them out of hand as failed attempts at understanding GNS.
Yes, that’s a big part of it. But the important point is that it’s not GNS (or Big Model) that dominates, but rather that there is a culture here on the Forge which takes it for granted that the Big Model is the baseline of all discussion. Thus the Big Model dominates without having to. And I think this is one reason why some people who don’t buy in to Forge culture think the Forge is full of jargon-crazy Ron-worshipers.
And for the record, I don't think whether or not it's science is irrelevant at all.
I didn’t say it was irrelevant, or at least I didn’t mean to. I just said it’s something I am not at all sure I want to get into debating, at least in this thread. I’d love to see a thread on the subject, though. Your points about Kuhn and perceptions of the dominant theory would make a great basis for this!

Erick,

Okay, give me a little time and I’ll try to find an example thread or two. I hope when I do so that people have read Ron’s post carefully.

John and Matt,


I think a good example of success or failure of an alternative theory and its reception would be John’s regular references to RGFA Threefold, and more recently the renaming of RGFA Sim as Virtuality. From a classification standpoint, the RGFA Threefold model does indeed cover much the same ground as the Big Model, although of course not exactly so; I don’t mean that the categories are a little different, but rather that the structure of the RGFA Threefold is somewhat different and premised upon slightly different axioms.

One interpretation here would hold that this model has not been received within dominant Forge discourse, and really only gets talked about at all as a direct result of John’s persistent efforts. By this reading, the relabeling of RGFA Sim as Virtuality would constitute an attempt to incorporate some of RGFA into the Big Model, thus eliminating the conflict by subscribing to the “there can be only one” notion.

Another interpretation would be that the RGFA Threefold model now has an established minority presence, and that the relabeling constitutes acceptance by the dominant discourse that the category in question is not only different but valuable in itself and on its own grounds.

I wonder what you two think about which is true, or rather where on the spectrum between them you think matters stand now, or whether there is some third position quite different from these.

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On 7/8/2004 at 6:46pm, timfire wrote:
RE: More on jargon and models [long]

pete_darby wrote: As for the continued cry that the big model, and GNS in particular, is supposed to diagnose the causes of dyfunctional play, not worry about funcitonal play...

Is the Big Model really about diagnosing dysfunction? I don't think so.

True, that was it's original purpose, but I think that purpose has changed, at least here at the Forge. Among the people that do most of the theorizing, I think the Model & the rest of Forge-developed theory has solved most of the problems the theory was meant to solve. As a result, I don't see how most of the new theory that gets discussed here has anything to do with dysfunction. I think the focus of discussion here has shifted to attempting to understand how play works.

So to use Chris' words, I think that the "[dysfunction] rhetoric should move away from this cul-de-sac."

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On 7/8/2004 at 6:50pm, clehrich wrote:
RE: More on jargon and models [long]

Okay, this is in reply to Erick’s request for an example thread.

Water-Uphill World: Virtuality Examined

If I understand the sequence of events correctly, this thread started as an earnest attempt to work out whether “character integrity” could be violated in order to address Premise in Nar play.

Over the course of the first two pages or so, the thread sought a lot of data about the specific game, leading eventually to the conclusion that since the game was “actually” not Nar, the whole question was moot. Having gotten that far, many posters apparently lost interest.

Next, the focus shifted to GNS and its value, with one argument being proposed that whether GNS can or cannot classify everything correctly does not determine the classification-system’s value. This moved rapidly to a defense of GNS on the grounds that since the game in question was not apparently dysfunctional, GNS cannot be tested against it (back to Pete’s concern about diagnosis of sickness only). One poster noted that this shift of grounds to discussing GNS meant that Virtuality as a topic had vanished.

Finally, the argument was made that GNS ought to allow better communication and improve games. The stakes became binary: either GNS classification of the game did or did not achieve these things, and on that basis GNS should either be eliminated or trumpeted. The thread ended.

An interesting point here is to track “Virtuality” through the thread. Never a dominant issue despite the title, it seems to have been taken for granted throughout that Virtuality must be part of GNS, integrated seamlessly into the whole. Thus the debate eventually concluded with a discussion of how examination of Virtuality should or should not effect change within GNS. But as one poster noted, there never really was any analysis or discussion of Virtuality per se, only a series of attempts to classify a Virtuality-based game in GNS terms. Ultimately, once the game had been pegged as not Narrativist, it was felt that a satisfactory conclusion had been reached.

As I read it, what happened here was an example of pinning butterflies instead of analyzing. What was taken for granted throughout was that classifying Virtuality with respect to GNS categories would accomplish something. But what? What we learned was that Virtuality does not readily accord with Narrativism, because of the nature of Premise-addressing in its resolution structure. One poster even threw up his hands and said that trying to work out these things with reference to actual play often doesn’t achieve anything anyway. So what did we actually learn here?

I would classify this thread as another example of the “Classify my game in GNS terms” type. What is unfortunate is that I do not think that was the initial point of it. Rather, the question about integrity and Premise got progressively transmuted into a purely classificatory issue, and when partial classification had been achieved it seemed as though something had been accomplished, when in actuality all that was achieved was a defense of GNS from a challenge never posed.

Does that help at all?

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On 7/8/2004 at 9:26pm, John Kim wrote:
RE: More on jargon and models [long]

clehrich wrote: One interpretation here would hold that this model has not been received within dominant Forge discourse, and really only gets talked about at all as a direct result of John’s persistent efforts. By this reading, the relabeling of RGFA Sim as Virtuality would constitute an attempt to incorporate some of RGFA into the Big Model, thus eliminating the conflict by subscribing to the “there can be only one” notion.

Another interpretation would be that the RGFA Threefold model now has an established minority presence, and that the relabeling constitutes acceptance by the dominant discourse that the category in question is not only different but valuable in itself and on its own grounds.

I wonder what you two think about which is true, or rather where on the spectrum between them you think matters stand now, or whether there is some third position quite different from these.

Well, we're abstracting out "dominant discourse" and "minority discourse" from only a handful of people here who participated in the Virtuality discussions. To me, Mike Holmes and Vincent Baker (representing "dominant discourse") seemed more like the latter view -- accepting Virtuality (i.e. me as "minority discourse") as a valuable minority presence for itself, and not as a part of the Big Model. However, that's just my perception of them.

While GNS is undoubtably discussed more often, I do question how we define "dominant" and "minority". Casual perception from browsing is affected strongly by how enormously prolific a few posters are (myself among them in the 1000+ post range). The Forge doesn't have polls with the exception of game-play profiling (which hasn't happened for nearly a year). And when we do, the results don't seem to match the impression which one gets from browsing posts. For example, the "Most Enjoyed" games aren't the ones that get the most vocal praise here. Now, arguably it isn't important what some guy who only rarely posts the Forge thinks -- i.e. one should weight by number of posts. But if we're going to talk about "dominant", "minority", and "failure" I think it's important to understand our terms.

clehrich wrote: I would classify this thread as another example of the “Classify my game in GNS terms” type. What is unfortunate is that I do not think that was the initial point of it. Rather, the question about integrity and Premise got progressively transmuted into a purely classificatory issue, and when partial classification had been achieved it seemed as though something had been accomplished, when in actuality all that was achieved was a defense of GNS from a challenge never posed.

I agree with your analysis of that thread to a large degree, but I have to point out about the origin of the thread. I started that thread at Vincent's (aka lumpley's) request, during discussion in the GNS Model Discussion thread "Sacrificing Character Integrity" - a Rant. So it really did start out as roughly "classify my game" and GNS focussed. On the other hand, the point of it was never "what is my game's category" because that's not something I am interested in per se. The point was to examine what GNS (and specifically the N/S split) is about. That thread is still ongoing, by the way.

Forge Reference Links:
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On 7/9/2004 at 1:58am, komradebob wrote:
RE: More on jargon and models [long]

Just a thought-

Perhaps some of the problem with GNS is related to the fact that it describes roleplaying games and related behavior, whether creative agendas, design aspects, or actual play.

However, the term "roleplaying game" itself is rather amorphous.

There are rather a broad spectrum of rpgs ( and here even my use of the term "spectrum" is suspect), not to mention a bunch of activities/games that share some characteristics of certain rpgs.

As for the perception of GNS Theory itself, well, it does have its own forum. That alone does tend to focus interest on it, for good or ill.

Robert

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On 7/9/2004 at 3:51am, clehrich wrote:
RE: More on jargon and models [long]

komradebob wrote: Perhaps some of the problem with GNS is related to the fact that it describes roleplaying games and related behavior, whether creative agendas, design aspects, or actual play. ... However, the term "roleplaying game" itself is rather amorphous.
I don't see this as a problem with GNS, actually, because in a sense the whole point of GNS is to make this not the case.

Let me put it like this. The term "roleplaying game" is, as you say, amorphous, the reason being that it is a categorical, classifying term; syntactically, it delineates a class that is a part of another class -- part of game, role-playing as a subset of -playing in general, etc., roll your own when you get the time. Let me hasten to add that the syntactical structure of the term does not in any way indicate what it "really" means; the whole point is that it doesn't really mean anything but what a particular discursive community (e.g. the Forge) makes it mean. And a big part of what the Big Model is about, as a classification scheme, is making the term "roleplaying game" and the imagined conceptual category and a whole group of actual real things in the world all be linked in such a way that it's sort of hard to question. Not that the Big Model is alone in this, nor that this is a bad thing -- this is how discourse communities are formed and continue. But because the Big Model is about classification, it is successful precisely to the degree that the community in question (the Forge, for starters) uses its terminology and its categories as given, known realities.

Now by this standard, the Big Model is VERY successful around here, as we've already noted, because everyone does indeed take the terms as referring to real things; the debates are usually about better describing the real things in question (which assumes that they do in fact exist) or arguing that there are no such real things (which assumes that this is not the case with the rest of the Big Model).

Okay, so I am NOT, repeat NOT, saying that this is a bad thing. I am saying (among other things) that pure classifcation schemes must compete for this sort of dominance, because that's how they assert that they have validity. If there is to be new theory, it's not going to happen by doing classification, because then you have to fight against the Big Model, and you're probably going to lose (you'll be outvoted), and you know what? I'll probably vote against you, because I think classification is a great place to start and only when people stop focusing on it can we actually get on and do more useful things. Whew!

Actually I'm sorry your post prompted a bit of a rant, Robert, because I'm not actually ranting at you, just on the occasion.

In any case, then, if there are problems with the Big Model as a theoretical construct, they are classificatory problems, not referential ones. That is, such problems would not be found by seeing how the Big Model does or does not accurately refer to real things -- because there aren't any such things until you put them into classifying boxes, and that's a circle.

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On 7/9/2004 at 9:11am, Rob Carriere wrote:
RE: More on jargon and models [long]

Chris,
In response to my slicing remark, you wrote:

clehrich wrote: I think we’re in agreement, but I’m not sure. To my mind, the Big Model already does basic classification quite well[...]. I don’t see the need for another classification theory.
We're close enough to agreement that I'm feeling a bit like I'm expounding on the whichness of what, but anyway.

I agree that the Big Model does classification quite well.

I agree that I do not see the need for another classification model.

My only caveat is that somebody might see an angle that I don't and come up with a classification scheme that is not just different from, but conceptually independent of, the Big Model. Such a model would potentially be as useful as the Big Model, but it would in no way replace the Big Model, instead being a second way to classify RPGs. Of course, at this point, this is completely hypothetical. I have no idea what such a classification scheme would look like.


What I think is dangerous is the notion that classification is somehow important in and of itself, because that leads to thinking that when we classify something, we achieve something, and blinds us from the fact that classifying is a usual preliminary to actual analysis.
Complete agreement.

SR
--

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On 7/9/2004 at 9:21am, pete_darby wrote:
RE: More on jargon and models [long]

clehrich wrote:
As for the continued cry that the big model, and GNS in particular, is supposed to diagnose the causes of dysfunctional play, not worry about functional play... sorry, but I hate to see this fall into the same error that many diagnostic disciplines are trying to drag themselves out of. Psychiatric medicine has only relatively recently bothered to research what is "normal" psychiatry, for example. When they found out that over a quarter of the population have heard a voice in their head in their lives, it should have shaken up diagnosis of schizophrenia more than it did...
That’s a very interesting point which had certainly not occurred to me. Do you feel that a diagnostic (in the sense of finding dysfunction) model is intrinsically not worthwhile? I can see two possibilities: either the Big Model is founded upon diagnosis of dysfunction, in which case it actually needs some restructuring, or else the value of the Big Model lies elsewhere and the rhetoric should move away from this cul-de-sac. Do you have an opinion on which is true?


Just to pick this little bit out... I think those that, as in the referenced thread, abandoned analysis when it was decided that the game was functional, are committing the same error as Psychiatrists diagnosing schizophrenia primarily on the basis of auditory hallucination. Any model of behaviour which claims to diagnose dysfunction must have a working model of functional behaviour or just be so much empty rhetoric.

If diagnosis & cure of dysfunctional play is a goal of the Big Model, it must be based on analysis of functional play, perhaps even more so than dysfunctional at this early stage: if we don't know what good play is, how can we know what "hurting wrong" play is?

Personally, I think that the tools for analysis of functional play is well within the capabilities for the Big Model as it stands, and often yeilds the most interesting discussions about play and how the model relates to it. If the model can't work as a "well game clinic", then it's truly in trouble.

The diagnostic element isn't a cul-de-sac, it's a vital element, but without it also being applied to functional games, well, then how do we know we're diagnosing dysfunctional behaviour, rather than just stuff that we find aesthetically distasteful?

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On 7/9/2004 at 8:58pm, M. J. Young wrote:
RE: More on jargon and models [long]

clehrich wrote:
Psychiatric medicine has only relatively recently bothered to research what is "normal" psychiatry, for example. When they found out that over a quarter of the population have heard a voice in their head in their lives, it should have shaken up diagnosis of schizophrenia more than it did...
That?s a very interesting point which had certainly not occurred to me. Do you feel that a diagnostic (in the sense of finding dysfunction) model is intrinsically not worthwhile? I can see two possibilities: either the Big Model is founded upon diagnosis of dysfunction, in which case it actually needs some restructuring, or else the value of the Big Model lies elsewhere and the rhetoric should move away from this cul-de-sac. Do you have an opinion on which is true?

Interestingly, I was thinking about this just since I visited yesterday (before this had been posted), and I do have an opinion. I see that my opinion concurs with Pete's, but I'm going to state it for clarification.

From the beginning we've been told that the model (when it was first introduced in System Does Matter) was a tool for diagnosing dysfunction. Yet from the beginning it has been primarily something else: a model of types of functional play. In essence, the model says, if your play is working, you're doing this--and it seems to be right about that.

The corrolary is if your play is not working, it might be because you're not doing this. Yet it has always been said (albeit perhaps not clearly enough at times) that not all dysfunction is GNS dysfunction, and in fact not all dysfunction in play is in any way related to the descriptions within the model.

The model has grown in many ways to clarify areas in which it does apply, and to reach beyond the heart of what it initially addressed to connect it with many other areas (from Social Contracts to Ephemera). Thus it incorporates more of that which defines functional play now than it did six years ago. It's still essentially the same thing: a picture of functional play against which dysfunctional play can be compared to look for problems, in the same way that a diagnostician will look at the lab results of your blood work and spot that the liver enzymes are way out of line, so something must be wrong with your liver. At the same time, because we're designers here, the model becomes an aid to identifying design strategies which will encourage functional play, in the same way that looking at normal anatomy and physiology will reveal proper nutritional requirements to maintain the health of already healthy patients; and because we are players, the model is also a guide to how to improve our play by understanding what we're doing in the same way that the medical model tells us that smoking and excessive alcohol consumption over the long term are going to have detrimental effects on our bodies and we'll be healthier if we avoid these.

So having a model that defines functional play within specific major concepts works as a diagnostic tool, and for some people that is the primary use of such a model; but it works as many other things as well, because it is a model of what works.

--M. J. Young

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On 7/10/2004 at 9:59am, MR. Analytical wrote:
RE: More on jargon and models [long]

M. J. Young wrote: So having a model that defines functional play within specific major concepts works as a diagnostic tool, and for some people that is the primary use of such a model; but it works as many other things as well, because it is a model of what works.


Is it really though?

Doesn't GNS's game design elements essentially throw D&D up as a false negative? D&D is played by the vast majority of gamers quite happily and to the point where they don't particularly want to play any other games. If the point of GNS is to model what works (as opposed to what is aesthetically pleasing) then I would have thought D&D in particular and SIM in general would be front and center as the most popular forms of gaming. But instead SIM's still a really contested issue.

Now one response to this is that what makes for a good game in forge terms is different to what makes a functional gaming group. But the problem, it strikes me, with separating out these two elements of forgite philosophy is that if you're dealing with functional PLAY then GNS itself is less important than Social Contract theory and stuff like that. After all, does it really matter in functional terms what a group is actually playing so long as the social contract is right for them? As I see it, GNS classification is only an issue if you're doing aesthetics or game design.

Anyway... I don't claim to have answers I'm just sceptical of MJ's last line :-)

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On 7/10/2004 at 10:49am, Ben Lehman wrote:
RE: More on jargon and models [long]

MR. Analytical wrote:
Is it really though?

Doesn't GNS's game design elements essentially throw D&D up as a false negative? D&D is played by the vast majority of gamers quite happily and to the point where they don't particularly want to play any other games.


BL> It is my understanding the third edition D&D is widely held to be a very good Gamist design and, while I have heard people trash the system in certain regards, I've never seen accusations of incoherency.

Vampire, on the other hand, is a big false negative. I have a theory about that, but that's for another thread.

yrs--
--Ben

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On 7/13/2004 at 12:35am, M. J. Young wrote:
RE: More on jargon and models [long]

Regarding the "false negatives" of D&D and V:tM, I think that the problem lies in the distinction between incoherent design and incoherent play.

The argument would be that as writ both games (referring to earlier D&D versions) are incoherent, but that no one plays them as writ. In support of that, it is generally suggested that the text descriptive of the adventures possible in those games is not supported by the rules provided.

Whether that's correct or not, diagnosing games by how they are played versus how they are written is a major distinction that must be made for the theory to be applied. If your gaming group is using those rules which are consistent with its agendum and ignoring those which are not, you are playing a coherent game that is distinct from that which is in the books. GNS conflict does not have to arise in such a situation because your group has determined how to interpret the rules consistently. Such conflict does arise when players of these games move to different gaming groups, and discover that the game the new group is playing is very different from the one they know, but ostensibly based on the same rules.

--M. J. Young

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On 7/13/2004 at 12:18pm, pete_darby wrote:
RE: More on jargon and models [long]

Also: the prediction made by the model is that an incoherent published game will force either drift or incoherent play.

What happened mostly, IMHO, is drift, especially with early editions of Vampire. Early D&D I don't know as much about (but I can certainly say that the 1st ed AD&D rulebooks were incoherent in a non-jargon sense. They certainly weren't a unified, coherent whole). Ron's early essays, especially, note that the greatest problems in play would come when memebrs of established groups, with established drifts, mix and mingle, and the "you're playing it wrong" debates would flair. Which, I'll agree with Ron here, I saw more with Vampire groups than any previous game.

So the prediction isn't that play is impossible, or necessarily bad, or even necessarily incoherent, with an incoherent rulebook, just that during or before play a degree of effort will be spent / wasted drifting the game before paly is possible, whether through ditching rules or background or colour or theme or whatever.

Now, with a lot of my friends, the activity that we call drift is assumed to be a natural part of pre play. "Of course you've got to trim the system, or ignore the colour text, or whatever, no rpg is ever right for your group right away." But, having looked around focussed designs, and designs built for drift, you find that it's just not always true, and even where drift is necessary, it can be facilitated and the players informed. In designs like Vampire first, drift is necessary but not facilitated, except by the deeply unhelpful "golden Rule."

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On 7/13/2004 at 1:28pm, MR. Analytical wrote:
RE: More on jargon and models [long]

Hmmmm.... I think bringing analysis of play into an analysis of a game is dangerous for 2 reasons.

A) Actual games are only one contributing factor in the generation of played games. You also have to factor in egoes, existing styles of play, lack of comprehension of rules. Unless you can actually identify how much of incoherent play is due to the game as published then it's not clear how you can establish any kind of causality and diagnosis of problems is all about tracking the causal history.

B) Another danger of this line of attack is highlighted by Ron's D&D article. If you start allowing for play that's drifted in your analysis of the games themselves then the idea of there being an actual game becomes hard to maintain. OD&D, according to Ron wasn't an actual game but this weird patchwork of different drifted styles of play bolstered by house-rules and institutionalised group dynamics that was loosely referred to as "Dungeons and Dragons". Here be Dragons intellectually, if this is true of all games then there might be grounds for saying that the RPG author is dead and that games only exist in the playing, their characteristics determined by the interpretation of players... suggesting games aren't inherrently about anything.



So I think the whole play/game relationship needs to be considered quite carefully.

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On 7/13/2004 at 1:43pm, Ron Edwards wrote:
RE: More on jargon and models [long]

Hello,

Jonathan, in a word, "Yes." The Big Model is talking about play, and game texts are different things. Everything M.J. and Pete wrote is dead on, and it all relies on taking care with exactly the point you raise, from the beginning.

Just as "Gamist game" when referring to a text is really short-hand for "rules which, when applied, provide a solid arena for Gamist play," the phrase "incoherent game" when referring to a text is really short-hand for "rules which, when applied, are likely to lead to conflicts in Creative Agenda, within or among participants."

System does matter; it's a feature of play. Rules "matter" only insofar as they are applied to System. Rules which (when followed) tend to result in Creative Agenda conflict are not, in my view, very fun to follow.

Note: not Creative Agenda differences or combinations, but conflict.

This is a big deal. If a person hasn't processed this, and persists in the notion that the Big Model is about how incoherent games make people play incoherently, then the person is doomed to futter around in a resentful circle.

This concept also took a long time to work out through essays, dialogues, multiple instances of play, and all kinds of disagreements. The current essays are an archive of that process, not a final and wonderful "hi! GNS for you, whoever you are!" manual. You'll find me grappling with rules vs. System all the way into the Narrativism essay.

Best,
Ron

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On 7/13/2004 at 2:45pm, Marco wrote:
RE: More on jargon and models [long]

I think there's a fundamental paradigm split based on what one expects rules to do that determines whether they appear incohernent or not. Reading the boards it's clear that some people consider mechanics that formalize relationships, for example, to be an improvement over leaving that to human-human iteraction whereas others consider those to be getting-in-the-way.

Clearly either POV is a spectrum (a person who expects mechanics to handle real-world representation of the character only and work relationships above that level might be swayed by a relationship-system that *really* works for them) but I think there's something fundamental about how a system is judged (and not just for incoherence, but for CA-facilitation) that depends on the inital expectation the player comes in with.

-Marco

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On 7/13/2004 at 2:59pm, Ron Edwards wrote:
RE: More on jargon and models [long]

Hello,

That's no surprise, Marco. That's why the Big Model puts System in its unique position as the "path" or specification of Social Contract, via Creative Agenda, down into Techniques. Of course people bring their expectations and standards into a play-situation.

If you're angling toward a criticism that, therefore, classifications of game texts as incoherent is therefore "in the eye of the beholder," then you've just entered a whole world of debate about this issue in regard to classificatory systems of any kind. I usually shrug at this point; if the issue of calling game designs incoherent seems invalid to you, then don't do it.

As I see it, since patterns of certain texts' use do appear, and do include extensive Drift of identifiable kinds, as well as bitter and acrimonious histories of working out the Drift (or encountering others' versions), then I'm happy with the utility of the term.

Let me anticipate another Marco-ism: "But it's pejorative!" Whatever. I'm now convinced that any term can be interpreted as a pejorative, and reacted to with great and angry resentment, and therefore, it's another shrug for me.

Best,
Ron

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On 7/13/2004 at 3:07pm, Marco wrote:
RE: More on jargon and models [long]

Ron Edwards wrote: Hello,

That's no surprise, Marco. That's why the Big Model puts System in its unique position as the "path" or specification of Social Contract, via Creative Agenda, down into Techniques. Of course people bring their expectations and standards into a play-situation.

If you're angling toward a criticism that, therefore, classifications of game texts as incoherent is therefore "in the eye of the beholder," then you've just entered a whole world of debate about this issue in regard to classificatory systems of any kind. I usually shrug at this point; if the issue of calling game designs incoherent seems invalid to you, then don't do it.

As I see it, since patterns of certain texts' use do appear, and do include extensive Drift of identifiable kinds, as well as bitter and acrimonious histories of working out the Drift (or encountering others' versions), then I'm happy with the utility of the term.

Let me anticipate another Marco-ism: "But it's pejorative!" Whatever. I'm now convinced that any term can be interpreted as a pejorative, and reacted to with great and angry resentment, and therefore, it's another shrug for me.

Best,
Ron


No criticism of any sort. More like an ah-ha (as I ponder why I don't see TRoS as especially Narritivist more than Gamist or maybe Sim). Actually, I think that the taxonomy could potentially include a level of expectations or desires about the role of setting vs. mechanics in terms of system that would make classification more accurate, or at least account for some of the difference of opinion (whether related to incoherence or not).

-Marco

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On 7/13/2004 at 5:06pm, MR. Analytical wrote:
RE: More on jargon and models [long]

Ron,

Yeah... I understand your position and the terms.

I disagree though that either of those games are incoherent, largely because I think that you're then forced into murky theoretical waters that you don't need to in order to allow for the fact that an incoherent game can generate a widely recognised and much lamented style of play.

The A + B is a dichotomy you don't necessarily need to put up with theoretically if you ask me but as it stands you're kind of forced to put up with it. I think :-)

So I'm disagreeing and expressing myself poorly, not mis-comprehendifying :-) thanks though.

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On 7/13/2004 at 6:43pm, Valamir wrote:
RE: More on jargon and models [long]

I'm not following your last post Jonathan.

when you say:


I disagree though that either of those games are incoherent,

what do you mean?

If we take Ron's previous statement of
the phrase "incoherent game" when referring to a text is really short-hand for "rules which, when applied, are likely to lead to conflicts in Creative Agenda, within or among participants."

then it looks like you're disagreeing with the idea that those game texts are likely to lead to conflicts in Creative Agenda.

Since conflicts between "play styles" (which we would now see as being conflicts of Creative Agenda) are well documented among D&D players in the late 70s and early 80s and among Vampire players in the early 90s, I don't see how you can conclude that those texts aren't incoherent.


Its a fairly simple measure really.

If you take 2 groups and give them the rule books in isolation they will figure out a way to play the game.

If you then take the players of those 2 groups and mix them up into new groups and observe their play you have a spectrum of possibilities.

On the one end of the spectrum you discover that the text of the rules was so clear that both of the initial groups "figured out" a way to play that was essentially the same. When you mix them up and they play together they find that the members of the other group pretty much play the game the same way they do and prioritise the same things.

On the other end of the spectrum you discover that in the course of "figureing out" how to play the two groups came to radically different decisions, different priorities, and placed different emphasis on what elements they found important and which they found unimportant to play. When you mix these groups up you will have conflict as the individual players are confronted with other players who are playing "wrong". Both groups can lay claim to "playing right" because both groups play derived directly from the rule text.

This is simply what incoherence means. Since we know for a fact that there were vehement arguements between groups of D&D players over differences in play and vehement arguements between groups of Vampire players over differences play exactly like this illustration, it seems to me to be a fairly compelling diagnosis of those texts as being incoherent.

If you still disagree, please describe in some detail how and where.


Now what comes out of the conflict between the players coming from the different groups depends in large part on the Social Contract.

One of the mixxed up groups might simply blend easily together finding a happy medium and adapting each others methodology to a new compromise style that produces completely coherent play. This is drift.

Another group might wind up in out-and-out bickering and nastiness. This is dysfunction.

Another group might wind up taking a "can't we all just get along approach" with everybody trying to play in the style they're used to as best they can while relying on the personal maturity of the other players and the iron rulings of the GM to keep the situation from degenerating. This is incoherent play.

I'm not sure how it could be any clearer than that.

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On 7/13/2004 at 6:52pm, Marco wrote:
RE: More on jargon and models [long]

I suspect that just about any traditional RPG (no end-conditions, a variety of goals in in-game context, and a GM) will show as incoherent to some degree. It's a matter of where you draw the line.

For example, I would play TRoS *substantially* differently than Valamir (and, when I do play it after I'm done traveling, will do so). Raven plays a Narrativist D&D game and corrected someone in a thread in Actual Play (IIRC) who said that it was meant to be played in one fashion (unsophisticated, combat oriented, etc.)

Clearly even "within" GNS CA's there's no real standard: different groups of Gamists are going to say others are "playing wrong." Same, especially, for Sim (Dramatists vs. Virtuality).

I think that test is far more of an examination of whether the two groups have different priorities on a social level (as GNS supposes, I'd say) than on a system-level.

Or to put this another way, how do you factor out for system apart from social? One might look for "tells" or certain language--but what exactly would those signposts be?

-Marco

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On 7/13/2004 at 8:02pm, Tim C Koppang wrote:
RE: More on jargon and models [long]

Marco,

For example, I would play TRoS *substantially* differently than Valamir (and, when I do play it after I'm done traveling, will do so). Raven plays a Narrativist D&D game and corrected someone in a thread in Actual Play (IIRC) who said that it was meant to be played in one fashion (unsophisticated, combat oriented, etc.)

I’d call this drift--not necessarily incoherent play, but drift nonetheless. If you’re going to play TRoS without spiritual attributes (Just an example. I have no idea how you would change things.), you can get something more comfortably Simulationist, but that still changes things from the way the game was designed. It’s drift, unless I’m missing a nuance of your argument.

I think that test is far more of an examination of whether the two groups have different priorities on a social level (as GNS supposes, I'd say) than on a system-level.

Here you seem to argue that system doesn’t matter. You couch it in terms of social contract, but it’s there nonetheless. I suppose that with enough social maneuvering, a group could shove a certain play-style into any system, but it seems as if that would necessarily involve drift. Then you’re back at square one. It isn’t incoherent play, but it’s not the same game described in the rule text either.

Or to put this another way, how do you factor out for system apart from social?

You don’t. System is dependent on social, just as the old dichotomy between system and setting is a false lead as well.

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On 7/13/2004 at 8:13pm, Marco wrote:
RE: More on jargon and models [long]

Tim C Koppang wrote: Marco,

For example, I would play TRoS *substantially* differently than Valamir (and, when I do play it after I'm done traveling, will do so). Raven plays a Narrativist D&D game and corrected someone in a thread in Actual Play (IIRC) who said that it was meant to be played in one fashion (unsophisticated, combat oriented, etc.)

I’d call this drift--not necessarily incoherent play, but drift nonetheless. If you’re going to play TRoS without spiritual attributes (Just an example. I have no idea how you would change things.), you can get something more comfortably Simulationist, but that still changes things from the way the game was designed. It’s drift, unless I’m missing a nuance of your argument.


For the record, I don't know how exactly Ralph would run or play it--I'm taking my cues of his assessment of it during another discussion. My understanding is that our read of the rules was very different.

The way I'd play it is that there would (likely) be combats during which the characters would either not have SA's in play or the SA's would, perhaps, even out the combats rather than giving an overwhelming advantage.

As a player, this too, is how I'd 'expect' it to be run (in the raw sense of the term--I wouldn't complain if it was run otherwise).

This is a very big difference between playing TRoS without SA's. And that's the problem: where does one draw the line between drift and "running a game?"

I agree that removing SA's would, indeed, make it a different game--but there's a very big stretch between SA's dominate the game and SA's are an important part of some action. Specifically, I suspect, the degree of focus on SA's (note that I don't think that even a completely SA heavy game would necessiarily be Narrativist, this is just one of the many indexes one could vary a given use of the system).

The problem comes in when you say "Well, Marco, you're playing 'wrong' because you're focusing on the strategic combat system too much and not enough on the SA's"--if you said that, I think you'd have a very hard time backing it up from the rules even if, maybe 6 out of 10 combats involved no SA's.

That makes me think that drift is a hard-to-draw-line.

As far as System-Doesn't-Matter: it seems like saying "people matter more" is heard around here as System-Doesn't-Matter. That's my whole point on this thread: for some POV's and some goals system will be incredibly important. For other's, 'merely' important--but not necessiarly the biggest factor in determining style of play.

-Marco

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On 7/13/2004 at 8:43pm, M. J. Young wrote:
RE: More on jargon and models [long]

Marco, I don't know TRoS well enough to go too far with this as an example, but it seems to be the example at hand.

Let's suppose that you and Ralph and I were playing in the same game. You say that your view of the game is such that SAs won't matter very often, and Ralph's is that they should matter most of the time. Since I'm unfamiliar with the game, I don't know how I would handle them. However, imagine the game with each of us as referee.

• If you are the referee, is there some way in which you are going to prevent Ralph from using his SAs when he thinks they're relevant?• If Ralph is the referee, is he going to force you to use them more than you would expect?• If I am the referee, what's going to prevent you from using them sparsely and Ralph from using them frequently, within the same game? How much would you impact each other in this, and would it be problematic in play?

I'm inclined to suspect that neither of you would actually see the other as "playing wrong" in this regard, although you each might be surprised by the other's mode of play in some respects.

If that's correct, then it's not incoherent; you could play together, each in your own way, without significantly interfering with each other.

That's a far cry from the arguments between V:tM players or D&D players about what "playing right" was.

--M. J. Young

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On 7/13/2004 at 9:00pm, Valamir wrote:
RE: More on jargon and models [long]

I don't want to derail this into a discussion on TROS. But I would direct interested parties to this thread on emergent vs. explicit rules and my comments to Tony in it.

TROS rules are very emergent, in that you don't know where they lead you up front in the rules. Having experience with them, I've seen pretty clearly where they lead, but the text does not force the situation. There is no rule in TROS that says you can't fight someone unless an SA applies. There is, however, a statement that clearly says if you do, be prepared to have your character killed.

Marco, what I submit will happen if you play TROS with frequent combats in which no SAs apply or in which the SAs are just enough to make the combatants equal is that you will wind up with lots of dead PCs over the course of the campaign.

I hestitate to make too specific predictions about what you will do about that but I suspect you will either 1) embrace the fatality rate, justifying it as being a realistic portrayal of a gritty world, or "tough breaks" to players who screw up the combat; OR 2) you will stop throwing out combats where SAs don't apply, and players will begin rabidly avoiding combats where SAs don't apply.

From choice #1 its an easy matter to drift the game to support a Gamist or Simumlationist agenda. From choice #2 the increased reliance on SA and the players ability to choose the same will put you on the road to narrativism.

That road is an emergent one, in that the system didn't tell you what to do. It taught you what to do by killing your characters off until you start playing the way the game was designed...or until you start drifting in some other direction.

Does that make the TROS text and incoherent one? I've already stated numerous times that there are places where it is a bit schizophrenic. But no, on a relative scale it is far less incoherent than most other games out there. But, like Sorcerer, you have to actually play the game and listen to what the system is telling you to do because the rules don't explicitly lay it all out in neat black and white.

Yes, I'm a fan of laying it all out in neat black and white. I wish both TROS and Sorcerer did a better job of that. I'm a big fan of rules sets that come with training wheels. But the lack of training wheels does not incoherence make.

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On 7/13/2004 at 9:05pm, Marco wrote:
RE: More on jargon and models [long]

M. J. Young wrote:
That's a far cry from the arguments between V:tM players or D&D players about what "playing right" was.

--M. J. Young


MJ,

I'll take your word for it on the orders of magnitude--but where I saw those arguments they weren't backed up by textual or rules analysis save in the most basic sense. That's one reason I question the GNS analysis of the arguments: I suspect that some of the groups that played V:tM as vampire-super heroes would've played Sorceror that way too.*

But I can't help but suspect that one of us would see the other as playing wrong since there are elements of play that I think are in direct contention (the need to use strategy during many/most combats). The reason I bring it up was that when I asked why it was considered a Nar facilitating game despite the tactically complex combat system, I was given specific guidance on how it might be run to negate the need for strategy: something I don't agree is found in the rules.

Also: a key element of TRoS is that the GM decides when the SA's are in play--so while I certainly wouldn't object to my SA's always being in-force and to overwhelming effect from a survivalist standpoint, having an effectively super-powered character wouldn't fit my image of what the game is like (I'm not saying anyone would necessiarly do that--I don't know what other people's actual play would be like). But either way, it's not something a player can necessiarly choose.

But even more importantly: you'll note the discussion above suggests that if we're playing it very differently someone is drifting it--that's as opposed to the reader making the assumption that there are simply a wide variety of ways to play.

-Marco
* I can see a case to be made where they might not "play it all" but some of the groups I saw were interested in playing dark, angsty super-heroes with little by way of moral issues and think they'd be able to make Sorceror work for that without breaking the rules.

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On 7/13/2004 at 9:11pm, Tim C Koppang wrote:
RE: More on jargon and models [long]

Marco,

I kind of got the impression from your last post [edit due to cross-post: your second to last post] that you don’t really accept the theory that certain games necessarily encourage one of G, N, or S creative agendas. Are you arguing that the group defines the creative agenda first and then plugs it into whatever game they want to play--drifting the rules, if only gently, as needed? Or put another way, that one man reading a game text will map whatever creative agenda onto the rules he happens to prefer? If that’s the case, we have a fundamental difference separating our viewpoints. Not that it isn’t worth talking about though.

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On 7/14/2004 at 10:46am, MR. Analytical wrote:
RE: More on jargon and models [long]

Valamir wrote: then it looks like you're disagreeing with the idea that those game texts are likely to lead to conflicts in Creative Agenda.


Again... I understand the position. I just happen to disagree with it.


If a game is incoherent it is likely to lead to incoherent play
D&D and VAMP were played incoherently
therefore D&D and VAMP are incoherent.

In other words...

Some women are greek
Socrates is greek
therefore Socrates is a woman.


I don't think that you can infer anything about a game's design quality from what happens to it in play simply because there are SO MANY ways in which games can succeed or fail.

You CAN however say things about how play can fail and you can say things about how games can be poorly designed with conflicting goals (and you do).

Given that the link between the two sets of phenomenon isn't understood (you yourselves explicitly say it's not causation it's 'likely to lead to' whatever that means) it's not at all clear to me what work this link does. It just serves to muddy the waters of 2 clear and distinct areas of interest.

I can understand WHY a link's posited. If you don't argue that incoherent design leads in some nebulous way to incoherent play then it's not clear why system matters or why anyone should care about CAs. I just don't think it's been A) proved and B) it actually helps the advancement of RPG theory in a general sense.

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On 7/14/2004 at 12:10pm, Marco wrote:
RE: More on jargon and models [long]

Tim C Koppang wrote: Marco,

I kind of got the impression from your last post [edit due to cross-post: your second to last post] that you don’t really accept the theory that certain games necessarily encourage one of G, N, or S creative agendas. Are you arguing that the group defines the creative agenda first and then plugs it into whatever game they want to play--drifting the rules, if only gently, as needed? Or put another way, that one man reading a game text will map whatever creative agenda onto the rules he happens to prefer? If that’s the case, we have a fundamental difference separating our viewpoints. Not that it isn’t worth talking about though.


Hi Tim,
I wouldn't necessiarily even say "gently drifting" since I'm not sure what that means (is playing an AD&D scenario where you never fight an orc drift, for instance?)

It's not that I'm trying to make something out about TRoS other than that I feel it's a great example: both Ralph and I would play "by the rules." I've read it very carefully. So has he.*

The differences in our games would reflect our individual tastes and could fall, supported by system, at any point along the GNS spectrum (Ralph says that for the GNS-title it needs to provide "holistic support" for that CA, I disagree with that). You can say that means TROS is a hybrid but I think that's more of a matter of opinion than anything inherent in the game.

I mean, one can say that means it supports Nar play when SA's are heavily used but even that seems questionable to me since the GM decides when and how SA's come up (I question that getting +25 dice for being in the service of hte King is making much of a statement if the GM just has me dutifly slay one vile enemy of the realm after another with no moral issues to trouble the player whatsoever).

And if I change the setting (midieval call of cthulhu flavor with Warhammer-style chaos) then am I drifting? I can see an argument that says yes, although I could interpert TRoS's devils as fairly Warhammerish and set the game in a sleepy corner of the given-setting and achieve the same effect without doing anything in contravention of "the rules," IMO (the exact personalities of the devils aren't really spelled out as definitiviely non-chaos).

My observation isn't that system doesn't matter but that, rather, there's a fundamental expectation of what system ought to do in a game. Since I tend to expect system to simply represent the physics of the world with added support for distinguishing character from player (a gorgeous female player can use the system to play a stuttering male lout or vice versa) and I'll handle the emotionally resonant issues of play "above" the mechanics layer then Hero and GURPS and BRP from a Creative Agenda standpoint all look alike.

You can say that's because I'm using them to play Sim--and that's a fine observation, and one I don't disagree with--but if my play-style approximates Nar play then I think there's a legitimate question about what 'facilitation' means in that context.

I think in order to argue that system matters more than preference, I think you have to account for the extreme differences in what we'd do with the game (and it's appeal to each vision) while also understanding that there are probably aspects on *for each of us* that *could* interfere with what we want (i.e. Ralph would, IMO, likely complain if a GM dragged him around by a Flaw and I might find playing an always-on SA'd character a bit too superheroy for what I see as a gritty setting. Both are fully supported under the game text).

-Marco
* think the argument that rules are "emergent" is interesting. It looks to me suspiciously like the "you have to 'get it'" arguments that I'm wary of. If I said GURPS is Narrativist if you "get it" I don't think many people would agree with me.

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On 7/15/2004 at 3:10pm, Tim C Koppang wrote:
RE: More on jargon and models [long]

Hey Marco,

I wasn't going to post here again, as I think we've gone slightly off topic, but I wanted to clarify my viewpoint on at least one point that you brought up.

I think in order to argue that system matters more than preference, I think you have to account for the extreme differences in what we'd do with the game (and it's appeal to each vision) while also understanding that there are probably aspects on *for each of us* that *could* interfere with what we want...

I'm not arguing that system matters more than preference. I'm not even arguing that preference matters more than system. Although the later is probably true in the big picture, when actual play begins I don't think that the two concepts really interact in such a win/lose fashion. Furthermore, I don't mean to imply that system ever overrides preference. Game texts though can surely be designed to encourage a creative agenda in actual play. That's why system matters. It's not that you couldn't use any game to facilitate any creative agenda. It's a matter of what the game text and mechanics encourage.

Admittedly, I'm wondering if Ron's post in this recent thread doesn't cover this issue in some way.

As far as defining drift, using the game text as your support, I'll grant you that the line can be fuzzy. If I can draw an analogy to literature, people often run into similar problems when trying to support their interpretation of a book. I usually break it down like this: you're either wrong because you can't support your argument, or you have a legitimate argument because you can. The more support you have, the better the argument. In RPGs, it's similar, and I also think it's perfectly fine to add actual play examples to the mix as well. On the other hand, if there's no or very little textual support for the creative agenda that your group experienced, then you have to face the fact that drift may be occurring. It doesn't mean you're playing incoherently though--just that you may be fighting against what the rules-as-written support. No big deal from a practical standpoint if you can make it work.

I suggest a new thread for this particular tangent if you feel like discussing it further. I still feel like I'm not grasping some unknown nuance of your argument.

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