The Forge Reference Project

 

Topic: a player's loss of freedom and control: a bit of a rant
Started by: Doctor Xero
Started on: 7/9/2004
Board: RPG Theory


On 7/9/2004 at 4:11pm, Doctor Xero wrote:
a player's loss of freedom and control: a bit of a rant

I read in many postings various asides complaining about this loss of control or that loss of control as being universally and incontrovertibly abhorrent. I disagree. We all surrender freedoms and let go of control much of the time. It has always annoyed me when students insist that I am infringing upon their freedoms whenever I expect them to use standardized spellings instead of letting them throw in whatever spellings they feel like at the time.

Organized society is possible only with a certain restriction of individual control and freedom, and this often involves an involuntary or reluctant loss of control. Hell, potty training is an imposition of control and a loss of freedom over one's own bowels -- a far more intimate loss of control and freedom than occurs when I willingly agree to play in a roleplaying game with alignment mechanics.

When someone says, "I don't want some damn alignment telling me what my character would do!", I smile and courteously advise him or her not to join our classic AD-&-D campaign.

When someone says, "I want to experience what it would be like in a magical world in which the gods and cosmology react to me according to which side of a metaphysical war I've taken, the lawful or the chaotic!", I smile and courteously welcome him or her to our classic AD-&-D campaign.

In the real world, if someone dislikes the particular restraints necessary for living in a particular society, she or he has the choice of either working to change that society or leaving that society -- or accepting those restraints as necessary to enjoy the concomitant benefits they provide.

In gaming, the same runs true : in AD-&-D (for example), a player who dislikes the restraints of alignment necessary for a game thematically focused on issues of law versus chaos has the choice of persuading the playing group to accept house rules which modify or ignore alignments or declining to play in that campaign -- or accepting those restraints and enjoying the G/N/S fun they can provide (depending upon how they're handled).

I think we waste time when we reify and fetishize all freedom or all player control as sacrosanct precious resources to be protected at all costs from any and all game master concepts, creative agendae, player stances, or RPG techniques or notions.

If I tell the game master or the GM-less gaming group that I have decided that the major villain has spontaneously turned into a tulip and been swallowed by a goat made from cole slaw, the moment any game master or group consensus tells me otherwise, I have lost some of that precious control, and if they do not let me declare my character to become spontaneously a god, I have lost some of that precious freedom. But without that loss, gaming is impossible.

So, no, in my humble opinion, there is nothing deprotagonizing nor anything involving force or railroading or any other use of jargon to represent loss of fetishized freedom and control if that loss is requisite to the game which the player wishes to play. And I think we misuse those terms when we toss them about in the name of that fear.

Doctor Xero

Message 11935#127467

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/9/2004 at 4:55pm, Kesher wrote:
RE: a player's loss of freedom and control: a bit of a rant

Doc,

I gotsa agree. You're bringing up some of the same points I just laid down here: http://www.indie-rpgs.com/viewtopic.php?t=11929

Loss of character control, in context can actually be incredibly protagonizing. I've seen this happen in flashes in instances of game play over the years, but it wasn't until I read Vance's Dying Earth & the excellent Dying Earth RPG that my eyes were really opened to the possibilites inherent in this.

In the DE novels, characters do things they don't really want to do, while thinking about the fact that they don't want to do them!, because they've been so (contextually possible) expertly conned. In DE, the golden tongue is a force of Nature, to say the least. The DERPG captures this extremely well in it's mechanics, which allow furious bidding of limited resources in any sort of contest. If you lose, however, you lose big; you might try to convince a restraunt owner to give you free dinner but, as a result of your botched bidding & rolling, end up following his suggestion that your dusty boot would really be the zenith of modern cuisine & get down to eating (albeit with a bemused look on your face...)

This creates powerful stories, of course. Revenge may follow, or personal shame, or the offer to enter a footwear-eating contest, etc.

Forge Reference Links:
Topic 11929

Message 11935#127483

Previous & subsequent topics...
...started by Kesher
...in which Kesher participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/9/2004 at 4:57pm, Bankuei wrote:
RE: a player's loss of freedom and control: a bit of a rant

Hi Doc,

I agree. If we all agree to play by the rules, then there was no loss of control involved. "You agreed to this", is the reply.

On the other hand, there are also many places in games where the rules do not cover, and that is often the source of contention. The usual cop out is the golden rule that, "The GM is God and may freely ignor or revise the rules as they see fit without notifying the players" is a rule that I do not support.

If players complain about the GM spontaneously controlling or limiting their control over their characters outside of the rules in an implausible fashion, that's a valid concern. Or if the rule that "0 hp = dead" applies to PCs but not the GM's favorite NPCs, then that is also a valid concern.

Is there some examples or specific cases where folks have been crying wolf about completely reasonable situations that you'd like to point out?

Chris

Message 11935#127485

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/9/2004 at 5:37pm, Orec wrote:
RE: a player's loss of freedom and control: a bit of a rant

Wow well said, I couldn't agree more. Without the loss of control imposed by rules, by a judge (GM) and/or by other constraints of freedom an RPG is no longer a game in my opinion. There is a line somewhere of minimal required rules/constraints that if a game crosses it ceases to be an RPG anymore and becomes a group writing or acting session. Likewise there is a line somewhere on the other end of the spectrum where the rules are so controlling and limiting that it ceases to be a RPG and just becomes a game. I can't pinpoint where those lines are for me exactly but I know it when I play an RPG.


If I tell the game master or the GM-less gaming group that I have decided that the major villain has spontaneously turned into a tulip and been swallowed by a goat made from cole slaw, the moment any game master or group consensus tells me otherwise, I have lost some of that precious control, and if they do not let me declare my character to become spontaneously a god, I have lost some of that precious freedom. But without that loss, gaming is impossible.


As you clearly point out here rules limiting freedom and control, even if unwritten, do and must exist in an RPG. To view them in a purely negative light is to ignore their value. I suppose with the Forge having a heavy Narrativist presence the desire for a lack of constraints is understandable. The line between Narrativist RPG play and simply a group writing/roleplaying session can be very blurry sometimes, especially in some of the more extreme cases. Still rules and constraints, no matter how minimal, remain a necessity and should in fact be desirable if they are to retain the "G" in RPG. Afterall isn't that what this site is for?

Message 11935#127492

Previous & subsequent topics...
...started by Orec
...in which Orec participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/9/2004 at 6:36pm, Paul Watson wrote:
RE: a player's loss of freedom and control: a bit of a rant

In a post in an earlier thread, I mentioned a handful of games with different mechanics that restrict character action to one degree or another.

On a general note, I have yet to see a half-way convincing argument that these mechanics are objectively good or bad, or that the absence or presence of them is "real roleplaying" (whatever that is).

I think My Life with Master is an excellent example. The characters start with pretty much no chance of resisting their Master's orders, no matter how heinous. They are also more generally restricted even when not carrying out their Master's orders. For example, they can't just hop on the next train out of town. And yet, this is a very brilliant game which can result in some very intense roleplaying moments, not in spite of the mechanics which limit player character action and choice (and can altogether remove choice) but because of those very mechanics.

Forge Reference Links:
Topic 121407

Message 11935#127499

Previous & subsequent topics...
...started by Paul Watson
...in which Paul Watson participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/9/2004 at 6:39pm, greyorm wrote:
RE: a player's loss of freedom and control: a bit of a rant

Xero,

I can't help but see this post as reactionary -- and a reaction to a strawman. No one on the Forge, and certainly not the terminology itself, claims that complete freedom or complete control over all aspects of play, without boundaries, limitations or constraints is a worthwhile goal or ideal of play.

The Social Contract groups form which is heavily discussed here is a form of boundary creation, and the use of Scene Framing by Narrativists is another form of control over the game (and usually performed by the GM); that both of these are techniques whose praises are enumerated here seems highly at odds with any claim that the Forge or its main luminaries are in any way opposed to any loss of control, that boundaries are universally abhorent, or that limitations or restrictions are despised, or that complete player freedom is fetishized.

As such, if you believe anyone is making an argument against limitations or controls over characters, then I believe you have seriously misunderstood what Railroading and Force refer to, and the behaviors they entail, and the context of why those things specifically are disliked.

As I understand this is a rant on your part, there doesn't seem to be much here to discuss; even specific examples where you have seen the behavior or attitude you are opposed to occur here on the Forge are really not worthy of discussion -- no productive discussion could be produced from anyone defending their statements from your perception of them.

So, you're preaching to the choir -- it is fully agreed that ules and restrictions are requisite to playing any game in which the player wishes to participate. Given that, where do we go from here with this subject?

Orec wrote: I suppose with the Forge having a heavy Narrativist presence the desire for a lack of constraints is understandable. The line between Narrativist RPG play and simply a group writing/roleplaying session can be very blurry sometimes

Orec, welcome to the Forge!
However, I'd ask that you please read the Narrativism essay to get up to speed on the nature and function of the mode.

The short version is that Narrativism has nothing to do with "a lack of constraints" nor is it any different from regular role-playing, or closer to a group writing session. Narrativism has nothing to do with freeform or rules-light play, or cooperative storytelling: what it has to do with is Premise, and making the addressing of Premise central to play in the moment.

Sorcerer, arguably the touchstone Narrativist game for most, is the best example of an RPG I can think of that shows this quite well (that Nar games play just like other RPGs, have crunchy mechanics, and so forth).

Message 11935#127500

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/9/2004 at 6:52pm, Orec wrote:
RE: a player's loss of freedom and control: a bit of a rant

greyorm wrote:
The short version is that Narrativism has nothing to do with "a lack of constraints" nor is it any different from regular role-playing, or closer to a group writing session. Narrativism has nothing to do with freeform or rules-light play, or cooperative storytelling: what it has to do with is Premise, and making the addressing of Premise central to play in the moment.

Sorcerer, arguably the touchstone Narrativist game for most, is the best example of an RPG I can think of that shows this quite well (that Nar games play just like other RPGs, have crunchy mechanics, and so forth).


Sorry I didn't mean to imply that all Narrativism is necessarily freeform or rules-light. I know it can go completely across the spectrum from one extreme to the other, just as the other two styles can. It's just my own personal belief that of the three forms/styles fans of Narrativism play are probably the most likely to embrace that "end" of the spectrum due to the room for creativity the extra freedom affords them. That doesn't mean I think all fans of Narrativism enjoy this end of the spectrum nor do I think those that do can't enjoy games at the other end as well... Just that of the three fans they are probably more likely than the others to desire a limitation of rules.

Maybe I'm way off base though.

Message 11935#127502

Previous & subsequent topics...
...started by Orec
...in which Orec participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/9/2004 at 8:02pm, Bankuei wrote:
RE: a player's loss of freedom and control: a bit of a rant

Hi Orec,

Rules light or freeform gaming usually isn't any more helpful to Nar play than any other type of system, necessarily. Effectively, if you don't have a system that promotes Nar play, whether you have a lot of rules or few, then you still have to drift it to make things that ARE promoting Nar play.

And, to bring that in line with the thread; any CA can be promoted with appropriate behavioral mechanics, any CA can be blocked with inappropriate ones.

Chris

Message 11935#127508

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/9/2004 at 9:02pm, Doctor Xero wrote:
Re: a player's loss of freedom and control: a bit of a rant

greyorm wrote: I can't help but see this post as reactionary -- and a reaction to a strawman.

{amicable laughter>What part of "a rant" didn't you understand?

Seriously, greyworm, this isn't "reactionary" and doesn't involve "strawmen" -- or strawwomen! -- as I'll mention in a moment.

greyorm wrote: So, you're preaching to the choir -- it is fully agreed that rules and restrictions are requisite to playing any game in which the player wishes to participate. Given that, where do we go from here with this subject?

Maybe it's the combination of my training as a social scientist and culture scholar with my life as an activist and idealist, but I am fascinated and confused by how often I read posts arguing seemingly defensively in a fear of control.

You can find such posts in Filing Edges: GM as Author, the value or uselessness of a game master, Mmm, I think I'll roleplay some roleplay, How to Introduce a Narrativist to Simulationism?, Narrativism & Force, Clueless about Bangs, Emotion mechanics and losing control of your character, PC motivation/character and inadvertant GM authorship of it, to name some of the more recent ones.

Where do we go from here? Well, first of all, if it's even possible, perhaps we should consider why, if I've "preached to the choir", there is still such as misapplication of terms such as deprotagonizing, force, and railroading.

Second of all, if there are indeed people who react defensively to anything which comes close to suggesting an unwanted loss of control and/or freedom, how does this impact our understanding of our games, our design of games, and/or our packaging of games?

What does it tell us about the psyche of gamers that we recognize the importance of restrictions and yet a number of us react with angry defense against anything which seems to restrict us? And more relevantly to this forum, how can we utilize in our game design what our consideration of this reaction tells us?

Doctor Xero

Message 11935#127523

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/9/2004 at 9:52pm, Noon wrote:
RE: a player's loss of freedom and control: a bit of a rant

Whoa, its a rant, but even still it misses the point by a margin.

The control issue isn't about dodging all restraint. It's about agreeing to a certain level of restraint as part of the social contract...and then having even more restraint applied, thus breaking the contract.

Usually one cause of it is the unspoken contract, where X assumes one level of restraint and Y another. They thought they both agreed to the same thing and those with less experience might go on to argue just how much restraint is the one true way (ie, which of them is right in the eyes of a god of roleplay or something).

A second cause is the hypersensitising of concern about loosing control. People who have had their social contract broken, didn't really realise that and miss apply their energy to protecting their freedom. And there's the opposing side to this, which I'd say I'm hearing here, where 'oh, restraint is vital and important, you must have it!'. No, agreement is important, not restraint. Agreement may lead to restraint, but its not the same as I may very well want to agree to coleslaw goats and insta-godhood.

A third cause is the BS design. For example, people might say they don't want a damn alignment system controlling them. What they mean is that they don't want to agree to a system that revolves around GM interpretation and gives him the power to overtake input they agreed would be entirely up to the player (eg, what their character actually thinks). The rule presents its self as just another rule, like how you don't decide if you hit an orc, the rules do. However, look at it closer and you realise if you agree to it, you'll be agreeing to more than you would have thought at first. It's a 'fine print' issue.

Edit: Also, as the author of 'PC motivation/character and inadvertant GM authorship of it' I can tell you it was hardly about agreeing to let the GM decide what ones character is motivated about, and then getting pissed off about him going on to decide it (through session design). And I'm not really sure what you got from the other post you mentioned that was by me.

Message 11935#127533

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/9/2004 at 11:53pm, Bankuei wrote:
RE: a player's loss of freedom and control: a bit of a rant

Hi Doc,

Everyone who posts here comes with a different headspace. Some people have read everything, some haven't read anything. Everyone is at a different level of understanding. About every 3 to 6 months we get a couple of people who are intensely interested in GNS, and they go through many of the same mental cognition issues in trying to understand it. Likewise with any other idea out here.

10 years from now, there will still be people misusing concepts originated here at the Forge. That's just life.

Ultimately each person either is interested enough to try to understand the ideas here(whether they end up agreeing with them or not), or else they aren't. The best this community can do is try to help those who are interested in getting to the level of understanding they're happy at being at. Stressing out about the fact that A) some folks haven't digested everything yet or B) some folks don't care, and will actively misuse anything really isn't worth the effort.

And if the issue is about irrationality and the defensiveness of the ego, that issue plays out in much bigger arenas than simply gaming... I think its one of the biggest issues for mankind, and isn't a problem that can be dealt with on the level of games or discussing games.

But, to point to something we CAN do, which is to show how system(that limitation of rules you're talking about) is best used to promote all types of play, and how those limitations can serve as structure to build what players want, instead of hindering them.

Chris

Message 11935#127539

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/9/2004




On 7/10/2004 at 12:12pm, MR. Analytical wrote:
RE: a player's loss of freedom and control: a bit of a rant

Speaking as someone that does have serious problems with losing control of his character I agree with Noon's 3 criteria here but would add that There's an element of cost-benefit analysis too.

I place value on controlling my character... making decisions. I also place value on resolving emotional or psychological problems myself, "roleplaying them out" as it were. In order for me to be comfortable with a rules system that removes things I value from the gaming experience it has to pay me back with something. This isn't just about social contract within the group it's also about attraction to the game... regardless of the group relations, why should I play a game that is less enjoyable than other games? I've seen lots of behaviour mechanics, some invasive, others not.

I've yet to be convinced that there's any practical payoff for invasive behaviour mechanics. I understand the arguments about premise and protagonisation but I've neve3r seen it in practice. I've seen Behaviour rules that people accept and rules that they don't... I've yet to see invasive behaviour rules that I've seen people say "Wow... that rules makes this game MUCH better".

It's like Hobbes, as I see it in playing those games I'm surrendering certain authorial rights as a player (control of my character's mental state) and in order for me to be willing to surrender those rights I've got to begetting something good back otherwise it's not clear what the benefit of my surrendering those rights is.


So I'm probably as close to those people Doc is ranting about as you're likely to find here really and I think we have a point :-)

Message 11935#127570

Previous & subsequent topics...
...started by MR. Analytical
...in which MR. Analytical participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/10/2004




On 7/10/2004 at 4:52pm, NN wrote:
RE: a player's loss of freedom and control: a bit of a rant

Doctor Xero, what do you do in your AD&D game when a player wants to act "out of alignment"? - and they arent one of the classes (clerics, paladins, maybe rangers) who can be reasonably "punished" for it in-game?

Message 11935#127579

Previous & subsequent topics...
...started by NN
...in which NN participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/10/2004




On 7/10/2004 at 9:33pm, TooManyGoddamnOrcs wrote:
RE: a player's loss of freedom and control: a bit of a rant

I've been lurking here for quite awhile and posting maybe a couple times a year but this rant ties back to an early post on the forge I remember vividly but cannot seem to find. It was, if I recall correctly, about various fallacies and misapplications of play (something that's pretty rare here despite what some of this forum's critics might say) and one of the players mentioned that he'd been playing Call of Cthulhu with a newbie and the newbie, not entirely versed in proper roleplaying technique, when asked "OK, what do you do," responded with "I see a man." This derailed play, of course, and at the time I was just as discombobulated (smugly thinking, "at least I know enough not to do that." Now I'm not so certain. Perhaps the newbie had mistaken the amount of author stance the social contract allowed.

This, it seems to me, is the issue the good Doctor has: certain interpretations of Ron's essays would seem to threaten the style of play he mentions. The Doc front-loaded (if I use the term correctly) his hypothetical campaign with a metaphysical element to explore which was, to my recollection, only tacitly (if at all) mentioned in the original rules for D&D (and indeed sounds more like the Warhammer or Elric cosmology). This made the game completely different from a different, equally hypothetical (or possibly more if Dr. X actually has such a campaign) campaign that's about what the characters will do to defend their country and involves descriptors different from the two Gygaxian axes (law<->chaos/good<->evil).

The question is not whether alignment mechanics (or any such limitations) are intrinsically good or bad, it's WHETHER THE LIMITATIONS JIBE OR CONFLICT WITH THE GOALS OF THE PLAYERS AND THE CAMPAIGN (sorry for the caps, I'll try not to do it again). In this way I'll agree that Xero's fighting a straw man because a third player who wishes to join his campaign and says "I want my character torn between the worship of two chaotic good gods, one who condones torture but forbids killing and another with opposing strictures" would not have as conclusive a result on the litmus test.

In games like Sorcerer (or at least in certain instances of play which are well-facilited by the use of Sorcerer's system and less-well facilitated by, say, Rolemaster), the player has a great deal of freedom to say "I see a man" provided the act of seeing the man (or the specific man the player sees or the presence of a man rather than a woman or one of a thousand other things) is part of a kicker or similar story-pumping action. In other instances of play that are better facilitated by differently-restrictive systems, the player is breaking the social contract by snapping out of actor/pawn stance.

In conclusion, I shut up now and hope that there's something of relevance, or at least entertainment value, in the preceding morass.

Message 11935#127596

Previous & subsequent topics...
...started by TooManyGoddamnOrcs
...in which TooManyGoddamnOrcs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/10/2004




On 7/11/2004 at 1:37am, Doctor Xero wrote:
RE: Re: a player's loss of freedom and control: a bit of a rant

TooManyGoddamnOrcs wrote: a third player who wishes to join his campaign and says "I want my character torn between the worship of two chaotic good gods, one who condones torture but forbids killing and another with opposing strictures" would not have as conclusive a result on the litmus test.

Litmus test? No, the point stands, and stands well, if perceived without a defensive filter : the player would be welcome if she or he wanted to play in the sort of campaign being offered and would be welcome to stay away from the specific campaign if he or she were not interested in playing in such a campaign.

If you want me to include a straw man, I suppose I could point out that a truly defensive player would say, "I want my character torn between the worship and I don't want no damn game master to include bad consequences for this -- I want complete control over how the gods react to this quandary even though no other player wants it because it goes against the sort of game everyone else wants to play." Admittedly, from some of the posts I've read in this and other threads, I get the impression that there are those who would actually make such a demand, though less overtly.

Most anyone else would ask, instead, if this would be okay, ask what the repercussions would be, negotiate, and then decide whether he or she wanted to play with those repercussions. If he or she still wanted to play : welcome! If he or she did not wish to, or made demands for special treatment, we would bid the player adieu for that campaign and look forward to playing with him or her in other campaigns instead.

This seems somewhat obvious to me.

Doctor Xero

Message 11935#127606

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/11/2004




On 7/11/2004 at 1:47am, Doctor Xero wrote:
RE: a player's loss of freedom and control: a bit of a rant

Bankuei wrote: 10 years from now, there will still be people misusing concepts originated here at the Forge. That's just life.
Doctor Xero wrote: I think we waste time when we reify and fetishize all freedom or all player control as sacrosanct precious resources to be protected at all costs from any and all game master concepts, creative agendae, player stances, or RPG techniques or notions.

Noon wrote: I can tell you it was hardly about agreeing to let the GM decide what ones character is motivated about, and then getting pissed off about him going on to decide it (through session design).
MR. Analytical wrote: I've yet to be convinced that there's any practical payoff for invasive behaviour mechanics.
---snip!--
So I'm probably as close to those people Doc is ranting about as you're likely to find here really

Yep, you provide ideal examples in your posts here specifically because you both defensively invent comments about GM annexation of player's character when there was no mention anywhere of such a thing in the original post to which you attribute it!

Re-read my original post, and you will notice that nowhere will you find any reference at any point to "letting the GM decide what ones character is motivated about" nor any reference at any point to "invasive behaviour mechanics". Yet, defensively, you chose to attribute such ersatz comments and then attack these phantoms.

Such responses are the precise reason I argue that such defensiveness is destructive to communication in this forum -- the defensive parties respond not to what the other person had written but to what their own defensiveness constructed in place of what the other person had written. And then precious time is wasted with the original poster writing "But I didn't say that . . . " while the original point becomes buried in the clamor.

Doctor Xero wrote: So, no, in my humble opinion, there is nothing deprotagonizing nor anything involving force or railroading or any other use of jargon to represent loss of fetishized freedom and control if that loss is requisite to the game which the player wishes to play

I specifically made reference to a far rarer style of playing AD-&-D only because I knew alignment systems would be close to universally familiar to United States gamers. In the positive example, I specifically pointed out that the alignments in this case referenced divine reaction to player-characters; in the negative, I stated only what the defensive player shouted without his even taking the effort to find out whether his defensive interpretation of alignments were true for the specific campaign. Furthermore, in the majority of AD-&-D 2nd edition play, alignment was a player aid not a game master tool except in the case of clerics, magic items, and deities. That is why the alignment change penalties are all but vanished in 3E.

If a restriction of any nature is requisite to the sort of campaign in which the player wishes to play, for that player there is no issue about agreeing to let the game master decide what a player's character is motivated about nor any invasive behaviour mechanics. There is only what the player wants. And to invent such issues when discussing such a situation is to argue against phantoms, IMHO (In My Humble Opinion).

NN wrote: Doctor Xero, what do you do in your AD&D game when a player wants to act "out of alignment"? - and they arent one of the classes (clerics, paladins, maybe rangers) who can be reasonably "punished" for it in-game?

There are two sorts of AD-&-D games I've played in which involve alignments.

In one, the alignment system is used primarily as a player aid, not as a game master truncheon. Players treat the character's alignment as his/her historical default approach to life, and therefore they love scenarios in which the character has to choose whether to adhere to that default approach or to vary from it -- some of our best roleplaying has come from player-characters later agonizing because their stated ideals are lawful but, in the heat of the moment, they acted chaotically. And if a player realizes he or she can't play a certain alignment, we simply change it to one the player likes -- no penalty. Or, if the alignment is part-and-parcel of the campaign history, player and game master (and maybe other players as well, if the player so wishes) work up a scenario giving the character a reason to change alignment radically -- often a fun bit o' gaming!

What our social contract expects is that the player maintain our suspension of disbelief, i.e. that the player's character vary from alignment for dramatic or interesting reasons and not for meta-game reasons of player caprice or experience point accumulation or such. Players all knew this fully before coming in, so in no way does anyone feel deprotagonized or misled by the expectation that they approach character generally as an actor. We have other games going on all the time for those who prefer dungeon-crawls and a Hackmaster campaign for people who want to treat alignments as one more thing over which to try to outwit the hackmaster. No one should play in a game they won't enjoy, in our collective opinion.

In the second, alignment has been used as the judgement system of the gods. In other words, whether a god or other supernatural will help a character during a quest or such will be determined by how well he or she hewed closely to a specific alignment. Player-characters with zero interest in interaction with and/or aid from the gods and other supernaturals have no reason to worry about fidelity to alignment outside of the usual character conception issues (although such campaigns tend to be rife with gods and supernaturals, and all the players know this going in). I knew one player whose male character used a veddy veddy powerful wish to ensure that anything less powerful than a god would perceive his alignment as whatever alignment would be most opportune for the character!

As for punishment : well, maybe if I had somehow been roped into running 12 year old kids, or maybe if I were running a convention one-shot, I might use punishment tactics, but I game with friends, and the social contract and the primary focus on both having fun and helping everyone else have fun pretty much take care of most of those problems.

Bankuei wrote: But, to point to something we CAN do, which is to show how system(that limitation of rules you're talking about) is best used to promote all types of play, and how those limitations can serve as structure to build what players want, instead of hindering them.

Good points, Chris!

I think Ron Edwards did a good job pointing out the need for system. I think we also do well to remember that, if there are several combat stats, combat should be a major part of the game, but if there is only one combat stat and virtually no combat system, combat should be almost non-existent.

I wonder, also, whether one should take into consideration the defensiveness of those who have been burned by dysfunctional dictator game masters when designing a game.

Doctor Xero

Message 11935#127607

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/11/2004




On 7/11/2004 at 5:38am, Noon wrote:
RE: a player's loss of freedom and control: a bit of a rant

DX: Personally I think if someone brings out the 'defensive' stamp, they're not looking to learn about something, they want to teach someone else something in relation to that stamp. Despite this preference I'll continue:

but I am fascinated and confused by how often I read posts arguing seemingly defensively in a fear of control.

You can find such posts in Filing Edges: GM as Author, the value or uselessness of a game master, Mmm, I think I'll roleplay some roleplay, How to Introduce a Narrativist to Simulationism?, Narrativism & Force, Clueless about Bangs, Emotion mechanics and losing control of your character, PC motivation/character and inadvertant GM authorship of it, to name some of the more recent ones.


To my responce and MR. Analytical, you wrote:

Yep, you provide ideal examples in your posts here specifically because you both defensively invent comments about GM annexation of player's character when there was no mention anywhere of such a thing in the original post to which you attribute it!


For myself, I think my point was that the problem you have identified isn't from the source you think its from. I tried to identify the correct source in my post and the quote you made from my post is in context with my identification, but isn't in context with what you believe is the source of the problem. I'll recomend a re-read as well, because I identified the source of the problem a need for making agreement and restriction is only tied to that, but not a part of it enough to say that one simply must have restriction.

In light of that, I can tell you the post of mine mentioned isn't about trying to shrug of restriction. Yes, I mentioned character motivation and who's authors that, but simply because it was in the orginal post, not because it was part of the point. Poor support sources are about as useful as those on the defensive.

If a restriction of any nature is requisite to the sort of campaign in which the player wishes to play, for that player there is no issue about agreeing to let the game master decide what a player's character is motivated about nor any invasive behaviour mechanics. There is only what the player wants. And to invent such issues when discussing such a situation is to argue against phantoms, IMHO (In My Humble Opinion).


It is a phantom as much as that's not my point at any rate. My point starts with the vital 'If' at the start of this quote. Where someone agree's to something 'if' that restriction is part of the deal. BUT, as I said with my three causes, 'fine print' issues, or hypersensitisation (from prior GM's who broke social contract) means issues can come up even though the agreement is cut and dried, and it isn't anything to do with people not being able to cope with a little tiny bit of restriction.

As with the hypersensitising, they can missidentify the problem as being a control and freedom issue and to have a good game they must have these things (rather than have an intact social contract) or else. And equally, my point is that someone else can missdiagnose them for it as being defensive about freedom unnessersarily...and that's it. The defensive bit, good diagnosis. The 'and that's it' bit? That gets the gong from me, as this is just an identified symptom, not the problem itself.

Message 11935#127616

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/11/2004




On 7/11/2004 at 10:13am, MR. Analytical wrote:
RE: a player's loss of freedom and control: a bit of a rant

Doc,

I'm not sure what it is you're actually complaining about. apparently it's people who want to play in games with invasive behaviour mechanics but then complain about said mechanics but this is kind of a trite point... yes the irrational ARE annnoying :-)

I didn't invent anything about GMs deciding upon motivations. So no invention there... my problem is that while I can see the theoretical justification for these mechanics, I've NEVER seen them do what the theory says and I've never seen them really improve a game. So if the point you're making is that people are overly defensive about surrendering authorial control over their character's inner lives then I'm probably the target of your rant. I don't see the pay off, and I didn't invent any straw men. My objections are quite broad and general to this kind of mechanic.

Message 11935#127621

Previous & subsequent topics...
...started by MR. Analytical
...in which MR. Analytical participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/11/2004




On 7/13/2004 at 7:20pm, Doctor Xero wrote:
RE: a player's loss of freedom and control: a bit of a rant

MR. Analytical wrote: I didn't invent anything about GMs deciding upon motivations.

Actually, you have invented your claims, through the tactic of language choice.

The majority of gaming texts (of the sort to which you refer) advocate the game master moderate and enforce the player's chosen motivations. To reword this such as to allege that such texts advocate the game master take over player choice is to mislead through misrepresentation. There is a world of difference between being a judge and being a dictator and between being a moderator and being the scriptwriter, and in the same fashion there is a world of difference between what gaming texts ask of the game master and how you describe the game master.

MR. Analytical wrote: my problem is that while I can see the theoretical justification for these mechanics, I've NEVER seen them do what the theory says and I've never seen them really improve a game.

That is why anecdotal evidence is insufficient.

I believe you, Jonathan, when you claim that you have never personally witnessed a non-dysfunctional use of the game master's duties when it comes to motivation mechanics. This is why I say you should take a look at not only what you've seen but at what others have seen, in both gaming enthusiast articles and scholarly articles about gaming ; do this, and you will find a large body of evidence describing quite functional and healthy uses of such mechanics in a fashion which improves the game for all concerned and avoids any level of game master dictatorship or coercion (except by the most paranoid definitions, i.e. the subject of my rant).

MR. Analytical wrote: I don't see the pay off, and I didn't invent any straw men. My objections are quite broad and general to this kind of mechanic.

Your objections may not involve any sort of "straw men" or faux antagonists in more general threads on common types of dysfunctional game masters, for example, and I encourage you to initiate such a topic if you wish.

However, if you are willing to do so, I think you can now see that, for the purposes of this particular thread, you are indeed inventing "straw men" and ersatz objectionables with which to attempt to counter my points.

MR. Analytical wrote: I'm not sure what it is you're actually complaining about.
---snip!--
So if the point you're making is that people are overly defensive about surrendering authorial control over their character's inner lives then I'm probably the target of your rant.

What I object to is the destructive confusion which occurs when people choose to misread all restrictions and direction as game master or game system coercion and as annexation of the player's inalienable rights as a player. As soon as an individual chooses to engage in such a misreading, he or she has chosen to "miss the point" when it comes to game master and game system functions and through his or her comments may become disruptive towards those who are attempting to design games which recognize the necessity of restriction and direction in creative endeavors. I don't imagine you will be confused as to why such a concern is pertinent in a forum devoted in large part to nurturing the art/craft of game design.

Doctor Xero

Message 11935#127939

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/13/2004




On 7/13/2004 at 7:59pm, Valamir wrote:
RE: a player's loss of freedom and control: a bit of a rant

Hey Doc. I'm not going to say that "you're wrong, nothing like that goes on here".

But I am going to say that making statements like:

You can find such posts in Filing Edges: GM as Author, the value or uselessness of a game master, Mmm, I think I'll roleplay some roleplay, How to Introduce a Narrativist to Simulationism?, Narrativism & Force, Clueless about Bangs, Emotion mechanics and losing control of your character, PC motivation/character and inadvertant GM authorship of it, to name some of the more recent ones.


Second of all, if there are indeed people who react defensively to anything which comes close to suggesting an unwanted loss of control and/or freedom, how does this impact our understanding of our games, our design of games, and/or our packaging of games?


What does it tell us about the psyche of gamers that we recognize the importance of restrictions and yet a number of us react with angry defense against anything which seems to restrict us?


and

Admittedly, from some of the posts I've read in this and other threads, I get the impression that there are those who would actually make such a demand, though less overtly.


Don't do anything to support your arguement.

Granted, this is a rant, but if you want it to be something more than just blowing off steam, you're going to have to provide some actual evidence of this phenomenon you're railing against.

So far, all I see is assertions that this is going on, and vague references to multi page threads where maybe if we went and looked somewhere buried in there we might see what you're saying.

So far, everything you've said in this thread amounts to proclaiming "People act this way and its bad".

Which is fine for a rant...but if you want to make this an actual discussion...your going to need to provide some evidence as to which people you've seen act this way, and when. What was said and what was the context in which it was said that make you conclude the person is advocating anarchy at the gaming table?

I haven't seen anyone advocating anarchy at the gaming table (which is precisely what absolute freedom without limits is)...so if you have...show me.

Message 11935#127947

Previous & subsequent topics...
...started by Valamir
...in which Valamir participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/13/2004




On 7/13/2004 at 8:26pm, M. J. Young wrote:
RE: a player's loss of freedom and control: a bit of a rant

Actually, Ralph, I'm beginning to see what Doc is saying. I regularly read posts here and elsewhere in which OAD&D's alignment system is dissed as if everyone knew it had been conclusively demonstrated to be poorly designed and unworkable. I have played that game for years, and never found alignment to be either poorly designed or unworkable; I devoted several of the Game Ideas Unlimited columns to explaining how and why it works. It fails for many gamers, I think, because (as someone just said in another thread) many of them don't take the time to figure out what it is that a system is trying to do and how it's supposed to work. Thinking that they know already what it means, they then declare it unworkable because they didn't do it the way the book says.

So I do see those comments here and there. I don't think they're as pervasive as Doc suggests, but they do appear.

--M. J. Young

Message 11935#127955

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/13/2004




On 7/14/2004 at 1:21am, Noon wrote:
RE: a player's loss of freedom and control: a bit of a rant

Awhile back, I wrote a post about 'rules that backsource'. It was about rules that say they do something, but really they get the user to do it. And I think alignment is one of the biggest examples, because it relies so much on user interpretation.

Here's an example of a made up rule that has a high (user) interpretation requirement:

If the action would make a little girl cry, you loose ten honour points.

Now, I'm damn certain there are a lot of people out there who would see this as a cut and dried rule. They think 'Ah, it's clear to me what would make a little girl cry therefore this rule is straight forward'.

Typically this certainty comes from the fact they've never sat down and realised the diversity of human opinion. That what they think would make a little girl cry isn't an opinion that is shared by the vast majority of humans and only a few people who live in the hills would disagree. Opinions do tend to make themselves appear as if they are part of some grand consensus, to the persons mind.

So what happens when people game together, having formed a social contract that includes using this rule. Exactly what have they agreed on contract wise, if both of them have far differing views on the little girl issue and it comes up?

Really, the amount of restriction (and being burned by honour for certain acts will restrict people from doing them) is not clearly agreed upon.

I agree a lot of people strive for tons of freedom as if it is damn well nessersary. But as I said, I think hypersensitising from poorly defined social contracts has made them missplace sensitivity to the freedom issue, when it should be contract integrity they focus on.

That said, I don't think most alignment rules are firm enough to let users really work on maintaining contract integrity.

Message 11935#127987

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/14/2004




On 7/14/2004 at 7:00pm, Mike Holmes wrote:
RE: a player's loss of freedom and control: a bit of a rant

Doc, if and when people are actually saying that GM control must always be a bad thing, then they're wrong. I'll go to bat for you on that. But I agree with others here that what you're railing against is not a widely held position, if at all. What is probably true is that many of the people making the statements that you're thinking about use biased language because they have a preference of play that involves removing the particular form of GM control in question. Which does display their preference, which, yes, is not a rational argument about the thing in question. But the point is that if you asked those same people if it was OK for players to play in the mode that includes that control in question, they'd say that if the players wanted it, that it was fine.

Ask them if you don't think so.

Anyhow, again, the general consensus here, in reality, is that everyone agrees that there are lots of ways to play some of which involve differing amounts of GM control. And, in fact, that agreeing to certain limitations is indeed the defining line between "freeform" play and "tabletop" play (And even freeform is a valid way to play, it just doesn't have much to argue about in terms of system design).

So, you'll have to excuse us if, like you percieving the bias in the rants of others, we percieve a bias in your rant supporting what I'm going to guess is your prefered style of play. You indeed seem just as defensive to us as apparenly we seem to you. So, I guess we'll all have to agree to look at each other's arguments on the merits and move on. In any case you can be secure in two things: one, the majority of people playing RPGs are right there with you supporting the idea of lots of GM controls, and two, we agree with you that it's a valid form of play if not that prefered by all of us.

Actually I think that you ought to check out what play of some of the games we play looks like, because I think that you might be surprised at how "normal" it really looks. In the end it's probably not nearly as radical as some people think. Especially given that it's certainly not as lacking in controls as freeform is. I think that one would have to agree that less GM control is a valid way to play given the vast amounts of play that occur with almost no controls at all. Just as it's obvious to me that more control is valid right up to the point that someone is relating events and everyone else is just audience with no input at all. It's called storytelling, and quite entertaining.

RPGs tend to be somewhere in between these, but where is just a subject for the particular design.

Mike

Message 11935#128096

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/14/2004




On 7/14/2004 at 8:29pm, Doctor Xero wrote:
RE: a player's loss of freedom and control: a bit of a rant

Mike Holmes wrote: What is probably true is that many of the people making the statements that you're thinking about use biased language because they have a preference of play that involves removing the particular form of GM control in question. Which does display their preference, which, yes, is not a rational argument about the thing in question.

Exactly.

And, no, I don't think this defensiveness is all-pervasive, nor have I ever attempted in this thread to argue that this is all-pervasive -- I have attempted to argue only that it occurs enough to be worthy of the notice of a rant. Not the notice of a serious dialogue, perhaps, or of an article in the Articles section of The Forge, merely of a rant. Which is what I have posted here.

What has annoyed me most have been those few who have responded defensively even to something clearly labelled as a "rant". Call me an idealist if you wish, but I expect enough of human nature that if, in a crowd of a thousand people, twenty of them behave irrationally, the fact that twenty of them chose to do so annoys me regardless of the 980 people who behaved without defensiveness nor cynic misassumptions about me or others. I would want better. I should hope that everyone would want better.

Mike Holmes wrote: So, you'll have to excuse us if, like you percieving the bias in the rants of others, we percieve a bias in your rant supporting what I'm going to guess is your prefered style of play. You indeed seem just as defensive to us as apparenly we seem to you.
---snip!--
Actually I think that you ought to check out what play of some of the games we play looks like, because I think that you might be surprised at how "normal" it really looks. In the end it's probably not nearly as radical as some people think.

Mike, the above set of comments is the other thing that really annoys me. I freely admit here that you have pushed my buttons. I have a pet peeve against any suggestion that people are motivated predominantly selfishly and that reasonable people do not strive to operate from their ideals whenever possible.

Why would you assume I personally support a position merely because I object to irrational attacks against that position? Why would you assume that I would only defend something because it's my preferred style of play?

I am pro-choice, but when I have seen someone who is rabidly anti-abortion being bullied, I have come to his rescue intellectually and physically. I fall more into the social progressive camp, but when I hear a social conservative being drowned out when she tries to talk, I have argued that she deserves equal time to be heard as well. I believe in a merciful deity, but I have defended from bullying legal tactics a fundamentalist fire-n-brimstone preacher on our campus even though he had told me personally that I was hellbound.

What kind of a person must you assume me to be if you would think that I would only defend the rights of those who play in my preferred style?

When I witness someone obfuscating another person's points as a result of an unthinking defensiveness, I respond on the basis of what's fair and not on the basis of whether or not I share the opinion of the victim of the defensive postings. What kind of a person wouldn't stand up for the rights even of those they disagree with? You don't know me from a stranger, Mike, but if we socialized together in Real Life, I would expect an apology from you for such aspersions. But you don't know me, and this is only online, so I don't expect such a thing.

This rant really said nothing more than controversial than my sharing my concern that some posters react too defensively to anything into which they can somehow manage to read even a minor threat to freedom.

And look at the defensive responses I've received from some people (as well as thoughtful posts from others)!

Doctor Xero

Message 11935#128106

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/14/2004




On 7/14/2004 at 8:43pm, Doctor Xero wrote:
RE: a player's loss of freedom and control: a bit of a rant

Valamir wrote: your going to need to provide some evidence as to which people you've seen act this way, and when. What was said and what was the context in which it was said that make you conclude the person is advocating anarchy at the gaming table?

Actually, I claimed they were being defensive. My rant has focused all along on the destructiveness of fearful or defensive postings in this forum. Why would you extend my words beyond that?

Valamir wrote: your going to need to provide some evidence as to which people you've seen act this way, and when.


Here is some evidence directly from this very thread :
Doctor Xero wrote:
Noon wrote: I can tell you it was hardly about agreeing to let the GM decide what ones character is motivated about, and then getting pissed off about him going on to decide it (through session design).
MR. Analytical wrote: I've yet to be convinced that there's any practical payoff for invasive behaviour mechanics.
---snip!--
So I'm probably as close to those people Doc is ranting about as you're likely to find here really

Yep, you provide ideal examples in your posts here specifically because you both defensively invent comments about GM annexation of player's character when there was no mention anywhere of such a thing in the original post to which you attribute it!


Here is a reminder of my original post :
Doctor Xero wrote: So, no, in my humble opinion, there is nothing deprotagonizing nor anything involving force or railroading or any other use of jargon to represent loss of fetishized freedom and control if that loss is requisite to the game which the player wishes to play. And I think we misuse those terms when we toss them about in the name of that fear.


And here are some of my thoughts apropos this topic's relevance to RPG theory :
Doctor Xero wrote: Where do we go from here? Well, first of all, if it's even possible, perhaps we should consider why, if I've "preached to the choir", there is still such as misapplication of terms such as deprotagonizing, force, and railroading.

Second of all, if there are indeed people who react defensively to anything which comes close to suggesting an unwanted loss of control and/or freedom, how does this impact our understanding of our games, our design of games, and/or our packaging of games?

What does it tell us about the psyche of gamers that we recognize the importance of restrictions and yet a number of us react with angry defense against anything which seems to restrict us? And more relevantly to this forum, how can we utilize in our game design what our consideration of this reaction tells us?

I hope this helps clarify things.

Doctor Xero

Message 11935#128109

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/14/2004




On 7/14/2004 at 10:07pm, Mike Holmes wrote:
RE: a player's loss of freedom and control: a bit of a rant

Doctor Xero wrote: Why would you assume I personally support a position merely because I object to irrational attacks against that position? Why would you assume that I would only defend something because it's my preferred style of play?
I don't assume that. You didn't read me very carefully. I was merely saying that our perceptions, probably flawed, like all perception is the same as yours - that you seem to be acting defensively. I'm trying to get you to sympathize with us here as we're trying to sympathize with you.

Instead this is starting to sound like that old Martin Short routine, on SNL.

"I"m not being definsive, you're being defensive."

Mike

Message 11935#128120

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/14/2004




On 7/14/2004 at 10:38pm, MR. Analytical wrote:
RE: a player's loss of freedom and control: a bit of a rant

Doctor Xero wrote: I believe you, Jonathan, when you claim that you have never personally witnessed a non-dysfunctional use of the game master's duties when it comes to motivation mechanics. This is why I say you should take a look at not only what you've seen but at what others have seen, in both gaming enthusiast articles and scholarly articles about gaming ; do this, and you will find a large body of evidence describing quite functional and healthy uses of such mechanics in a fashion which improves the game for all concerned and avoids any level of game master dictatorship or coercion (except by the most paranoid definitions, i.e. the subject of my rant).


That's not what I said. I've seen theoretical justifications for invasive mechanics (and sure, it is biased language) and I've seen people talk about how the systems work.

I didn't say I've never seen non-disfunctional play. I categorically do not see all behaviour mechanics as sticks with which GM's can beat players.

I said I've never seen a behaviour mechanic that actually justified its existence. I've seen them work not too catastrophically and I've seen groups use them happily (Cthulhu for example) but I've never seen a mechanic which made me think that it added value to the game.

So if you're coming from a narrativist point of view (for example) you might think they're great as they make sure that players care about this stuff that you care about. That might not necessarily be the case (I don't think the case is made for behaviour mechanics being things that make people car about those behaviours) but it can't hurt right?

My point of view is that an RPG can exist quite happily without these kinds of mechanics and any mechanic has to make its case for inclusion. I've never seen a behaviour mechanic that satisfied me that it needed to be there or even that a game was better of for having it there.


Sure my point of view's no more valid than any other... it's just personal preference but I am not a fan of these mechanics and my motivation is not paranoia. So I don't think the people you're ranting about are that widespread

Message 11935#128123

Previous & subsequent topics...
...started by MR. Analytical
...in which MR. Analytical participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/14/2004




On 7/15/2004 at 7:26pm, Tomas HVM wrote:
RE: a player's loss of freedom and control: a bit of a rant

I'm all for control of my character...

- but where are the boundaries between my character and the world? Is my soul the only free aspect of my character there is, since my body can get ill or damaged? Or must the existence of madness and mental manipulations make my soul a part of the world to, and subject to loss of control?

If both body and soul is subject to loss of control; what's left? The spirit? Could the spirit of the character in a roleplaying game be identified with the player? Could it be that I am a kind of guardian spirit of my character? Does that make me the only free aspect of my character in the game?

I am the guardian spirit, but I am not at all able to cope with all evils that befall my character...

Sounds promising!

Message 11935#128275

Previous & subsequent topics...
...started by Tomas HVM
...in which Tomas HVM participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/15/2004




On 7/16/2004 at 9:50pm, Doctor Xero wrote:
RE: a player's loss of freedom and control: a bit of a rant

What annoyed me was your phrase "So, you'll have to excuse us if, like you percieving the bias in the rants of others, we percieve a bias in your rant supporting" which had no use of "seems" nor any similar proviso.

That said, I know this is a personal pet peeve, which is why I apologized for reacting with frustration to it.

Doctor Xero

Message 11935#128500

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/16/2004




On 7/16/2004 at 9:55pm, Doctor Xero wrote:
RE: a player's loss of freedom and control: a bit of a rant

MR. Analytical wrote: So I don't think the people you're ranting about are that widespread

Perhaps not, but they don't have to be numerous to be disruptive.

No, I haven't identified a swarm of defensive folk, but a wild wolf or two is still inconvenient regardless of the small number.

Doctor Xero

Message 11935#128501

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/16/2004




On 7/16/2004 at 10:23pm, Doctor Xero wrote:
RE: a player's loss of freedom and control: a bit of a rant

Tomas HVM wrote: Is my soul the only free aspect of my character there is, since my body can get ill or damaged? Or must the existence of madness and mental manipulations make my soul a part of the world to, and subject to loss of control?

If both body and soul is subject to loss of control; what's left? The spirit? Could the spirit of the character in a roleplaying game be identified with the player? Could it be that I am a kind of guardian spirit of my character? Does that make me the only free aspect of my character in the game?

I am the guardian spirit, but I am not at all able to cope with all evils that befall my character...

Good Lord, this is brilliant!

In a thread which is not a rant, I would love to see you pursue this mapping of Platonic or Cartesian notions onto the player-PC relationship!

If nothing else, this one thought makes this thread worth the while!

Doctor Xero

Message 11935#128507

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/16/2004




On 7/16/2004 at 11:07pm, Tomas HVM wrote:
RE: a player's loss of freedom and control: a bit of a rant

Noon wrote: The control issue isn't about dodging all restraint. It's about agreeing to a certain level of restraint as part of the social contract...and then having even more restraint applied, thus breaking the contract.
"The contract"?

You, and many members of the Forge, seem to be using this term "social contract" like some magic spell. I am sorry to say that this term is utterly misleading. The above quote is a good (bad) example of how misleading it may be. It is most "useful" in the propagation of traditionalist views, stamping down on new ways as a break of the "social contract" (nobody expect a new twist, so every other new trick is in violation of the "contract"). As such this term is a millstone around the thinking of many a roleplaying demagogue.

A roleplaying game is not a normal social situation.

And there is no contract involved in it.

The players have expectations, yes, and tradition often tells them what these should be. But these expectations are in fact very flexible , a fact which becomes very obvious if you start to use force on the players and their characters, in the game. As long as you apply the force with a high enough cool-factor, or it's appliance will create curiosity about what happen next, you may bend the rules to very strange shapes. The players will follow. You may even instruct game masters to do this in ways they have never done before, challenging both them and their players to accept a use of force none of them have considered feasible. You may do this, and both the game master and his players will boldly go where none have gone before, and enjoy it!

Please note that FLEXIBLE EXPECTATIONS are far more common than any "contract" which may be broken. Trust may be broken, and the game master of a traditional roleplaying game is certainly in a position to do so, but only if he/she misuse the trust of the players on a personal level. There is miles between the misuse of trust on such a level, and the use of force in a game. What we call "Force" is a vast array of totally acceptable techniques, used to multiply oportunities for great conflicts in the game.

The flexibility of our expectations, in this special instance, will vary with the nature of the applied force. The use of it is not without challenges, but it certainly has some great rewards!

To make good use of it, you should relate to these questions, one way or another:
- What is the idea of it's use?
- How do you apply it?
- In what way will it limit the players?
- What will it produce? What is the benefits?
- What is the correct timing?
- What is the correct GM-stance when using such techniques?
- How do you draw your players into acceptance, and enjoyment of it?
- How do you communicate limited action opportunities?

These are important questions in relation to the use of force. They should be discussed seriously on a site like this. There should be no need to defend the use of force here. The use of force in a roleplaying game, is as natural as the use of dice. Make use of it in your game, or find some other way to play it.

To react to the discussion of force-techniques with forebearance or condescencion, is as misdirected as anything. It may be that the initial postulate of this thread is misrepresenting the RPG-community at large, or in here, but it will still be better to discuss the core of this theme, and leave such misrepresentations to sort themselves out.

To discuss the use of force on this level: Should it, or should it not be done? Well, that is, in my view, a totally antique discussion. There is so much to win by using force in your roleplaying game, and so little to loose, so don't hold back. Explore!

Sidenote: Try to incorporate this term in your thinking; FLEXIBLE EXPECTATIONS, and drag it to the forefront of your brain every time anyone mention the "social contract".

Message 11935#128510

Previous & subsequent topics...
...started by Tomas HVM
...in which Tomas HVM participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/16/2004




On 7/17/2004 at 12:26am, Noon wrote:
RE: a player's loss of freedom and control: a bit of a rant

I'm surprised.

I'm surprised the more eloquent and more technical in their jargon forge regulars haven't said anything here. Jeez, if 'system doesn't matter' was mention...but 'social contract doesn't exist' and nuttin?

Tomas: I think you've got some missconception about how rigid and legalistic social contract is. You want flexible...social contract is as flexible as the users want it. And its about the users desires, don't jump on me telling me I was stamping out new ways. I was describing someone agreeing to a certain level of restriction. 'Certain level' could be anything, like 'Hey, do anything with my character but never pour icecream on his head'. I'm sorry man, don't give me this flexibility thing...the player says that, then either play abides by that or his contract requirement is broken. Of course we get mid game renegotiation, where the player might see the icecream thing might be cool right now (excuse the pun) and allow it for the moment. That's how flexible it is, renegotiation on the fly.

Let me give a solid example of usually pretty inflexible social contract your using right now. Your group has decided on a system to use when playing and you don't switch systems at all during a session. You might all agree on importing a rule or two, you might twist or skip whatever rules from the system. But you don't switch systems mid session. That is social contract man, and a pretty rigid example. I bet only a few groups in the world switch system mid session on any regular basis...and that's their social contract. It's all about what people agree to.

Quite frankly the rest of your post is riddled with examples of social contract agreements and points of negotiation for it. I think you just want to use different words, though 'flexible expectations' isn't really comprehensive. How flexible it is, is up to users.

Sidenote: Your sidenote is patronising. Keep the word 'peer' in mind.

Message 11935#128516

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/17/2004




On 7/17/2004 at 1:06am, Bankuei wrote:
RE: a player's loss of freedom and control: a bit of a rant

Hi guys,

First, I'm not sure what everyone's arguing about. No one is saying there should be no rules, or means of deciding "what happens"... That's lumpley Principle- "How do we figure out what happens?"

Second, this is ALL about social contract.

Now, to back up Callan here, Tomas; Social Contract is a term used anytime you have 2 or more people interacting. It can be as simple as, "Don't be a jerk" and when that basic rule is violated, people react in a variety of ways, from leaving, talking trash behind someone's back, verbally or physically confronting them, etc. Some of these methods of enforcement are more effective and functional than others.

Some typical social contract rules in gaming:

1)"We follow the rules to the letter, and if we encounter something that the rules don't cover, the GM rules and we go with that"

2)"We follow the rules to the letter, and if we encounter something that the rules don't cover, we collectively discuss options and go with that"

3)"We follow the rules that the GM enforces, and ignor the rest."

4)"We've added our own rules, and we go with that."

5)"The GM decides everything, the rules occasionally apply"

6)"We generally follow the rules, and sometimes we argue. The person with the most endurance wins, then we move on until the next argument."

And many more options are available. Notice that even the ones that say the written rules aren't as important then puts authority for deciding what happens in the hands of one or more individuals. Also, notice that its very possible for a group to change these things. As Callan is saying, negotiation is based on what people are willing to deal with.

Agreement to follow the rules, or not follow the rules, is a social contract agreement. And however you actually play as a procedure(following these rules, ignoring those, houserules here, negotiation, etc.) is System in play, as per lumpley Principle.

How much input should any person(player or GM) have over any given apsect of a game? That depends on the game and the goals of the game. Therefore, arguing that System X doesn't allow enough input, or gives too much to any person(again, players or GM), is pretty much empty. Either it does or doesn't do what you want, and if it doesn't, you ought to either look elsewhere or look into Techniques that will give you what you want.

Chris

Message 11935#128522

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/17/2004




On 7/17/2004 at 3:48am, M. J. Young wrote:
RE: a player's loss of freedom and control: a bit of a rant

Callan wrote: I'm surprised the more eloquent and more technical in their jargon forge regulars haven't said anything here. Jeez, if 'system doesn't matter' was mention...but 'social contract doesn't exist' and nuttin?
Hey, cut us a break. There were seventy-nine minutes between his post and yours, and that during rush hour in some parts, and on Friday evening. I get here once a day, six days a week, if all goes well.

Callan and Chris have addressed the Social Contract question quite well. The critical point is that there always exists a social contract between people sharing the same space (even on the subway in New York, where it's usually "don't look at me, don't talk to me, don't touch me if you can help it, and I'll do the same by you"). The terms of that social contract are negotiated between the people. The problem cited isn't whether a particular approach to gaming violates some "absolute" social contract, but whether after those involved thought the social contract had been agreed someone radically changes it. By analogy, if I agreed to have lunch with a cute girl, and then suddenly I find myself strapped to a bed while she's getting out the whips, I think the social contract has been violated: I didn't agree to this.

As to "force", I think the current definition of the word is impeding discussion. As Tomas post shows, everyone thinks they know what it means, and it doesn't mean that in the glossary. For the moment, though, I'll attempt to work within the glossary definitions.

Tomas, according to the provisional glossary, "Force" means negating the ability of narrativist players to make premise-related decisions. It means nothing else. I think that's a bad definition, but given that that's what a lot of people mean when they use the word on this board, it's rather important to recognize the awkward limitations on it.

What you're defending and promoting covers a lot of ground, including primarily what's called illusionist techniques: the sort of sleight of hand that referees can use to control the game without letting the players know that they did so. There are many referees who use these techniques to "railroad" the game, preventing the players from having any "meaningful" input ("meaningful" in this case meaning related to those things the players would like to control). There is a lot of bad feeling about such play not only here at the Forge but among (at least American) role players generally. However, the Forge is a place where the constructive use of illusionist techniques is promoted. Ron's Moving Clue is an illusionist technique. So is scene framing.

So everyone agrees that there are good and bad uses for what you're calling "force", and that it's valid to explore such uses in new games. They just disagree as to whether that should be called "force".

I hope this helps.

--M. J. Young

Message 11935#128538

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/17/2004




On 7/17/2004 at 5:00am, Tomas HVM wrote:
RE: a player's loss of freedom and control: a bit of a rant

Noon wrote: Tomas: I think you've got some missconception about how rigid and legalistic social contract is. ... Of course we get mid game renegotiation, ...
No, I do not have any misconceptions about the legalistic nature of this "contract". As far as it exist, I don't even have any illusions about its rigidity.

But, I perceive that the use of this term create a certain rigidity in thinking, a rigidity which is very often applied in discussions about "Force", or what I normally refer to as "feeding techniques" ("feeding" the drama by making scenes reaching into the phsycosocial realm). This rigidity is evident when there is talk about "breaking the contract", without any translation of the simile.

By pointing out the "renegotiation" you make the simile stronger, of course, but at the same time this makes it harder to focus clearly on the point of actual interaction it is supposed to cover. The term is "catching" in ways you can't imagine.

That's the problem with terms, of course; to a certain extent they direct our thinking. We should always turn them around, test them, or even abandon them. If there is no will to do this, our thinking will grow rigid.

The more rigid the nature of the term is, the greater chance it has of sprouting rigid thinking. The term "social contract" is so rigid in nature that I do not advice any widespread use of it, not without the obligatory use of theoretical pesticide at the same time :-)

I really don't want to discuss terminology. I just felt it necessary to point this out, in relation to the use of "social contract". I would prefer to discuss the use of Force and Feeding-techniques.

In my book (being a "book") there is a multitude of ways you may "feed" the drama of a roleplaying game. The use of "Force" may be considered a part of these feeding techniques, the more visible and brutal part. I have written in lenght on the positive use of brutality by the game master of a roleplaying game, so don't interpret me to be against the use of Force. I am all for it!

But I find more enjoyment in the use of more subtle feeding techniques, where the applied force is difficult to perceive, but still compells the players, and make them act within the psycho-social settings of their characters.

Message 11935#128542

Previous & subsequent topics...
...started by Tomas HVM
...in which Tomas HVM participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/17/2004




On 7/17/2004 at 5:31am, Tomas HVM wrote:
RE: a player's loss of freedom and control: a bit of a rant

I wrote: I am the guardian spirit, but I am not at all able to cope with all evils that befall my character...

Doctor Xero wrote: Good Lord, this is brilliant!

In a thread which is not a rant, I would love to see you pursue this mapping of Platonic or Cartesian notions onto the player-PC relationship!

If nothing else, this one thought makes this thread worth the while!
Thank you!

It's all about enabling the game and the game master to make the psycho-social domain of the characters part of the interaction. How you perceive the player-character relationship is one important part of this.

Message 11935#128544

Previous & subsequent topics...
...started by Tomas HVM
...in which Tomas HVM participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/17/2004




On 7/17/2004 at 6:15am, Bill C. Cook wrote:
RE: a player's loss of freedom and control: a bit of a rant

(My post was inspired by M.J.'s comments.)

From Force and Vice:

Ron Edwards wrote: ONE: FORCE
I'll be as blunt as I can: Force is not, by definition, dysfunctional.

a) It is incompatible with Narrativist play when we're talking about Premise-addressing decisions.

b) It is essential to focused story-creation during Simulationist play.

c) Force is not the same thing as "GM input." One of the things that's very hard to get across is how much input a GM can have - and it can be huge! - without exerting Force. I think so many people have become accustomed to Force that they think, without it, that a GM is practically stricken dumb and cannot contribute at all.

TWO: INPUT-NEGOTIATION
The key to reaching an accord about this during play, among the participants, is to distinguish between "decree" and "approve."

Let's take some Narrativist play. In your graveyard example, I typically say something like, "You're at the graveyard - is that OK?" And the player can tell me then whether we ought to do something else first. Note that I have not said, at all, what is about to happen to him at the graveyard. I need his complicity in being there first, before he knows the consequences of agreeing. The whole point is that I, as GM, have an idea for the crisis the character will face, but I cannot actually play his character to get him there - but we can, together, cut to this scene as long as we're both in on the cut.

[Side issue: if the player consistently uses this opportunity to dodge out of play, as in, "No! I'm not at the graveyard. I'm, uh, driving around." So I cut back to him later and say, "What now?" and he says, "Um, I dunno." I say, Come on, and he says, "Oh, I guess I'll stop for a hamburger." This guy is dodging out of play. At that point, I'll probably say, "Dude, you're wasting our time," and move to the next guy, or carry out some other social techniques that I described in a recent thread.]

By contrast, I might also use some Force and simply take unto myself the privilege of total authority over all such scene-cuts. I play more this way when we're going pretty Simulationist, and the participants (me included) are not as committed to addressing Premise - just to "playing out a story" in a kind of "story is set or at least in the improvisational hands of one person, hence out of our hair." The GM uses Force, the players say "Frame me, baby."

Does that help at all? In each case, the relationship between suggest and approve is the same. It's just that in the second, blanket approval for the GM's "suggestions" is granted at the outset. It so happens that in doing so, a certain Creative Agenda is hamstrung, but that might be perfectly OK.

THREE: RAILROADING
Railroading literally means the use of Force such that the suggest/approve process, whatever its acceptable form has taken for a particular group, is abused. I think that is about as clearly as I can put it.


This is what I go by. I find it interesting that Ron asserts Force as supportive of Sim play. Even essential.

This is how I bullet point it in my mind:



• Force is a non-owner making character decisions.
• It is incompatible with Nar play.
• It is essential to Sim play.
• Railroading is an instance of Force that breaks the Social Contract.
• Input Negotiation is a two-step process of suggest and approve; Nar approves per scene; Sim approves per campaign.
• Abstaining from the use of Force does not preclude the step to suggest as part of Input Negotiation.



I think the negative connotation of the term, Force, incites posters to assign their fears to its understanding. I bet you could really spin your wheels trying to define it and all the while be defending your preferred Social Contract.

Forge Reference Links:
Topic 10951

Message 11935#128546

Previous & subsequent topics...
...started by Bill C. Cook
...in which Bill C. Cook participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/17/2004




On 7/17/2004 at 2:02pm, Marco wrote:
RE: a player's loss of freedom and control: a bit of a rant

Bill C. Cook wrote:
I think the negative connotation of the term, Force, incites posters to assign their fears to its understanding. I bet you could really spin your wheels trying to define it and all the while be defending your preferred Social Contract.


Bill,
As someone who doesn't much like the present definition of Force, I find the suggestion that I (among others) might be "assiging my fears to its understanding" to be at very least a condescending way to put it if not outright dismissive.

You say that in Sim play Input Negoitation is fixed at start time.

I don't agree with that: the idea that input negoitation is stops for traditional games when the campaign is designed is something I've never observed. Even in the most functional of narrow games (call them what you want--probably Sim, probably railroaded) I've seen and engaged in negoitation throughout play.

If I don't think the in-game situation as stated would legitimately impede me there's no existing social contract anywhere that means I'll put up with being stopped (arbitrarily). No one I've ever met agrees to that. I've never met someone who puts up with being framed if they had stuff to do before the framing. Not Sim. Not Nar. Not ever.

In every case there are gradients of boundaries that are personally set by participants: they may, for instance, agree to allow a starting situation as complex and narrow as the GM wants--I've seen that--I'm even cool with it--but if during play there's a conflict between the GM and me about what outcomes are legitimate, that initial agreement doesn't in any way apply to what's going on in game.

Since I don't clearly identify my play as Nar or Sim, I think your stipulation there doesn't work for *either.*

Am I supposed to read your post and assume that's just "my fear" talking?

-Marco

Message 11935#128562

Previous & subsequent topics...
...started by Marco
...in which Marco participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/17/2004




On 7/17/2004 at 2:38pm, Marco wrote:
RE: a player's loss of freedom and control: a bit of a rant

Quoted instead of edited ...

Message 11935#128563

Previous & subsequent topics...
...started by Marco
...in which Marco participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/17/2004




On 7/17/2004 at 7:10pm, Bill C. Cook wrote:
RE: a player's loss of freedom and control: a bit of a rant

Marco wrote: As someone who doesn't much like the present definition of Force, I find the suggestion that I (among others) might be "assiging my fears to its understanding" to be at very least a condescending way to put it if not outright dismissive.


I did not intend to be condescending or dismissive.

Marco wrote: You say that in Sim play Input Negoitation is fixed at start time.

I don't agree with that: the idea that input negoitation is stops for traditional games when the campaign is designed is something I've never observed. Even in the most functional of narrow games (call them what you want--probably Sim, probably railroaded) I've seen and engaged in negoitation throughout play.


Maybe it's more of a dial. And the settings I reduce from Ron's comment are the farthest ends.

Marco wrote: If I don't think the in-game situation as stated would legitimately impede me there's no existing social contract anywhere that means I'll put up with being stopped (arbitrarily). No one I've ever met agrees to that. I've never met someone who puts up with being framed if they had stuff to do before the framing. Not Sim. Not Nar. Not ever.


There are doubtless exceptions to the per campaign rate of suggestion acceptance in Sim games. The above rates could be thought of as defaults.

Input negotiation as defined above is particular to input coming from the GM. When you say "being stopped," I assume you mean player input, which is then overriden. I don't see the terms as defined addressing this issue, though it's clear that you're describing an SC violation.

Marco wrote: . . if during play there's a conflict between the GM and me about what outcomes are legitimate, that initial agreement doesn't in any way apply to what's going on in game.


It sounds like you're focused on player rights in the face of GM rules arbitration. I'm coming at things more from an angle of supporting agenda.

Marco wrote: Am I supposed to read your post and assume that's just "my fear" talking?


When behaving, I do not pretend to divine another's state. I take you at your word and value it for that reason.

** ** **

In general, I think the proper use of Force is to create story. I see the source of input as being a key issue. I've played in lots of games where I introduced tons of ideas and was made to feel like orc #27 making suggestions to Peter Jackson for shooting battle scenes at Helm's Deep. I've run a lot of games where players feverishly detail their actions with qualifiers while fiercely guarding their intentions, as though I couldn't be trusted to feed their dog when they're out of town.

I made a lot of headway towards being a better GM when I read Story Engine and learned to listen for the concept and refuse to argue over implementation. I'm still frustrated as a player with a mad stream of input that just gets wasted. I've read good things about Universalis, though. Could be the system for me.

Input's got to come from somewhere or you end up with characters getting drunk and scoring with the bar maid. Technically, it's role-play. You could argue that it's functional. I don't find this kind of play satisfying, personally. And I think using Force can be an appropriate remedy.



GM: Ok. How about this: you all sign on as security for a merchant caravan that's travelling to the capitol.
Player: No, my guy stays here. Is there anyone here I can steal something from?
GM: Do you want there to be?
Player: I don't know. I'm asking you.
GM: (Rubs forehead.) Sure, there's . . . a party of three at the table next to you. They look like farmers.
Player: I try to pick their pockets!
GM: You're caught! The bartender calls for the constable.
Player: You never said there was a constable! I take it back. I want to go somewhere where I won't get caught.



Actually, these two probably shouldn't role-play together.

Message 11935#128576

Previous & subsequent topics...
...started by Bill C. Cook
...in which Bill C. Cook participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/17/2004




On 7/19/2004 at 7:50am, Doctor Xero wrote:
RE: a player's loss of freedom and control: a bit of a rant

Well, this has been an interesting level of impassioned and/or thoughtful responses to something that was never intended to be much more than a rant. I honestly had expected my first post to be the only one on this thread.

I admit I had the tangential daydream that sharing my frustration might inspire some changes in that fervent minority of posters who react with snarky defensive outrage at anything which comes within a two-mile radius of the suggestion that restriction/structure is not always intrinsically foul. I didn't expect it, though, and I made it clear that I recognized my own subjectivity by my using the label of "rant" from the start.

As it is, that daydream evaporated as one or three of those defensive posters responded with defensive posts in which they claimed they never write defensive posts.

I had a few posters choose to "put words in my mouth", such as claiming that I had stated that this minority of posters were commonplace or the norm, then disputing me for these things I hadn't even said, and then ignoring my corrections only to continue their choice of misreading what I had written.

I had a few posters tell me personally that they agreed with me but declined to agree with me publically on The Forge. That is their privilege.

And I had some posters write some enjoyably insightful posts. Some of them agreed with me and some of them disagreed with me, but either way, they wrote intelligent and provocative posts, better than I expected for something labelled a "rant".

What I have learned from reading the various responses to this thread has very little to do with roleplaying game theory, G/N/S models, or indie game design. What I have learned from this thread is more a lesson in the sociology of The Forge.

But I didn't want a lesson in the sociology of Forge reactions, and I can see this rant continuing to mutate in ways which have little to do with my simple notion that we might want to avoid jargon-tossing or defensiveness but instead consider listening to another -- not just the majority of us listening but ideally all of us listening, with courteous impatience for the minority who refuse to listen.

So I request that this thread be closed now, and I encourage people who want to pursue some of the tangents brought up in this thread to create new threads of their own.

Thank you to everyone who participated. I appreciate what I learned from everyone, whether you were earnest or defensive or both, whether you agreed with me or disagreed with me, whether you disagreed with what I wrote or rewrote my words and then disagreed with that. No matter what, thank you for participating.

Doctor Xero

Message 11935#128682

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/19/2004




On 7/19/2004 at 8:10am, Tomas HVM wrote:
RE: a player's loss of freedom and control: a bit of a rant

Doctor Xero wrote: What I have learned from this thread is more a lesson in the sociology of The Forge.
Hmm... I like this. Makes me think there is humans doing the discussion here, with personalities, and some of them very subjective. Nice!

I'm all for humans, by the way, but I don't think they have complete control over themselves... ;-)

Message 11935#128683

Previous & subsequent topics...
...started by Tomas HVM
...in which Tomas HVM participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/19/2004




On 7/19/2004 at 8:13am, Doctor Xero wrote:
RE: a player's loss of freedom and control: a bit of a rant

Tomas HVM wrote:
Doctor Xero wrote: What I have learned from this thread is more a lesson in the sociology of The Forge.
Hmm... I like this. Makes me think there is humans doing the discussion here, with personalities, and some of them very subjective. Nice!

I'm all for humans, by the way, but I don't think they have complete control over themselves... ;-)

*grin and laughter*

Doctor Xero

Message 11935#128684

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/19/2004




On 7/19/2004 at 12:25pm, Valamir wrote:
RE: a player's loss of freedom and control: a bit of a rant

For the record, its generally considered bad form to take parting shots at "some posters" and then call for the thread to close, thereby cutting off any chance of response.

In the future if you're going to close a thread you've started, please just ask for it to close without the concluding dramatics.

Message 11935#128705

Previous & subsequent topics...
...started by Valamir
...in which Valamir participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/19/2004




On 7/22/2004 at 3:49pm, Doctor Xero wrote:
RE: a player's loss of freedom and control: a bit of a rant

Valamir wrote: For the record, its generally considered bad form to take parting shots at "some posters" and then call for the thread to close, thereby cutting off any chance of response.

My apologies. I had hoped closing the thread would stop the in-fighting.

Anyone who wishes to may add to this thread any last words he or she wishes, and I will keep quiet so that their words are the final ones.

From other rants, I had thought labelling this a "rant" would encourage people to take it with a certain light-heartedness, as though I had spoken to them with a wry grin of frustration. I was honestly thrown when I read posts which took my words with a seriousness I neither intended nor considered them worthy of.

I probably shouldn't have responded to the misreadings; I just have a hot button against faulty inferences.

Anyone who wishes to may add to this thread any last words he or she wishes, and I will not post any further responses to this thread.

Doctor Xero wrote: Thank you to everyone who participated. I appreciate what I learned from everyone, whether you were earnest or defensive or both, whether you agreed with me or disagreed with me, whether you disagreed with what I wrote or rewrote my words and then disagreed with that. No matter what, thank you for participating.

Doctor Xero

Message 11935#129160

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/22/2004




On 7/23/2004 at 12:55am, Noon wrote:
RE: a player's loss of freedom and control: a bit of a rant

On a quick note I'll add this: When I try to suggest the problem isn't X bt instead it's Y and I then say my past post isn't about Y; I'm not trying to defensively say that post doesn't have X in it (I'm trying to say it has no Y in it). I'm sounding convoluted here , maybe that's why I didn't get my meaning across.

Message 11935#129219

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/23/2004