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Topic: Caring How it Resolves?
Started by: lumpley
Started on: 7/1/2004
Board: GNS Model Discussion


On 7/1/2004 at 6:17pm, lumpley wrote:
Caring How it Resolves?

From "Sacrificing Character Integrity" - a Rant.

Nathan wrote: Vince, I don't usually disagree with you, but I got to now. Train of thought commencing:

A transcript is an account of the sequence of events that is created in the SiS during play.

The definition of Sim is that the priority of the players is to ensure that the transcript is internally consistent with respect to one (or more) of Character, Situation, Setting, etc. Such a causal transcrapt may include Premise (problematic human issue) and theme (resolution of said issue), but the players of the game do not care how those issues resolve, so long as they resolve in a way that is consistent with the previously established prameters of the SiS.

The definition of Nar is that the player does indeed care about the Problematic Issue resolving in a particular way. The player desires a specific outcome, because it has personal significance. Having the moral issue resolve a certain way makes a point about the player's beliefs as one of the Real People (TM).

That's the thin dividing line: If you don't care how the Problematic Issue resolves, it's Sim with Theme. If you do care how the Problematic Issue resolves, it's Nar.

So, there will absolutely be times when resolving the Problematic Human Issue in the way *you* want it to resolve will violate the game's causality. It may even contradict SiS parameters that you have previously established about your character. This happens constantly in literature, movies, and so on. It's called a "turning point." The character does something unexpected, something that is out of character given what you already know about him. This is interpereted by the audience as character growth. It's a fundamental part of making three-dimensional characters.

In the hypothetical pure Sim-Char mode, a player will *never* make a decision that will violate previously established facts about his character. If the character is described as being miserly, he'll *always* be miserly, until the player gets tired of playing a miser and makes a new character. The miser will never take pity on the poor starving waif as penetence for the death of his own brother, who died in a workhouse.

In the hypothetical pure Nar mode, a player will violate the previouslly established facts any time he needs to, to ensure that the Problematic Human Issue is resolved with the outcome he wants it to have.


To which I respond:

Nathan: Huh? I don't agree with a word of that. I have no idea where that understanding of Simulationism and Narrativism would even come from. It's certainly not supported by the essays or by any of the Narrativist games I know.

Let's take this:

I make a character who's passionately committed to a moral ideal that I personally find problematic: a vigilante with a gun, he shoots child molesters in the head while they're out on bail. That's his deal.

I put him at a turning point: his 18-yo nephew, to whom he's always been a guardian angel, has just been arrested for (allegedly) molesting a child.

To launch play, the GM tells me that my guy's nephew calls him to arrange bail. I gotta find out whether the kid did it and then I gotta decide what to do about it. I think we all know that he did it, and what I'm going to be finding out is a) how difficult it is to know beyond a doubt, and b) how human he is despite the fact.

You're saying that if I, Vincent, want this to play out such that killing this kid is the right thing to do, I'm playing Narrativist, but if I'm curious to find out whether killing the kid is the right thing to do, I'm playing Sim?

That's like, nonsense. That's not the difference between Narrativism and Simulationism a'tall. I'm thrown for a total loop, I'm not sure what to say.

Anybody want to back me up or knock me down?

-Vincent

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On 7/1/2004 at 6:27pm, JamesSterrett wrote:
RE: Caring How it Resolves?

Speaking from the nosebleed section of the peanut gallery....

"That's like, nonsense. That's not the difference between Narrativism and Simulationism a'tall. I'm thrown for a total loop, I'm not sure what to say. "

To ensure that I can follow, could you restate the situation cited such that it better shows how you understand the distinction?

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On 7/1/2004 at 6:50pm, lumpley wrote:
RE: Caring How it Resolves?

Sure thing.

Situation and characters as written.

If the GM's decided that killing the kid is what my character will do, and arranges things so that I have no other setting- and character-consistent choice, that's Force and thus not Narrativism. (Or if any other player does the same, or I do the same to any other player's take on the issue.)

Otherwise, if we stay true to the characters and the setting and I have to choose: shoot him? Let him go? Make bail? Leave him in jail? It's Narrativism. Fit character, moral conflict, escalate escalate escalate, crisis, resolution, address Premise. Story Now.

-Vincent

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On 7/1/2004 at 8:17pm, Silmenume wrote:
RE: Caring How it Resolves?

Hey Vincent

Unless I am way off the make, Force is the act of deprotagonizing a player's thematically significant decision. That the DM creates a really shitty situation where there are only poor choices for the player is just Scene Framing.

As long the DM didn't vacate a decision you as the player have already made, nor removed the opportunity for any decision from within a situation that you would ordinarily have exercised a decision then that is not Force. You always have a choice even if none of them are to your liking.

I could be wrong but I think Force deals more with decisions player make from within a Situation, not the construction of a Situation.

lumpley wrote: shoot him? Let him go? Make bail? Leave him in jail?


Those are all questions a Simulationist would also ask himself - except he would limit/guide his responses according to the character he is exploring and what he would like to say about said character; he would not limit/guide his responses according to the effects they would have on what he would like to say about the premise being explored. Character NOW, not Story NOW.

Aure Entaluva,

Silmenume

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On 7/1/2004 at 8:31pm, lumpley wrote:
RE: Caring How it Resolves?

Jay: Narrativists limit their responses according to who the character is and what they want to say about him too. Narrativists don't consider the theme over the character. If they even consider the theme at all - usually it's just an overriding force in the character's life, like it's going to be for my vigilante guy. I'm not going to think about "tonight on roleplaying: family: is it worth more than justice-or-whatever?" I'm going to think about "damn, the gun got heavy all of a sudden. And my stomach's a frickin' mess."

Playing the character doesn't make it Simulationist play. Playing a character who can make a thematic statement makes it Narrativist.

-Vincent

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On 7/1/2004 at 8:36pm, JamesSterrett wrote:
RE: Caring How it Resolves?

What you're saying is clear, Vincent, but it's missing half of the answer I'm looking for - what's the Simulationist angle?

If playing a character who can make a thematic statement is Narrativist, what's the similar level of definition for Simulationist, and how would a Simulationist approach the situation you described initially?

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On 7/1/2004 at 8:51pm, Kesher wrote:
Re: Caring How it Resolves?

Nathan wrote:
The definition of Nar is that the player does indeed care about the Problematic Issue resolving in a particular way.



This seems problematic in that it implies that the Narr-inclined player always wants the same resolution to the Premise in question; that they have an agenda regarding how the Premise should resolve, at some point, into Theme. This, then, resolves into how some view Sim Exploration of Character. The above doesn't hold true, however, if we add the qualifer "at that particular moment in the game". Correct me if I'm way off, but Premise can be addressed again and again by chars. (in Narr. play) before it's ever Thematized for them.

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On 7/1/2004 at 11:11pm, Paganini wrote:
RE: Re: Caring How it Resolves?

lumpley wrote:
Nathan: Huh? I don't agree with a word of that. I have no idea where that understanding of Simulationism and Narrativism would even come from. It's certainly not supported by the essays or by any of the Narrativist games I know.


Well. I said a couple of different things in that post. The definition of Sim is almost word for word from Ron's essays. So... :)

From the original GNS essay:

"The key to Simulationist play is that imagining the designated features is prioritized over any other aspect of role-playing, most especially over any metagame concerns. The name Simulationism refers to the priority placed on resolving the Explored feature(s) in in-game, internally causal terms."

From the Sim essay:

"Internal Cause is King
Consider Character, Setting, and Situation - and now consider what happens to them, over time. In Simulationist play, cause is the key, the imagined cosmos in action. The way these elements tie together, as well as how they're Colored, are intended to produce "genre" in the general sense of the term, especially since the meaning or point is supposed to emerge without extra attention. It's a tall order: the relationship is supposed to turn out a certain way or set of ways, since what goes on "ought" to go on, based on internal logic instead of intrusive agenda. Since real people decide when to roll, as well as any number of other contextual details, they can take this spec a certain distance. However, the right sort of meaning or point then is expected to emerge from System outcomes, in application."

The idea of causality is basic to Simulationism. This is the agenda for sim of "Creative Agenda" fame. Agenda, as in what the player wants, and is trying to ensure actually is the case. The Sim player's priority is that the Exploration of the SiS be internally consistent, exhibiting logical cause and effect.

Now, for Narrativism:

The part of the Nar essay that talks about Story is quite long. I'm not gonna paste it. But basically, Story is a Series of Events (transcript) that contains a Problematic Human Issue type conflict (premise) that is resolved (theme). Every time you play a game you get a transcript. That transcript *might* be a story. The fact that your transcript is (or is not) a story, says nothing about the CA that produced it. Story can be produced by any of the three.

In order for your story to have been produced by Narrativism, there's the additional requirement of shared authorship. The practical upshot of this is that the players are the ones setting up and resolving the Problematic Human Issues through the actions of their characters. This is what it means "to address premise."

(Of course, it's possible to get some pervy-nar going where the players can use director stance to set up and resolve Problematic Human Issues, in addition to their characters, but that's neither here nor there.)

So, in order for theme to be generated, the players have to actually want the conflict to be resolved. They're out there actively trying to get the conflict to come out, not just sitting back and waiting to see what happens.

I'm doing a lot of this kind of Sim play in Mike's HQ game. My character is chock full of problematic human issues, but I don't care how *any* of them turn out... I know that no matter what happens, the result will be entertaining. When I play my character, I'm constantly asking myself "what would this character do?" I have not yet asked myself "what should I do in order to make sure that this conflict turns out the way I want it to?"


Let's take this:

<snip example>

You're saying that if I, Vincent, want this to play out such that killing this kid is the right thing to do, I'm playing Narrativist, but if I'm curious to find out whether killing the kid is the right thing to do, I'm playing Sim?


Yep. In fact, the player "Being curious to find out what happens" is one of the signs of Sim play in progress. Ron has said this in so many words, either in a thread, or in one of the essays.

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On 7/1/2004 at 11:34pm, Paganini wrote:
RE: Re: Caring How it Resolves?

Kesher wrote:
Nathan wrote:
The definition of Nar is that the player does indeed care about the Problematic Issue resolving in a particular way.



This seems problematic in that it implies that the Narr-inclined player always wants the same resolution to the Premise in question; that they have an agenda regarding how the Premise should resolve, at some point, into Theme. This, then, resolves into how some view Sim Exploration of Character. The above doesn't hold true, however, if we add the qualifer "at that particular moment in the game". Correct me if I'm way off, but Premise can be addressed again and again by chars. (in Narr. play) before it's ever Thematized for them.


Kesher,

If you consider that most of the time "Premise" is a synonym for "conflict," there's no problem. It's true that there are conflicts that aren't premises - random encounters in D&D, for example - but every premise is a conflict of some sort. So, it's not like there has to be some single high and mighty "The Premise" that you spend all of play addressing.

Take Trollbabe, frex. Every time the dice are rolled, you're resolving a conflict. That means each roll has the potential to produce theme. This is why, as much as I hate the trollbabes themselves, I like the game's mechanics. When you actually play trollbabe, there's never a time when you don't care about the outcome of a roll. You're always rooting for the roll to succeed or fail. As a trollbabe player, you almost always have an emotional investment in each conflict coming out a certain way. (This doesn't mean you always want success, either. There was a thread not too long ago about setting your own trollbabe up for failure in order to get the resolution you want.)

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On 7/2/2004 at 12:02am, Paganini wrote:
RE: Caring How it Resolves?

lumpley wrote: Sure thing.
Otherwise, if we stay true to the characters and the setting and I have to choose: shoot him? Let him go? Make bail? Leave him in jail? It's Narrativism. Fit character, moral conflict, escalate escalate escalate, crisis, resolution, address Premise. Story Now.


Nope. :) If you're playing sim, he doesn't have to choose. He shoots child molesters. That's his deal, remember? He kills his nephew, and that's the end of it. Cause: that's his deal. Effect: his nephew is dead. You end up with a transcript full up with a problematic human issue and a thematic resolution. But it's not narrativism.

If you instead actually do make those choices, then you've violated the established parameters of the SiS. You've prioritized resolving the situation in some way that's non-causal. You *may* in fact go ahead and have the guy shoot his nephew. In that case, an outside observer won't be able to distinguish whether the player was in Nar mode or in Sim mode. But, in fact, in this case, he did not shoot his nephew because "it's his deal." He shot his nephew because of your meta-game desires. You wanted it to turn out that way.

There are a whole lot of mechanics out there that were designed with the intent of enforcing this kind of Sim character consistency. Some of them work better than others. A great example of a failed attempt is D&D alignments. :)

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On 7/2/2004 at 1:18am, ADGBoss wrote:
RE: Caring How it Resolves?

Nope. :) If you're playing sim, he doesn't have to choose. He shoots child molesters. That's his deal, remember? He kills his nephew, and that's the end of it. Cause: that's his deal. Effect: his nephew is dead. You end up with a transcript full up with a problematic human issue and a thematic resolution. But it's not narrativism.

If you instead actually do make those choices, then you've violated the established parameters of the SiS. You've prioritized resolving the situation in some way that's non-causal. You *may* in fact go ahead and have the guy shoot his nephew. In that case, an outside observer won't be able to distinguish whether the player was in Nar mode or in Sim mode. But, in fact, in this case, he did not shoot his nephew because "it's his deal." He shot his nephew because of your meta-game desires. You wanted it to turn out that way.



See I have a problem with Sim character as Robot, which I feel the above describes. Its one of the reasons why Alignment is not a very good system. Its impossible to pre-set emotion and reaction to every conceivable situation. Simulationist characters have to be more then a paper mache doll in order to explore anything. Can they not their unknown emotions in the big bad world? I am not talking about specific Premise but about moral quandries that arise during the course of play.

For example. We have hardened soldier 1 and hardened soldier 2. HS1 and HS2 are killing Whatsits for America. They are exploring combat and what it's like to be a soldier, telling civilians to suck it up and be tough as they go. Then HS2 catches a bullet in the skull and dies. So since HS1's player chose this tough guy he shrugs and keeps going. His freind is lying in a pool of blood with his brains all over the place. The Whatsit civies are gonna loot his body. Your telling me this guy does not at least PONDER the emotional impact of that? Explore the fact that he is now alone? Remember he is not asking the question How much is it worth to me to keep doing this, he is exploring the wonderful world of war.

Maybe I am way off base :) or don't get it but hey thats me



Sean

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On 7/2/2004 at 2:28am, Paganini wrote:
RE: Caring How it Resolves?

Sean,

I don't have a problem with what you posted. I don't see any conflict between it and what I said above. Or, basically, what I'm describing is not Sim character as Robot.

The whole thing with Sim is that you don't break with the established parameters. The point is not that HS1 can't care. The point is that if HS1 has previously been stated to be a suck-it-up Ah-nold type who doesn't give a crap about anything, and actually hates HS2s guts, then having him care when HS2 gets whacked would break causality.

Basically, if there's no parameter to contradict, you just make up whatever you want. (This is role-playing after all.) A lot of heavy-duty sim games use the chargen rules to try and front-load characters with a lot of pre-established parameters to "guide play." A lot of lighter sim games take a DiP approach where you make stuff up when you need it. Once made up, that "stuff" is officialized into the SiS, so now you have established parameters that you have to be carefull not to break.

Sim isn't about excluding emotion. (I imagine that "what it's like to be a soldier" would be one of the more emotional subjects to Explore) Remember, you can get Story in Sim play, which means you've got the same kinds of conflicts and resolutions as you do in a Nar game... you're just treating them differently.

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On 7/2/2004 at 2:45am, ADGBoss wrote:
RE: Caring How it Resolves?

Cool, I am down with that as they say :)


Sean

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On 7/2/2004 at 8:41am, Noon wrote:
RE: Caring How it Resolves?

Paganini wrote:
lumpley wrote: Sure thing.
Otherwise, if we stay true to the characters and the setting and I have to choose: shoot him? Let him go? Make bail? Leave him in jail? It's Narrativism. Fit character, moral conflict, escalate escalate escalate, crisis, resolution, address Premise. Story Now.


Nope. :) If you're playing sim, he doesn't have to choose. He shoots child molesters. That's his deal, remember? He kills his nephew, and that's the end of it. Cause: that's his deal. Effect: his nephew is dead. You end up with a transcript full up with a problematic human issue and a thematic resolution. But it's not narrativism.

If you instead actually do make those choices, then you've violated the established parameters of the SiS. You've prioritized resolving the situation in some way that's non-causal. You *may* in fact go ahead and have the guy shoot his nephew. In that case, an outside observer won't be able to distinguish whether the player was in Nar mode or in Sim mode. But, in fact, in this case, he did not shoot his nephew because "it's his deal." He shot his nephew because of your meta-game desires. You wanted it to turn out that way.

There are a whole lot of mechanics out there that were designed with the intent of enforcing this kind of Sim character consistency. Some of them work better than others. A great example of a failed attempt is D&D alignments. :)


Interesting: It sound like your saying sim is where the SIS decides what happens and nar is where you as a player decide

The latter being an interesting game world/real world blur as well, IMO.

While what SIS contains to actually decide something is a lot of foreshadowing/establishment. Reading your right?

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On 7/2/2004 at 9:35am, Marco wrote:
RE: Caring How it Resolves?

That example doesn't work for me (the kid being killed).

If the player feels 'conventionally' then it's sim? If the player feels 'unconventionally' then it's Nar? That doesn't seem right.

I don't think so--I don't remember the exact genesis of the example but I think this is not a real distinction.

The question is "what happens when the player feels 'unconventionally'?"

Is the PC hijacked by the GM? That's railroading, IMO.

Is the PC forced to play out a disad by the game rules in opposition to their wishes? The same group that does that with GURPS can do that with TRoS just as easily (or almost any traditional game system). If the GM sets up a case where a disad will hijack a character's actions in a way that makes the player unhappy that's, IME, dysfunction -- but we can discuss that.

But it looks like the example hinges on the is the "gener thing" (I find out what it's like to be a soldier) as opposed to "I find out what it's like to be a cop with uncontrollable rage issues."

I've never seen a case where genre concerns were held over someone's head above real intense emotion and everyone was okay with it.

I think this definition makes Sim play essentially dysfunctional since there's nothing to stop Nar play from being "in genre" unless the player decides to break it.

-Marco

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On 7/2/2004 at 12:26pm, TonyLB wrote:
RE: Caring How it Resolves?

Marco, I like the general question of what to do when a player believes their character would behave unconventionally. Nice way to phrase it!

But I don't know that the question is "Can you do so?" Let's assume that everyone is cool with you doing so. The question becomes (IMHO) "What do you need to do to justify it?"

Sim treasures cause and effect. So to justify such an effect, you need to introduce a cause into the game-world that creates it. Cause predating effect, this means that you need to do some work before the decision itself (or some really quick and effective soul-searching). Then everyone agrees that the decision was made respecting character integrity.

Nar doesn't have the same focus. But Nar treasures the Premise-as-addressed. So I think that if you choose to make an unconventional decision then you've added a wrinkle to the characters take on theme, showing that this particular situation was (to him) different than the others in the past. To justify that you must do a lot of work after the decision itself, to explore and further address the question of what makes that situation different.

This is what Narr folks mean when they say they don't care how a decision works out. It doesn't have to grow from the current situation, it has to plant seeds for the future.

If this makes sense to anyone (a big if), then I think I see more clearly how people could believe that Nar doesn't value character integrity: Nar players put in the same amount of work, but they do it at different times. A Sim player isn't going to even look at what happens after the event... if the decision isn't justified by what went before then it isn't justified for the Sim CA.

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On 7/2/2004 at 1:48pm, Marco wrote:
RE: Caring How it Resolves?

Tony,

I agree with much of what you said but I think that the idea that the Sim player doesn't look at what happens after the event is seriously mistaken. Even if this *could* be the case I can't imagine when it *would* be (who takes actions without caring about the outcome? If both modes can play "in character" then both Sim and Nar players will be caring about the outcome equally.)

I think that the stated Sim priorities are very poorly imagined under GNS. I don't know any players who are happy with their characters being hijacked. The idea of "not caring about addressing premise" boils down to "not having any emotional involvement in the issues of play" or "having emotional involvement but not acting in accordance with that."

The first is just low intensity play (that gives credence to the Beeg Horseshoe Theory, IMO). The second sounds dysfunctional no matter how I look at it (Sim == railroading/cowardice).

-Marco

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On 7/2/2004 at 2:12pm, pete_darby wrote:
RE: Caring How it Resolves?

Just from my PoV, the difference relies on what matters utmost to the player at the point of decision: Sim, the meat is getting the decision that the character would make, and good plot development arising from it is gravy. Nar, getting to the decision point, and the reprecussions of the decision whatever they are, are the meat, and justifying it through internal cause is gravy.

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On 7/2/2004 at 2:15pm, contracycle wrote:
RE: Caring How it Resolves?

Marco wrote: I don't know any players who are happy with their characters being hijacked.


Alright; I've given a couple of examples of situations in which I, in my GM capacity and with the power mandated by the social contract, have unashamedly hijacked characters in the "how to introduce" thread here: http://indie-rpgs.com/viewtopic.php?t=11583&postdays=0&postorder=asc&start=30. Would you like to comment on those?

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On 7/2/2004 at 2:20pm, Marco wrote:
RE: Caring How it Resolves?

pete_darby wrote: Just from my PoV, the difference relies on what matters utmost to the player at the point of decision: Sim, the meat is getting the decision that the character would make, and good plot development arising from it is gravy. Nar, getting to the decision point, and the reprecussions of the decision whatever they are, are the meat, and justifying it through internal cause is gravy.


That's what we're told, yes (I have massive reservations about the assumptions that go into that).

A player deciding an action should be taken because "this is a really good plot development" isn't, IMO, someone who's playing in a Virtuality. If we're told that the goals of Virtuality play are not antithetical to Nar then it's not a CA issue.

If the goals of Virtuality *are* antithetical to Nar then I think I logically conclude there is a trade-off between character/immersion and story.

-Marco

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On 7/2/2004 at 2:33pm, Marco wrote:
RE: Caring How it Resolves?

contracycle wrote:
Marco wrote: I don't know any players who are happy with their characters being hijacked.


Alright; I've given a couple of examples of situations in which I, in my GM capacity and with the power mandated by the social contract, have unashamedly hijacked characters in the "how to introduce" thread here: http://indie-rpgs.com/viewtopic.php?t=11583&postdays=0&postorder=asc&start=30. Would you like to comment on those?


Sure. I'd seen them.

1. TRoS, a game that is considered Nar or Nar/Sim hybrid (as opposed to Nar-Sim Incohernet) contains all sorts of character hijacks. I am told that if those are used in situaions where the player has strong feelings then it is a Violation of Social Contract.

Having read the book, that's not in there in any kind of explicit or (IMO) implicit fashion--but I agree with it: Interfering with play where the players have strong emotional involvement against their will and saying "the game lets me do it" is dysfunctional, IMO. I've never seen it otherwise.

This is key.

2. Your examples are not IMO anti-Nar or pro-Sim IMO if we assume they don't revolve around areas where the character has heavy emotional involvement. I can't see a Sorceror play bitching about losing several hours of his life after an abduction unless, you know, you had him kill everyone he loved. I can't see a GURPS player having a bitch either save under the same circumstance.

What this means is this: either Sim play has:
1. No strong feelings associated with it --or--
2. It does and these don't violate them in any way (i.e. contextually the character is fine with killing some nobody he's guarding but is really interested in his affair with the female cyborg so the hijack isn't around an existing area of emotional involvement: it's color) --or--
3. It violates these feelings, the player is unhappy (presumably) but takes it because the player is a coward (or some such).

As I said, I think this argues for the Beeg Horseshoe theory.

-Marco

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On 7/2/2004 at 2:38pm, Paganini wrote:
RE: Caring How it Resolves?

Noon wrote: Interesting: It sound like your saying sim is where the SIS decides what happens and nar is where you as a player decide


Nonononono! AIEEEEEE! :)

The SiS can't ever decide what happens. Only the players can do that... that's what System *is.* That's the Lumpley Principle (which is why I'm surprised Vince and I are having any kind of disagreement at all). The SiS is sort of like computer RAM. It's not a real place.Things only sort of exist there, because real people imagine that they do.

Sim is when there are social contract constraints - either in the form of rules, or just from agreement to be "realistic," or whatever - to make "the stuff that gets imagined into the SiS" internally consistent.

In fact, Marco is very close to being right on the money, even though he doesn't want to be, with his comments about how the player feels.

Marco, every post you've made in like the last 3 days is getting hung up on Force. Now, I agree with you that the GM making a player do something with the player's own character that the player doesn't want to do is a Bad Thing. But that doesn't have anything to do with this thread.

The decision to not contradict established SiS reference points happens at the Social Contract level, just like always. Social Contract is the all-encompassing box.

So, if the GM wants causality while the player wants a resolution that conflicts with causality, you've got a Social Contract breakdown. Plain old disfunction. This is not a new story. This is like the whole point of GNS from way back when.

This:

Marco wrote: there's nothing to stop Nar play from being "in genre" unless the player decides to break it.


Absolutely correct! You *can't tell* by looking at a transcript whether the play was Narrativist or Sim. Nar play can be "in genre" unless the player decides to break it. More importantly, Nar play can appear to be causal unless the player decides to break causality. This is why "instances of play" are really big. This is why Mike keeps saying "all three Creative Agendas are always on." They only conflict when they conflict.

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On 7/2/2004 at 2:42pm, Paganini wrote:
RE: Caring How it Resolves?

OK, big letters.

This is not a thread about Force and Railroading.

Marco, Gareth, every thread you guys have posted to over the last couple of days has been majorly hijacked in this direction. Please don't do it to this thread. Posts about Gareth's TROS game belong in Actual Play.

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On 7/2/2004 at 2:47pm, contracycle wrote:
RE: Caring How it Resolves?

Marco wrote: Interfering with play where the players have strong emotional involvement against their will and saying "the game lets me do it" is dysfunctional, IMO. I've never seen it otherwise.


Well then, I am directly reporting to you that I have seen it done with my own eyes, and that I have done it, and that I knew I was doing it when I did it, AND THAT the players were perfectly happy with it.

Because those events reinforced The Dream, and so despite the fact that they lost control, it met their goals.

So I'm not going to respond to the TROS discussion; thats only a discussion of a text, not an actual instance of play. I have provided some examples of actual instances of play, and will be happy to expand on them if you have any questions about the details.


2. Your examples are not IMO anti-Nar or pro-Sim IMO if we assume they don't revolve around areas where the character has heavy emotional involvement.


Well my examples are not pro or anti anything, they are just examples.

I certainly feel that I was empowered to do these things through the sim contract to enforce and reinforce The Dream. My players, apparently, agree with me. These events were major changes in direction for the characters; why do you assume that they were not emotionally significant?


What this means is this: either Sim play has:
1. No strong feelings associated with it --or--
2. It does and these don't violate them in any way (i.e. contextually the character is fine with killing some nobody he's guarding but is really interested in his affair with the female cyborg so the hijack isn't around an existing area of emotional involvement: it's color) --or--
3. It violates these feelings, the player is unhappy (presumably) but takes it because the player is a coward (or some such).


I cannot see why these are the only options. The fourth option is:
4. They did have strong feelings about it, but this sort of imposition by the world on them is exactly what they wanted to get out of the game in first place; its part of what makes the SIS "real" to them.

I would go so far as to say that doing this well can make for a very powerful and engaging experience.

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On 7/2/2004 at 2:48pm, Marco wrote:
RE: Caring How it Resolves?

Paganini wrote:
Noon wrote:

In fact, Marco is very close to being right on the money, even though he doesn't want to be, with his comments about how the player feels.


Patronizing, bro. Try not to.

-Marco

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On 7/2/2004 at 2:49pm, contracycle wrote:
RE: Caring How it Resolves?

Point taken. Marco, at nthis point, I would suggest creating a thread articulating you precise concerns again, from the top.

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On 7/2/2004 at 3:01pm, pete_darby wrote:
RE: Caring How it Resolves?

Marco wrote:

A player deciding an action should be taken because "this is a really good plot development" isn't, IMO, someone who's playing in a Virtuality. If we're told that the goals of Virtuality play are not antithetical to Nar then it's not a CA issue.

If the goals of Virtuality *are* antithetical to Nar then I think I logically conclude there is a trade-off between character/immersion and story.

-Marco


Errm, that's not what I'm saying at all; you can, quite happily, in a virtuality, still manipulate events to a crisis of premise entirely through diagetic, in character actions, as "immersed" as if the action is being driven through pure internal cause.

IN Nar play, the story pretty much has to arise through the interaction of characters with situation, so how that forms a dichotomy between character & story is beyond me.

For me, the whole of this thread has been built on misconceptions of both nar and sim: a nar player wouldn't "break character to address premise", as the actions of the character within a premise rich situation are the method of address of premise. In fact, most Nar players will instinctively build premise rich characters as well as involving them in premise rich situations. The whole idea that somehow character integrity would be thrown away to "address premise" or "advance story" seems nonsensical, as the story, and indeed the address of premise are through this guy in this situation, and changing the guy to get a better address is missing one of the hallmarks of nar play (story now, implying the story we are playing now, not necessrily the story you intended to tell now).

Similarly, there's been the idea that the satisfaction of sim play relies on making the present decision arise correctly from the established facts of play: which is only half right. To my mind, the sanctity of internal cause in sim is only just another part of the bedrock of exploration which fuels the engine of sim, which to my mind is curiosity. Which can of course be expressed through the question "well, what happens now?" In order to be satisfying, it must be consistent with internal cause established in the SiS, but that's just the mechanism. Sim exploration of situation is, in some respects, a great deal wider than Nar, as nar limits itself to questions relating to the human condition expressed through situation, where sim situation play is interested in any situation, valuing it for itself.

To my mind, sim play can certainly have very strong feelings associated with it, but the driving force is curiosity, what happens next, how does that work, why is he doing that, with no drive to make it necessarily "issue relevant" as long as the SiS is made broader and fuller.

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On 7/2/2004 at 3:02pm, lumpley wrote:
RE: Caring How it Resolves?

Sounds to me like you're all forgetting the Instance of Play. CA is invisible at the single decision level. It's only as you see what the players actually do over time - do they address Premise, consistently and reliably? Do they maintain causality but no sign of Premise addressage, consistently and reliably? - that you can tell what matters to them.

At every individual moment of decision, you'll have your character do something your character would causally do. It's only over a whole instance of play - did addressing Premise arise from your individual causal decisions, or didn't it? - that you can tell CA.

What a player has uppermost in his or her mind at the moment of an individual decision is inaccessible to everybody, probably including the very player him- or herself. We can't depend CA on it.

edit: Crossposted with Pete, and I'm sorry for saying "you're all." Of course you're not all forgetting the Instance of Play. I gotta chill.

-Vincent

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On 7/2/2004 at 3:45pm, JamesSterrett wrote:
RE: Caring How it Resolves?

Pete and Vincent - those are very helpful posts, at least for my understanding, especially when combined. Thank you.

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On 7/2/2004 at 3:57pm, Paganini wrote:
RE: Caring How it Resolves?

Marco wrote:
Paganini wrote:
Noon wrote:

In fact, Marco is very close to being right on the money, even though he doesn't want to be, with his comments about how the player feels.


Patronizing, bro. Try not to.

-Marco


Oh boy, I feel a strong urge to reply in kind, but in the interests of the Forge spirit I will refrain.

I wasn't being patronizing. I expressed simple fact. Your phrasing made it clear that this quotation is meant as a rhetorical example of something patently false, when in fact, in spite of your intent, it is right on the money:

Marco wrote: If the player feels 'conventionally' then it's sim? If the player feels 'unconventionally' then it's Nar? That doesn't seem right.


Whether it seems right to you or not, it is in fact correct. Ron has stated countless times, both in threads and in the essays, is that *player intent* is the fundamental defining factor. At this level, it doesn't matter what the outside observer sees. At this level, all that matters is what the player prioritizes.

If there's no conflict of CA, the outside observer can't tell what the player is prioritizing. I repeat from my previous post... that's why Instances of Play are LOOOONG. You have to wait until there actually is a conflict to see what the player prioritizes.

Edit: I just want to add that I'm kind of disappointed that, out of what I feel to be a pretty substansive post covering the main points in this thread, the only thing Marco found to take away was one sentence that made him feel patronized. I'm not here to antagonize anyone. I'm here to correct misconceptions in an academic discussion... and that includes my own if it turns out I'm wrong. Vince and I are both long time posters and readers of the Forge, and after a large amount of mutually productive discussions over some years, one of us is pretty seriously confused about this issue. I freely admit that it might be me. But Marco, your posts are not helping to clarify anything, or address any pertinent points. You're only making things more confused and foggy.

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On 7/2/2004 at 4:46pm, lumpley wrote:
RE: Caring How it Resolves?

Nathan, I don't think that's why Instances of Play are so long. They're long because it takes time to fulfill (or conclusively fail to fulfill) a Creative Agenda. It takes many, many character actions to address a Premise.

Here's from the glossary:

the Provisional Glossary wrote: Instance of Play
Sufficient time spent on role-playing necessary to identify all features of System in operation. According to the Big Model, once these features are identified and evaluated in terms of a given group's Social Contract, then Creative Agenda (or its absence) may also be identified. In practice, an Instance of play is rarely shorter than a full session, and may be much longer.

Does "identify all features of System in operation" imply "identify places where in-game causality and thematic meaning are incompatible"? I don't think so, but then I guess I wouldn't.

Here's from GNS and Other Matters:
GNS and Other Matters of Roleplaying Theory wrote: In the course of Narrativist or Gamist play, moments of attention to plausibility that contribute to the main goal are not Simulationism. The primary and not to be compromised goal is what it is for a given instance of play. The actual time or activity of an "instance" is necessarily left ambiguous.

Taken together, I think Ron's saying what I'm saying: it's not that most of the time you can't tell the difference between a "Narrativist decision" and a "Simulationist decision"; instead, there's no such thing as a "Narrativist decision" or a "Simulationist decision." Narrativist and Simulationist apply to many, many decisions taken as a whole - an Instance of Play - not taken as a pie chart.

Your individual decisions have to be fully causal, because otherwise your fellow players tell you to stop screwing around and play your character, play the world. Your CA depends on what those decisions amount to.

-Vincent

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On 7/2/2004 at 5:59pm, Paganini wrote:
RE: Caring How it Resolves?

lumpley wrote:
Does "identify all features of System in operation" imply "identify places where in-game causality and thematic meaning are incompatible"? I don't think so, but then I guess I wouldn't.


I think it does mean identifying places where in-game causality and thematic meaning are incompatible. But, I also think it means more than that, because an Instance of Play isn't just for identifying the Nar / Sim split, but also for identifying all the other relationships between Creative Agendas.


Taken together, I think Ron's saying what I'm saying: it's not that most of the time you can't tell the difference between a "Narrativist decision" and a "Simulationist decision"; instead, there's no such thing as a "Narrativist decision" or a "Simulationist decision." Narrativist and Simulationist apply to many, many decisions taken as a whole - an Instance of Play - not taken as a pie chart.


I agree with this; this is just another way of saying that all three modes are always on - you can't see which one the player prioritizes unless they conflict.

I don't see that this is a problem with my description of Nar and Sim in play. My points aren't really concerned with all the times that the CAs exist in harmony; they're concerned with the times when there's conflict. It seems to me that you're saying that Nar and Sim will never conflict in the context of Character. I'm saying that, yeah, maybe they get along fine most of the time, but there will be times when they don't.

When they don't, an external observer can't tell which mode the player is prioritizing, because the player's actions support both CA's equally well. It doesn't *appear* that the player is really prioritizing anything.

I believe there was a thread a while ago where the idea was put forth that most people aren't actually concsiously aware of what they're prioritizing during most of play. You could even say that the player can't prioritize a CA *until* there's some kind of CA conflict. He just does what seems cool.

But I believe that those conflicts *will* happen eventually, contrary to your original post. There will at some point be a situation where you might want to address premise in a certain way, when doing so would contradict previously established parameters about "what your character would do."

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On 7/2/2004 at 6:08pm, lumpley wrote:
RE: Caring How it Resolves?

Nathan,

You wrote: There will at some point be a situation where you might want to address premise in a certain way, when doing so would contradict previously established parameters about "what your character would do."

How can that be, if addressing Premise means playing a moral conflict out to its conclusion? Egri's very clear about this: if you have your character do something implausible, you've ruined your conflict and thus your Premise. This matches my experience.

When they [a player's CAs] don't [conflict], an external observer can't tell which mode the player is prioritizing, because the player's actions support both CA's equally well. It doesn't *appear* that the player is really prioritizing anything.

But that's definitely not true, because we can look back over the Instance of Play from the end of it and say, "dang, girl. You kicked that Premise's ass."

Playing Narrativist isn't visible only when you break causality. It's visible whenever you successfully address Premise.

edit:
the Provisional Glossary wrote: Premise (adapted from Egri)
A generalizable, problematic aspect of human interactions. Early in the process of creating or experiencing a story, a Premise is best understood as a proposition or perhaps an ideological challenge to the world represented by the protagonist's passions. Later in the process, resolving the conflicts of the story transforms Premise into a theme - a judgmental statement about how to act, behave, or believe. In role-playing, "protagonist" typically indicates a character mainly controlled by one person. A defining feature of Story Now.
emphasis mine

Addressing the Premise means resolving the conflicts. Narrativism is visible when the conflicts resolve - does the resolution of the conflicts make a judgemental statement about how to be? - not when it's incompatible with Sim.

-Vincent

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On 7/2/2004 at 7:45pm, C. Edwards wrote:
RE: Caring How it Resolves?

Hey Vincent,

You have to set the pins up in order to knock them down. Narrativist play requires you to be addressing a Premise from the get go or else there isn't going to be any Nar relevant conflict to resolve. I think Narrativism is visible in the set-up as well as the resolution.

Implausibility and the breaking of causality tend to be very subjective. Take your The Fugitive example for instance. It didn't break causality for me. Jones' character seemed to be dealing with a conflict between strict adherence to duty and his personal feelings. He had already told Ford's character that he would shoot him in a previous scene. I think your example scene was just indicitive of the ongoing internal struggle of Jones' character.

I'm not saying that Nar play is going to jump out and slap you in the face during those set-up stages, it might or it might not. I'm also not saying that The Big Model says that you can see Nar play in the set-up stages. But from my own experience, and that of others, I say it's there and it's visible.

Let's not forget the author/audience split either, and the difference in perceptions between those two during play.

-Chris

*edit: to fix a stupid tyope

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On 7/2/2004 at 7:55pm, lumpley wrote:
RE: Caring How it Resolves?

Chris: Absolutely. Setup is the promise, resolution is its fulfillment. At setup you might be able to say, "ooh, I can't wait to take this Premise on." Then in the middle of an Instance you might be able to say, "if this keeps up, we're gonna rule this Premise."

(Breaking character is one of the things that can make "if this keeps up" turn out false.)

-Vincent

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On 7/2/2004 at 8:05pm, Doctor Xero wrote:
RE: Re: Caring How it Resolves?

in one post Paganini wrote: My character is chock full of problematic human issues, but I don't care how *any* of them turn out... I know that no matter what happens, the result will be entertaining. When I play my character, I'm constantly asking myself "what would this character do?" I have not yet asked myself "what should I do in order to make sure that this conflict turns out the way I want it to?"

Noon wrote: Interesting: It sound like your saying sim is where the SIS decides what happens and nar is where you as a player decide

in a later post Paganini wrote: You *may* in fact go ahead and have the guy shoot his nephew. In that case, an outside observer won't be able to distinguish whether the player was in Nar mode or in Sim mode. But, in fact, in this case, he did not shoot his nephew because "it's his deal." He shot his nephew because of your meta-game desires. You wanted it to turn out that way.

Now wait a minute!

It seems that, by your definitions and interpretations, the primary difference between simulationist play and narrativist play is whether one focuses on believable characterization with sustained "belief" in the secondary world of the campaign (sim play) or on player doing what he or she wants regardless of believable characterization (nar play) -- is that what you intend to put across?

If narrativism means I alone am in control of the scenario, rather than playing out what happens as a result of interaction between my interpretation of my character, the setting, the NPCs, the in-game metaphysics (e.g. theme),

so that nothing happens except what I want to happen when I want it to happen, needing no justification beyond embodying the moral of the story I've already determined in response to a quandary and setting which have no function except to give me an excuse to show off the moral I've decided upon, nothing new to explore/discover/learn,

why am I wasting my time roleplaying narrativism with other human beings when I could put the same creative energy to more permanent and less exhibitionist use at home, by myself, in front of my computer writing a short story in which I have just as much control and no greater need for other people than I do in this interpretation of narrativist play?

I'm not certain I agree with your interpretation of nar play.

I hope I've misinterpretted you (or at least your emphasis), so feel free to correction me with clarification.

TonyLB wrote: If this makes sense to anyone (a big if), then I think I see more clearly how people could believe that Nar doesn't value character integrity: Nar players put in the same amount of work, but they do it at different times. A Sim player isn't going to even look at what happens after the event... if the decision isn't justified by what went before then it isn't justified for the Sim CA.

Interesting -- would you be willing to expand upon this apropos both this thread and the seemingly inevitable n-not-s tropes we keep falling into?

pete_darby wrote: To my mind, sim play can certainly have very strong feelings associated with it, but the driving force is curiosity, what happens next, how does that work, why is he doing that, with no drive to make it necessarily "issue relevant" as long as the SiS is made broader and fuller.

Yes! Still . . . Simulationist curiosity seems to be "oooh, what is that?" whereas Narrativist curiosity seems to be "whoa, what would I do then?" (I hope it isn't "whoa, what moral can I preach through the mutable SIS?"!), and Gamist curiosity seems to be, "hmmm, how might I surmount this difficulty and be the best?"

C. Edwards wrote: You have to set the pins up in order to knock them down. Narrativist play requires you to be addressing a Premise from the get go or else there isn't going to be any Nar relevant conflict to resolve. I think Narrativism is visible in the set-up as well as the resolution.

True. However, I've seen many a Sim game which also has built into it the challenge from the start. While World of Darkness's Vampire became a Gamist war game, it started out with possibilities for Narrativist questioning of how to deal with a hunger which borders on rape/murder as well as Simulationist exploration of what it would be like to a member of a vampire species as envisioned in the Anne Rice novels.

Doctor Xero

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On 7/2/2004 at 8:48pm, Paganini wrote:
RE: Caring How it Resolves?

lumpley wrote:
There will at some point be a situation where you might want to address premise in a certain way, when doing so would contradict previously established parameters about "what your character would do."

How can that be, if addressing Premise means playing a moral conflict out to its conclusion? Egri's very clear about this: if you have your character do something implausible, you've ruined your conflict and thus your Premise. This matches my experience.


Because, the resolution that the player wants may not always be the one that game causality demands. Maybe it's true that you, Vincent, never have a conflict between what you want to happen, and what makes sense. That's cool. But there have been times when I think "boy, it would be cool if *this* happens, but it doesn't make sense with what we already know." But then I go ahead and have whatever it was happen anyway.

The other night in Mike's HQ game I came to an internal decision point about whether my character (a shamanic priestess type) would abandon her clan and everything she's been working for to go off with this guy she has a crush on. It's been established through the system that her crush on this guy is stronger than her desire to save her clan, stronger than her desire for power, stronger than her hatred for another NPC who she might be able to whack if she stays around (seeing as how my character just summoned up some kind of super toad demon from the river). I played it causally. I had her ask the guy to take her with him.

I *could* have not done that though. I, the player, could have decided that it would be cooler if she stayed behind and stuck out the coming disaster with her clan. I could have decided that her desire for revenge won out. I could have decided that her crush on a *different* guy made her stay behind. If I had done that, then I would have been going against previously established parameters (her crush on Marek is more powerful than anything else) to get the result that I wanted as a player. HQ is especially designed to allow and encourage these sorts of decisions. But I didn't use my freedome to depart from causality, because through the whole game I've been playing like this, and it's very entertaining to see what sort of consequences come out of "what my totally screwed-up character would do."

When they [a player's CAs] don't [conflict], an external observer can't tell which mode the player is prioritizing, because the player's actions support both CA's equally well. It doesn't *appear* that the player is really prioritizing anything.

But that's definitely not true, because we can look back over the Instance of Play from the end of it and say, "dang, girl. You kicked that Premise's ass."

Playing Narrativist isn't visible only when you break causality. It's visible whenever you successfully address Premise.


I must respond with a "how can that be?" of my own. The whole point of the "story" section of the Nar essay was that you can't identify Nar play by looking at a transcript. Your game can address premise without you using the Narrativist CA at all. "Address premise" just means "to imagine in such a way that a problematic human issue is resolved." That can happen with *any* of the three Creative Agendas.

It might be true that the Premise was totally kicked... but your girl could have done so without ever once thinking "how do I want this to turn out?" She could have spent the whole time thinking "what would my character do next?" This is *exactly* describes the way I played in Mike's HQ game. It's not Narrativist.

After the end of a game session, if Premise was Addressed, well, Premise was Addressed. That doesn't mean you were playing Nar. The result is not the important thing; it's what the real people were doing to *get* the result.

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On 7/2/2004 at 8:51pm, C. Edwards wrote:
RE: Caring How it Resolves?

Hey Doc,

Doctor Xero wrote: True. However, I've seen many a Sim game which also has built into it the challenge from the start. While World of Darkness's Vampire became a Gamist war game, it started out with possibilities for Narrativist questioning of how to deal with a hunger which borders on rape/murder as well as Simulationist exploration of what it would be like to a member of a vampire species as envisioned in the Anne Rice novels.


I'm specifically talking about "what the players do during play". Whatever issues may be front-loaded, be they in the setting or on the character sheet or anyplace else, are completely seperate from the act of play. Doesn't matter how much "fuel" you have to find/build/whatever a Nar Premise if you don't do the right things with it during play.

-Chris

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On 7/2/2004 at 9:02pm, Paganini wrote:
RE: Re: Caring How it Resolves?

Doc,

Your post is kind of hard to parse, so I'm not sure I understand what you're getting at. Your question about "why do we do it with other people" pretty much applies to all the Creative Agendas, though. I think it's a bit of a red herring. We don't need other people to imagine things; we can do it on our own. I would suggest that even the desires that produce Gamist behavior can be satisfied via solo books, computer games, and so on. (There are elements of Gamism that are inherently social, though, so I'm not entirely sure about this. It's not the main point, anyway.)

Why don't I just go write stories instead of play nar games with my freinds? Well, for me personally, writing stories is a lot of work. I like to pool my creativeness with that of my freinds. Plus, it's a fun time to hang around with them as we engage in an activity that we all enjoy. Sure, we could all hole up and write our own stories, and I suppose that would be fulfilling in its own way.

But also, you seem to be implying that the premise and theme are hardwired ahead of time. That's not how it is. The distinction I was making is that, in a Sim game, Premise may be addressed incidentally, through the maintainance of causality. In a Nar game, the players address Premise in the way that they want it to be addressed, even if causality falls by the way side.

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On 7/2/2004 at 9:13pm, lumpley wrote:
RE: Caring How it Resolves?

Nathan: That's not what the "Story" section's about. Read the "Story Now" section that immediately follows it. Together, the two sections say that you can't tell whether it was Narrativism by looking at the transcript, you have to know who authored it.

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

* Establishing the issue's Explorative expressions in the game-world, "fixing" them into imaginary place.

* Developing the issue as a source of continued conflict, perhaps changing any number of things about it, such as which side is being taken by a given character, or providing more depth to why the antagonistic side of the issue exists at all.

* Resolving the issue through the decisions of the players of the protagonists, as well as various features and constraints of the circumstances.

Can it really be that easy? Yes, Narrativism is that easy. The Now refers to the people, during actual play, focusing their imagination to create those emotional moments of decision-making and action, and paying attention to one another as they do it. To do that, they relate to "the story" very much as authors do for novels, as playwrights do for plays, and screenwriters do for film at the creative moment or moments.


"Resolving the issue through the decisions of the players of the protagonists, as well as various features and constraints of the circumstances" sure doesn't say "violating character integrity" to me.

You wrote: It might be true that the Premise was totally kicked... but your girl could have done so without ever once thinking "how do I want this to turn out?" She could have spent the whole time thinking "what would my character do next?" This is *exactly* describes the way I played in Mike's HQ game. It's not Narrativist.

Are you, um, sure?

edit: From the "Shit! I'm Playing Narrativist" section in the Sim essay:
Simulationism: the Right to Dream wrote: Therefore, when you-as-player get proactive about an emotional thematic issue, poof, you're out of Sim. Whereas enjoying the in-game system activity of a thematic issue is perfectly do-able in Sim, without that proactivity being necessary.

Deciding to follow through on your character's crush wasn't proactive? Wasn't an emotional thematic issue? The System made you do it?

-Vincent

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On 7/2/2004 at 9:13pm, Matt Snyder wrote:
RE: Caring How it Resolves?

It might be true that the Premise was totally kicked... but your girl could have done so without ever once thinking "how do I want this to turn out?" She could have spent the whole time thinking "what would my character do next?" This is *exactly* describes the way I played in Mike's HQ game. It's not Narrativist.


Narrativism does not require you to think "how do I want this to turn out." It may involve you, the player, thinking "what would my character do next" and still be Narrativism. This is Vincent's entire point in his recent rant, I believe. Do you agree?

After the end of a game session, if Premise was Addressed, well, Premise was Addressed. That doesn't mean you were playing Nar.


Um, it doesn't? You've totally lost me here. I believe that is the definition of Narrativism. It's like saying "After a game, if people Stepped on Up, well that's what they did. It doesn't mean it was Gamism." Say what?!?

Or do you mean that, yeah, players addressed premise, but they did other stuff more so, hence it wasn't Narrativism, but likely some other mode?

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On 7/2/2004 at 9:19pm, Doctor Xero wrote:
RE: Caring How it Resolves?

C. Edwards wrote: Hey Doc,

Doctor Xero wrote: True. However, I've seen many a Sim game which also has built into it the challenge from the start. While World of Darkness's Vampire became a Gamist war game, it started out with possibilities for Narrativist questioning of how to deal with a hunger which borders on rape/murder as well as Simulationist exploration of what it would be like to a member of a vampire species as envisioned in the Anne Rice novels.


I'm specifically talking about "what the players do during play". Whatever issues may be front-loaded, be they in the setting or on the character sheet or anyplace else, are completely seperate from the act of play. Doesn't matter how much "fuel" you have to find/build/whatever a Nar Premise if you don't do the right things with it during play.

-Chris

I suspect that many a campaign begins with such opportunities which allow the players through their characters to decide what to focus on.

Some gaming groups will happily confront issues about slavery (probably but not necessarily a Nar response).

Some gaming groups will ignore such issues or wait to see whether confronting such issues fits the genre and mood they want (probably but not necessarily a Sim response).

Some gaming groups will look at such issues almost exclusively in terms of resources and tools for their competition with each other, with the game master, and/or with the system (probably but not necessarily a Gam response).

Doctor Xero

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On 7/2/2004 at 9:29pm, Doctor Xero wrote:
RE: Re: Caring How it Resolves?

Paganini wrote: Your question about "why do we do it with other people" pretty much applies to all the Creative Agendas, though. I think it's a bit of a red herring.

Not true.

In Simulationist play, I need other players with whom to interact most of the time, for the same reasons that there are very few improvisational monologue troupes.

Paganini wrote: In a Nar game, the players address Premise in the way that they want it to be addressed, even if causality falls by the way side.

If my focus is on acting out exploring and interacting with what I encounter, well, I can't encounter anything I don't already know without other players (including game master), and neither books nor films nor computer game "intelligences" do much of a job of interaction.

However, if my focus is on acting out only what I already know and if I have already decided exactly what I will encounter and exactly how things will turn out, and if I have already decided exactly how all my interactions will go, well, what do I need the other players for? In fact, they shouldn't be there at all since their presence means they might somehow disrupt my absolute control over everything my player character persona encounters and over every consequence or happening or interaction experienced by my player character persona.

Now, personally, I don't think that fits Narrativist play, but it does fit narrativism as you have described it.

Personally, I prefer the examples of G, N, and S presented in http://www.indie-rpgs.com/viewtopic.php?t=11694

Doctor Xero

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On 7/2/2004 at 11:34pm, Paganini wrote:
RE: Caring How it Resolves?

lumpley wrote:
"Resolving the issue through the decisions of the players of the protagonists, as well as various features and constraints of the circumstances" sure doesn't say "violating character integrity" to me.


I'm a little confused by this. I'm not saying that in order to get Narrativism you *always* have to violate character integrity, which is what it sounds like you're arguing against.


It might be true that the Premise was totally kicked... but your girl could have done so without ever once thinking "how do I want this to turn out?" She could have spent the whole time thinking "what would my character do next?" This is *exactly* describes the way I played in Mike's HQ game. It's not Narrativist.

Are you, um, sure?


Well, yeah, pretty sure. :)

edit: From the "Shit! I'm Playing Narrativist" section in the Sim essay:
Simulationism: the Right to Dream wrote: Therefore, when you-as-player get proactive about an emotional thematic issue, poof, you're out of Sim. Whereas enjoying the in-game system activity of a thematic issue is perfectly do-able in Sim, without that proactivity being necessary.

Deciding to follow through on your character's crush wasn't proactive? Wasn't an emotional thematic issue? The System made you do it?


We're reading the same sections of the material, and getting opposite ideas. Fun! See, I was just going to point to this exact same stuff. To me, "getting proactive about an emotional thematic issue" means exactly what I described earlier. Rather than just sit back and see what happens, you take an active hand making it come out the way you want it to come out.

Matt wrote:
Narrativism does not require you to think "how do I want this to turn out." It may involve you, the player, thinking "what would my character do next" and still be Narrativism. This is Vincent's entire point in his recent rant, I believe. Do you agree?


No, absolutely not. That was the whole point of this thread. :)

Matt wrote:
I wrote:
After the end of a game session, if Premise was Addressed, well, Premise was Addressed. That doesn't mean you were playing Nar.


Um, it doesn't? You've totally lost me here. I believe that is the definition of Narrativism. It's like saying "After a game, if people Stepped on Up, well that's what they did. It doesn't mean it was Gamism." Say what?!?


Sloppy terminology on my part. The definition of Story from the Nar essay is basically is basically that of "a sequence of events in which a problematic human issue (Premise) is set up and resolved."

Nar Essay wrote:
All role-playing necessarily produces a sequence of imaginary events. Go ahead and role-play, and write down what happened to the characters, where they went, and what they did. I'll call that event-summary the "transcript." But some transcripts have, as Pooh might put it, a "little something," specifically a theme: a judgmental point, perceivable as a certain charge they generate for the listener or reader. If a transcript has one (or rather, if it does that), I'll call it a story.


That "little something," that "theme," "judgemental point," etc. is Premise and its resolution. Any of the three Creative Agendas can contain Premise and resolution. For there to be Narrativism, the players must be Addressing the premise. "To Address the premise" means that the players are personally involved in setting up and resolving the conflict situation. They don't just sit back and let things unfold. They have an agenda that they try to fulfill.

All I'm saying is, sometimes to get what you want in terms of premise and theme, you have to contradict some pre-established parameter of the SiS. Sometimes, that that parameter is something to do with your character.

Edit to add: Back to the HQ game example, my agenda is not to set up a particular conflict, or resolve it in a certain way. My agenda is to have my character "do what she would do." That's almost word for word one of Ron's descriptions of Sim.

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On 7/2/2004 at 11:36pm, Paganini wrote:
RE: Re: Caring How it Resolves?

Well, Doc, what I said wastrue, but it doesn't really have anything to do with this thread. Plus, since your response is a blanket denial, and you ignored my request for clarification, I guess I'm not much interested in discussing it with you. See you around.

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On 7/3/2004 at 12:26am, Marco wrote:
RE: Caring How it Resolves?

contracycle wrote:
Marco wrote:

I cannot see why these are the only options. The fourth option is:
4. They did have strong feelings about it, but this sort of imposition by the world on them is exactly what they wanted to get out of the game in first place; its part of what makes the SIS "real" to them.

I would go so far as to say that doing this well can make for a very powerful and engaging experience.


This is a good point--thinking about it, I agree: it's possible that the players might be happy with it. I do think that there are some stipulations that I think are important.

1. I don't think hijacking a character in "some" situation is necessiarily dysfunctional (this is pretty much agreement). I can see a hard drinking Sorceror character losing time and not knowing what he did.

2. As I said: I think the key test comes when the taking control is related to the solution of something the players are heavily engaged with. To an extent: caring how it turns out. At some point, all players, IME, care how something turns out (else how would they take a specific action). If that is what's determined in toto by the hijack--especially if the player doesn't see it as a direct conseqence of another action they willfully took--then I'd expect complaints.

Example:
I can see a romantic affair between bodyguard and client having a traumatic end when the cybernetic bodyguard is forced to kill the client--however. I can see how that could make for a powerful experience.

But: I think that to satisfy the players I've seen it would either:
a. Have to punctuate some already completed scene or drama and/or
b. Have to lead to another story (a powerful revenge story, most likely) that the player is interested in.

If it was done to stop things the player was interested in exploring half-way through and there was no possibility for revenge or real closure then I would expect the players to bitch.

I'm not saying they'd be *right* too (or *wrong*)--I'm just saying I'd be very loathe to do that to someone's player even as a consequence when there was nothing they could do to get traction with it.

But since you mention The Dream, I submit that this can also be Address of Premise (the character is paying consequences for the action of letting the corporation mess with their brain: that seems perfectly within the realm of Nar play to me). I don't see it as a distinguishing feature of Sim vs. Nar but rather a social contract piece that's concerned with how players are to be screwed over.

So I do agree that those things could be fine (and I'm guessing they were)--I would expect problems if the players draw their scope on continuity different than the GM does.

If the player sees the assassination as the result of a larger series of actions that stretches back to the mind-implants (which I assume the player chose) then it might be part of that "premise" or simply a "realistic consequence" (story vs. virtuality).

If the player saw the implant scene as unrelated to the romance (either thematically or because the player didn't expect to be screwed that hard) then I wouldn't be surprised if the GM got a lot of heat for that.

Either way, you make a good point: but my experience is that there are points in play where most players will be fine with such a thing and points where they won't and the thing that determines that will be the level of emotional involvement in the scene that resolved by the GM.

I don't think any player anywhere likes being in a situation where they feel they might as well have not shown up to play and whether a hijack will cause that is, you know, a tricky business, IMO.

-Marco

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On 7/3/2004 at 12:43am, ADGBoss wrote:
RE: Caring How it Resolves?

Marco

Reading a couple of your posts both in this thread and the one on Force, I am going to take a stab in a totally different direction in addressing your questions / ideas.

It seems to me that there is some perception on your part of an almost advesarial relationship between Player and GM. LEaving aside GM-less play for the moment, I think many of your concerns would more properly be addressed by Social Contract BEFORe play. The player's views on CA and on Force and deprotaganization would all or should all be addressed there. Many of your examples seem to me to be very basic misunderstandings of what the Players want and what the GM wants.

Well the most basic theory for that is: Call Timeout and say "Hey lets talk about this a second." Or possibly mark down that episode for the post-session discussion or pre-session discussion fo next time. Frankly no amount of theory and definitions are going to substitute for plain old adult discussion. Notice I say adult. Even among those who grok the Jargon here, if I was GMing and some stopped the game to say IW as violating CA by using Force to deprotaganize them , that person would probably have to die ( ;) j/k folks... ). Seriously though if a player wanted to take 5 and discuss the current situation in light of our game /system /campaign then I would have no problem with that.

So in answer to many of your questions i would just say make sure everyone is on the same page before the game starts and make sure you have faith in your GM.



Sean

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On 7/3/2004 at 1:03am, Paganini wrote:
RE: Caring How it Resolves?

So, I'm posting to this thread like three times in a row. But now it's *after* dinner, and I just want to appologize to Matt and Vince (and whoever else) for that terribly unclear and inacurrate post I made earlier. I was throwing jargon around like nobody's business. This is what happens when you post on an empty stomach.

Anyway, let me try it again here, from the ground up.

What I've been talking about all along is what it means to Address Premise - in spite of the way I mangled it up there. :)

We all understand that a Premise is a human-interest conflict, and that Theme is produced by resolving it during play, right?

So, any series of events produced by play (transcript) can contain Premise and Theme. Any time the group collectively imagines a qualifying conflict and the resolution thereof, you've got Premise and Theme, and therefore Story, by the Nar essay's definition.

Addressing Premise is a special way of Exploring Premise and Theme. (Explore means "imagine into existence with your group," in case there are newbies watching)

The Nar Essay says that Addressing Premise is:


*

Establishing the issue's Explorative expressions in the game-world, "fixing" them into imaginary place.
*

Developing the issue as a source of continued conflict, perhaps changing any number of things about it, such as which side is being taken by a given character, or providing more depth to why the antagonistic side of the issue exists at all.
*

Resolving the issue through the decisions of the players of the protagonists, as well as various features and constraints of the circumstances.


Now, let's look at those in order. The first one is a given... if there's Premise and Theme, it has to have been imagined into existence. So this one is not dependent on Creative Agenda. Whenever your game produces Story, this has happened.

The second one is also pretty much a given, regardless of CA. In Sim play, once the conflict exists as a cause, it will produce effects. Characters will react to it as they should, the environment will respond in a logical way if appropriate, and so on.

The third one, resolving the issue, also has to happen. But wait... the conflict has to be resolved through the decisions of the players of the protagonists.

That's the important thing there. That's what distinguishes "Addressing" from just plain old "Exploring." The players are the ones doing it. They use the actions of their characters to set up and resolve the Premise.

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

...

Narrativist role-playing is defined by the people involved placing their direct creative attention toward Premise and toward birthing its child, theme. It sounds simple, and in many ways it is. The real variable is the emotional connection that everyone at the table makes when a player-character does something. If that emotional connection is identifiable as a Premise, and if that connection is nurtured and developed through the real-people interactions, then Narrativist play is under way.


Or, to put it another way, "Address" doesn't just mean "imagine a Premise and its resolution." It's something that goes on inside a player's head, and in the interractions of the players as a group. You can't see it happening by looking at a transcript.

So how can you distinguish actual Nar from just plain old Exploring of Premise, since most of the time the character will be "acting in character" at the same time as he sets up and resolves Premise?

You can't, unless there's a visible decision point where setting up and resolving the Premise in the way that the player wants departs from previously established game logic. This is back to the "identifiable instance of play" from the original GNS essay. An outside observer can't usually see Narrativism, because most of the time it will look like Sim play that incidentally produces and resolves Premise. He can only identify Narrativism in action if A) he can see inside the heads of the players (or trusts them enough to believe what they say about their play), or B) an exclusive decision point ocurrs where the player prioritizes one thing (causality or Premise) at the expense of the other. Otherwise, Nar and Sim are invisible, coexisting happily.

The Sim approach to conflict is that previous establishments inform current decisions. "He's Catholic, so he doesn't follow the hooker into the brothel." The Nar approach to conflict is that previous establishments may add weight or color to current divergences, but need not be rigorously adhered to, unless adherence is in the best interests construction and resolution of the Premise at hand. "He's Catholic, but wow, he went into the brothel anyway!"

In Mike's HQ game, I had a real choice; to continue playing as I had been, making each decision by asking myself "what would my character do?" or to switch back to my usual means of "what would be most meaningful to me here?" If I had switched back to my usual means, I *might* have gone ahead and decided that Aysha asking Marek to take her with him was the most powerful continuation. If I had done that, then both causality and Premise would have been observed, and no outside observer could have said *why* I did what I did.

But, if I had had her stay behind, then I would have broken causality. Staying behind was something that I had previously established (not just in my head, but using actual game mechanics) that *she would not do.* In that case, it would have been evident that I wasn't playing Sim. I *might* have been playing Gam, if breaking causality had brought me a benefit in effectiveness, so you still need one more layer of inspection before determining that the decision was Nar - presence or absence of personal gain.

C. Edwards just made a pertinent point to me in our chatroom on IRC. Take Universalis. Anyone who's done much Uni play knows that you constantly have to adapt, change, and discard ideas as a result of changes in the SiS. Remember that in Uni *everyone* is playing all the characters, with individual goals and visions that must change as the SiS shifts.

Vince, one potential reason for our disagreement might be that you're viewing "character integrity" and "breaking causality" as binary switches. But that's not the case. It's more of a continuum where you "bend" causality and no one else notices. Often, Addressing Premise is percieved by the rest of the players as being causal, even if it broke causality in your own head. This is interpereted as a change in the character's personality, a turning point as the character grows. On the opposite side, a causal choice may be interpereted as Addressing Premise by the other players. Chris has told me that he feels Aysha asking Marek to take her with him was the most powerful of the potential choices, even though I know that my motivation for making that choice was because it was in character for Aysha to do it.

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On 7/3/2004 at 1:04am, Marco wrote:
RE: Caring How it Resolves?

ADGBoss wrote: Marco
It seems to me that there is some perception on your part of an almost advesarial relationship between Player and GM.
Sean


I don't generally understand play where someone has intense feelings and the GM intervines in a disempowering and conclusive way for reasons the player had no control over (i.e. are not a consequence of a freely chosen action on the player's part) to be functional. That's not my experience anyway.

The absurd case (the player demands to grow wings and fly in a game where that violates continuity) seems to me like an extreme but typifying example of Force vs. Railroading.

Mike's example in the other thread of a character speaking out in a way that race doesn't typically (I don't know HQ so I can't say if it's similar) seems the same way to me.

If the situation warranted that speech and the GM interviened I would find it dysfunctional (the character's family is killed but the character maintains decorum?). If the situation didn't warrant unusual speech and the player was talking in a way that violated continuity then I would say the GM was acting in the interest of any CA as the game facilitator (including Narrativist play).

Clearly what is warranted is a judgment call--and that's how I see these things: as judgment calls rather than any sort of measurable or objective quality of gaming events. Furthermore, I think they'll usually look different from one seat at the table to another.

-Marco

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On 7/3/2004 at 1:38am, Marco wrote:
RE: Caring How it Resolves?

Paganini wrote: But Marco, your posts are not helping to clarify anything, or address any pertinent points. You're only making things more confused and foggy.


I'm sorry if you think I'm clouding the issue.

As to your argument: I don't see how there's a creative agenda that's based on "unconventional play."

That seems to suggest that Addressing Premise can only happen when the player does something the viewer (or the player himself) thinks is *un-natural.* Basically, no--I don't see that (It's not that I don't want it to be true or not--it's that it doesn't seem logical to me right now).

It seems that any choice that answers the question of premise would be sufficient for address so long as it is made by the player, not just the ones you think do not follow logically from the situation (in fact, I would find play that seems dedicatedly illogical to be dysfunctional).

-Marco

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On 7/3/2004 at 2:10am, Matt Snyder wrote:
RE: Caring How it Resolves?

Nathan, thanks for the clarification. I see what you were trying to say in previous posts. Now, my brain and body are fried, so I'm just dropping in to say I'm thinking about the "bet you can't tell" dilemma. My gut says, "Nah, it shouldn't be so confusing." But, I can't properly say why. I'll have to think on it. Vincent may chime in meanwhile; I've really identified with the content of his posts today and yesterday.

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On 7/3/2004 at 2:13am, Jack Spencer Jr wrote:
RE: Caring How it Resolves?

lumpley wrote: Nathan,
You wrote: There will at some point be a situation where you might want to address premise in a certain way, when doing so would contradict previously established parameters about "what your character would do."

How can that be, if addressing Premise means playing a moral conflict out to its conclusion? Egri's very clear about this: if you have your character do something implausible, you've ruined your conflict and thus your Premise. This matches my experience.


I'm with Vincent on this one. A point where you must choose either to demonstrate premise or not contridicting previous behavior is really not a choice at all. If you loose credibility, then the theme is also spoiled. Unless the creative agendas can be defined by what a player is willing to do to ruin everything. I suppose that would depend on a couple things:

• if adhering to "what your character would do" would also demonstrate premise
• what is meant by "want to address premise in a certain way" when the characters previous actions would not make demonstrating premise in this way credible


It may just be me, but the second bullet point sounds like a way to address premise and still fail to create a story.

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On 7/3/2004 at 11:15pm, lumpley wrote:
RE: Caring How it Resolves?

So Nathan, I'm zooming in with you:

Ron, in Narrativism: Story Now wrote: The real variable is the emotional connection that everyone at the table makes when a player-character does something. If that emotional connection is identifiable as a Premise, and if that connection is nurtured and developed through the real-people interactions, then Narrativist play is under way.

We agree that the emotional connection is identifiable as a Premise if it's about an interesting human issue or moral question. We disagree about what it means to then address the Premise.

I'm saying that nurturing and developing the emotional connection with a PC's actions, through real-people interactions means: the group's leaning forward in its chairs, making eye contact, going "ooh, yeah!" and doing the kinds of things people normally do to nurture and develop emotional connections. It depends on the PC's actions being plausible, because people don't connect emotionally with nonsensical actions. Importantly, it's not just one person doing it, it's the group: each player both connects and nurtures others' connections.

You're saying that nurturing and developing the emotional connection with a PC's actions, through real-people interactions means: having your character do things that aren't plausible.

And I'm like no less baffled than when we started.

-Vincent

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On 7/3/2004 at 11:47pm, C. Edwards wrote:
RE: Caring How it Resolves?

Hey Vincent,

lumpley wrote: You're saying that nurturing and developing the emotional connection with a PC's actions, through real-people interactions means: having your character do things that aren't plausible.


I think you may be failing to take into account the distinction between the individual making an addition to the SiS (the author) and everyone else (the audience) and the varying perceptions of both parties. If you take that into account along with the idea that plausibility may be bent without being broken then I think you'll have a better idea of what Nate is talking about.

You may have your character do things that you feel are less plausible than some other action. Not "aren't plausible", less plausible. Big difference. And even though an action may seem to be more or less plausible to you, the author, the audience may have a completely different take on the matter.

This whole roleplaying thing involves a shifting SiS, shifting internal images from each individual regarding what is currently in the SiS and what needs to be there, and a host of shifting CA priorities along with a bunch of other variables. So, yeah, watching to see what the participants groove on is likely the easiest and most reliable way to determine GNS preferences.

I think, and I believe Nate does to, that on an individual level it can behoove a person to be mindful of their own decision making process during play on a more granular level than is perhaps put forth in the model. I also think that you can determine relevant data about your own CA by examining your decisions during play.

-Chris

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On 7/4/2004 at 12:44am, M. J. Young wrote:
RE: Caring How it Resolves?

Paganini wrote:
lumpley wrote: Sure thing.
Otherwise, if we stay true to the characters and the setting and I have to choose: shoot him? Let him go? Make bail? Leave him in jail? It's Narrativism. Fit character, moral conflict, escalate escalate escalate, crisis, resolution, address Premise. Story Now.


Nope. :) If you're playing sim, he doesn't have to choose. He shoots child molesters. That's his deal, remember? He kills his nephew, and that's the end of it. Cause: that's his deal. Effect: his nephew is dead. You end up with a transcript full up with a problematic human issue and a thematic resolution. But it's not narrativism.

Nathan, you missed a key point. He has two deals. One is that he shoots child molesters. The other is,
what Vincent previously wrote: his 18-yo nephew, to whom he's always been a guardian angel,
making this a conflict of principles.

Clearly in narrativist play this sort of conflict of principles is very valuable to driving play. The question is, what is the nature of play when this sort of conflict of principles happens for a simulationist player?
A great example of a failed attempt is D&D alignments. :)
I think that D&D alignments get a lot of flack from people who didn't understand how they were supposed to work. They have always been a functional part of play in our OAD&D games. In fact, they often create exactly this sort of conflict: which of two values will my character pursue? Will he do the lawful thing, or the good thing? Will he do the good thing, or pursue his advancement in his career?

I think that they were not clearly understood by most players or referees, and that they were misused quite a bit, but the primary problems with them are not inherent to them, but

• that they were attempting to set up something very like narrativist premise within the context of a fundamentally gamist-driven system and• that they fueled the conflicts created by The Impossible Thing Before Breakfast, in that many referees saw them as permission to negate player choices (rather than handling infractions through system means such as experience docking).


I've raised the question, but I'm afraid I am terribly pressed for time and must leave the answers to the rest of you for the moment. What does a simulationist player do when his character faces a situation in which there is a direct conflict between the established values of his character?

--M. J. Young

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On 7/4/2004 at 2:51am, Jack Spencer Jr wrote:
RE: Caring How it Resolves?

C. Edwards wrote: Not "aren't plausible", less plausible.

The waters are getting muddied. More or less plausible doesn't enter into it. I don't think it's a matter of varying degrees. It's either plausible or it's not. As you had said, what makes a character's actions more or less likely are based on so many factors, that it's difficult if not impossible to subjectively judge which action is the most plausible.


MJ Young wrote: What does a simulationist player do when his character faces a situation in which there is a direct conflict between the established values of his character?

Wild stab: drift?

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On 7/4/2004 at 3:12am, Paganini wrote:
RE: Caring How it Resolves?

Edited to fix a couple of stupid typos and clarify.

lumpley wrote: You're saying that nurturing and developing the emotional connection with a PC's actions, through real-people interactions means: having your character do things that aren't plausible.


You've mischaracterized me as making a statement of equality - that Addressing Premise is the same thing as having characters behave implausibly; this is *not* what I'm saying.

"Addressing Premise" is something players do. It's a behavior; a verb. I'm saying that *sometimes* players will break the causality of their characters to address premise. I have done it myself.

But, now that you've zoomed in with me, take a look at the thread title again. This is where I'm deducing things that the essay's don't actually say outright, but I think they imply.

I haven't mentioned this yet, since the original thread, cos I wanted to make sure we working on the same foundation.

So, I touched on what it means to "Address Premise" in my earlier post. It doesn't just mean creating and resolving the conflict in the SiS. It is characterized as the players caring about the conflict. This is explicitly stated.

Now, Sim play is often characterised as "wanting to see what happens." If the players don't care what form the Premise takes, or how it resolves, as long as it makes sense, then they're playing Sim. They can even be emotionally tied to the premise, identify with the characters involved, and so on. Being juiced about what's going on in the SiS is a basic part of Exploration. It's assumed that the player is engaged with what is going on.

The construction and resolution of Premise can spark emotional response. The player can be entertained. He can breath fast and say "cool." He can be emotionally moved by the exploration of a premise-qualifying conflict and the resolution of that conflict. He can be on the edge of his seat waiting to see what happens. It's still Sim. The player is not Addressing the Premise. He's emotionally tied to it, but he's only watching it unfold, not actively shaping it.

"Addressing Premise" is further charaterised by activity on the parts of the players. Just being juiced about what's going on in the SiS isn't enough. Now, the fact that the Players are taking an active hand in setting up and resolving the Premise, rather than just sitting back and letting nature take its course, implies that they have specific goals with respect to constructing and resolving individual Premises. If a Player is actively setting up a Premise, and actively resolving it, that means that the player is working to build and resolve the Premise a certain way. Not just *any* old way that makes sense, and is maybe moving, but the way *he, the player* wants it to be.

This is where my original point about players caring about the construction and resolution of Premise came from.

You must have encountered people who say "I never break causality, but my games are full of problematic human issues and moral situations that that get my emotional juices up. It's always really moving to see how they turn out. Am I playing Sim or Nar? Where do I fit in?"

It's Sim! Premise wasn't addressed, it was observed. Nar is "I think this conflict would be cool *this* way, I will exert my effectiveness to try and make it be like that, and to make come out the way I feel is most powerful. "

M. J.,

You are right about there being multiple deals, but I think I covered this with my HQ example. Aysha has multiple deals as well. If there's a conflict between her deals, her 15w Crush on Marek will win out over her 5w Hatred for Regina. In a causal sense, that's the point of having ratings for things... so that you know what will happen.

Vincent's phrasing was very strong when he described the scenario. I interpereted his phrasing in a similar manner to assigning 15w to "Crush on Marek" and 5w on "Hatred for Regina." In fact, I think this is why so many Sim games are so big on having lots of ratings. It's to avoid exactly the kind of potential misunderstanding that you and I might have here. I read Vincent's scenario as "shooting child molesters" being stronger than the relationship to the nephew. You might have read it just the opposite. If you give 'em ratings, you know which one is stronger, and there's no ambiguity in causality.

So, your question about conflicting principles is basically "what do you do when there's causal ambiguity?"

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On 7/4/2004 at 4:27am, Matt Snyder wrote:
RE: Caring How it Resolves?

Nathan, I think I see now more of what you're saying.

You posed this question:

So how can you distinguish actual Nar from just plain old Exploring of Premise, since most of the time the character will be "acting in character" at the same time as he sets up and resolves Premise?


Then, it seems to me you've answered the question in your more recent post. (You certainly answered it to my satisfaction.) In Sim., players observe and watch things surrounding a them unfold. In Nar., they address (participate, shape actively, etc.)

I think we can observe this, and that one or the other happens for a group of players in a given instance. I think one of the "problems" with the theory is that it requires us to be honest with ourselves and to be seriously self-reflective and critical to ensure our fun. I use scare quotes on problem because I don't think it is a real problem, and I don't think any theory of any kind will solve that issue in a better way.

The issue people raise time and again is that the ol' "it's subjective" issue. They're saying since we can't really know which is which, the whole matter is subjective.

I disagree. I think the matter is objective. Either ONE or the OTHER is happening. Not both, and not Sim. to one person and Nar. to another person. I think what happens is that people often misread and misjudge what the instance of play (read: over time, as a group) emphasizes. I think people are missing premise sometimes, for example. I think people don't recognize, especially in cases where "their character" is involved, what's happening, who's getting excited about what, and people are generally badly observing play. I think this is extremely common, and certainly understandable. I absolutely do not think the matter is "subjective" in the sense that it's just where you're sitting, what you think or feel about it, and we can just leave it to opinion without point.

I think when we do that, the theory is completely and utterly useless. ("Yeah, well, that's just, like, your opinion, man.") I don't think it is useless. I think I have both wrongly and rightly observed these kinds of situations in my own play, and I will continue to get it right and wrong. But, I have enough evidence for myself to accept that the theory is useful and that creative agendas are happening.


As a complete and unrelated aside, I do not buy the "break causality to address premise" routine because it presumes that all knowable things about one character already exist. "They guy's Catholic, so OBVIOUSLY he wouldn't go into the brothel." Really? How do we know until he does or doesn't do that? Are we basing that on stereotype, not individual character? Why are we selling his character, and his capacity for choice, short before the decision happens? Seems to me like we're caricaturing him more so than enforcing causality. That's just my take.

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On 7/4/2004 at 4:30am, C. Edwards wrote:
RE: Caring How it Resolves?

Jack Spencer Jr. wrote: The waters are getting muddied. More or less plausible doesn't enter into it. I don't think it's a matter of varying degrees. It's either plausible or it's not. As you had said, what makes a character's actions more or less likely are based on so many factors, that it's difficult if not impossible to subjectively judge which action is the most plausible.


You're missing the context, Jack. I was specifically referring to the author's own judgement of his/her character's actions.

At any rate, you can say "nay" and I can say "yay" till we're blue in the face. My experience, in roleplaying and other media, speaks to a spectrum of plausibility, not a binary switch. So, I guess I'm agreeing to disagree.

-Chris

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On 7/4/2004 at 4:41am, Paganini wrote:
RE: Caring How it Resolves?

Matt Snyder wrote: You posed this question:
So how can you distinguish actual Nar from just plain old Exploring of Premise, since most of the time the character will be "acting in character" at the same time as he sets up and resolves Premise?


Then, it seems to me you've answered the question in your more recent post. (You certainly answered it to my satisfaction.) In Sim., players observe and watch things surrounding a them unfold. In Nar., they address (participate, shape actively, etc.)


Yeah. That was more of a nodal point in my train of thought, than an actual question. :)

I agree with you that this behavior can be observed. In fact, if we are role-playing in a group, we are observing it. Whatever behavior goes on, we're seeing it.

However, it requires a more or less long period of observation before the behavior can be identified, because most of the time the behavior will fall in with all three of the CAs. Unless you are communicating extensively with the other players about what their emotions and motivations are, you must encounter a divergence point before CA can be identified. The player has to make a choice that sacrifices the agendas of the other modes of play in order for the current mode of play to be recognized.

I think Mike once used a signal / noise analogy. Most of the time the behavior of players doesn't go above the background noise of "general play." But every so often there'll be a "spike" that lets you see what's going on beneath the "undetectable threshold."

As far as the breaking causality thing goes, see Chris's most recent post to the thread about "more or less plausible," and my comments to M. J.

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On 7/4/2004 at 4:48am, Doctor Xero wrote:
RE: Re: Caring How it Resolves?

Paganini wrote: Well, Doc, what I said wastrue, but it doesn't really have anything to do with this thread. Plus, since your response is a blanket denial, and you ignored my request for clarification, I guess I'm not much interested in discussing it with you. See you around.

That you choose to misunderstand my clarity does not mean none was provided.

But move on instead, as you say, to the meat of this topic.

Marco wrote: I don't generally understand play where someone has intense feelings and the GM intervines in a disempowering and conclusive way for reasons the player had no control over (i.e. are not a consequence of a freely chosen action on the player's part) to be functional. That's not my experience anyway.
---snip!--
If the situation warranted that speech and the GM interviened I would find it dysfunctional (the character's family is killed but the character maintains decorum?). If the situation didn't warrant unusual speech and the player was talking in a way that violated continuity then I would say the GM was acting in the interest of any CA as the game facilitator (including Narrativist play).

Clearly what is warranted is a judgment call--and that's how I see these things: as judgment calls rather than any sort of measurable or objective quality of gaming events. Furthermore, I think they'll usually look different from one seat at the table to another.

True, Marco, but who makes the judgement call?

In the conventions which first established the position of game master, the task (and painful responsibility!) of making the judgement call was given over to the game master. It was her or his position. This also meant that there would be a single person held accountable by the entire gaming group for the integrity and credibility of her or his judgements.

Otherwise, there is the distinct possibility of judgements being rendered not in terms of the rules and the setting's integrity but in terms of the charisma of the player involved, so that highly charismatic players can violate continuity and characterization with little restraint while the less charismatic players might as well toady up to the charismatic ones if they want to avoid being neglected altogether. And with no one person held to account, judgements become anonymous and therefore outside both accountability and verification.

Paganini wrote: Nar is "I think this conflict would be cool *this* way, I will exert my effectiveness to try and make it be like that, and to make come out the way I feel is most powerful. "

That sounds far more like the use of Force than anything a game master might do!

Why is it acceptable when one player chooses to utilize Force in that fashion yet it is unacceptable for a gaming group to choose as a community an individual -- labelled the game master -- to support and adjudicate towards a specific genre/ambience/style effect? This makes no sense to me, and I do not think it fits narrativist play, really.

M. J. Young wrote: What does a simulationist player do when his character faces a situation in which there is a direct conflict between the established values of his character?

Rejoice?

Seriously, this sort of conflict is what Simulationist players love -- IF the conflict is within the genre/ambience/style they signed up for when they agreed to play in the campaign.

Facing a direct conflict gives the Simulationist player an opportunity to explore and manifest characterization. (I don't think it's a coincidence that a lot of Sim players are also involved in community theatre and work to publish short stories and novels, since both dramatics and characterization are part of the intertwined thrills of simulationist play.)

That said, one of the aspects of playing Simulationism rather than Narrativism in the campaign is that the genre/et al. provide a sort of gateway or brake to keep out certain Premises while allowing others within.

Thus, in a space opera based on any of the Star Trek television or film series, there are a number of Premises players may wish to address within the game, but a few others are avoided because they disrupt the genre feel of the campaign -- for example, no one questions the hierarchial assumptions of Classic Trek nor the defensive cliquisheness of ST: Next Generation because they are part of that sub-genre's infra-structure.

What some hardcore narrativists fail to understand is this:

simulationist players don't avoid certain Premises because we chose a specific genre/et al.,

simulationist players choose that specific genre/et al. in part because it encourages certain Premises and keeps out other ones we aren't interested in.

(And if we develop an interest in those excluded Premises, we develop a new campaign in which it we can address those in the simulationist fashion we enjoy.)

Of course, the first reason we chose that specific genre/ambience/style could be because we think it's cool! <grin!>

Doctor Xero

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On 7/4/2004 at 2:49pm, Marco wrote:
RE: Caring How it Resolves?

Doc,

I think everyone at the table makes the judgment call: the players can and IMO should vote with their feet if they think the GM's call is in error and negoitation fails.

I find the idea that only unconventional play is Nar very problematic logically. If I begin play with a conflicted character then either choice made along thematic lines would be explicable: i.e. the character is a hard drinker and is begning to weigh egoism of indulging in drink with the consequences.

If the drinker gives up the bottle after any consequence then he is "playing Sim" since it's a sensible outcome.

If the drinker doesn't then, similarly, it's Sim because he was drinking to begin with.

This seems to me to be a logical paradox in Nathan's framework.

Additionally: Nathan seems to assume that the player shows up with a pre-determined outcome in mind and it can't be changed by in-game events--for if it is, then the player's message is subverted by in-game causality.

Both cases (a conflicted character and a player who is, through the game and via the eyes of his character, determining how he feels) sound like prime Nar territory to me.

-Marco

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On 7/4/2004 at 3:10pm, Paganini wrote:
RE: Caring How it Resolves?

Marco,

The whole "predetermined idea" thing is garbage. I never said it, it's not part of my construct. The Doc tried pin it on me in an erlier post. The Doc is without a clue. He doesn't understand the basic foundation that I'm working with, so there's no way he can correctly assess my construct. Basically, if you take pretty much his posts so far and treat them as being unrelated to anything I've said, you'll be on the right track.


I find the idea that only unconventional play is Nar very problematic logically. If I begin play with a conflicted character then either choice made along thematic lines would be explicable: i.e. the character is a hard drinker and is begning to weigh egoism of indulging in drink with the consequences.

If the drinker gives up the bottle after any consequence then he is "playing Sim" since it's a sensible outcome.

If the drinker doesn't then, similarly, it's Sim because he was drinking to begin with.

This seems to me to be a logical paradox in Nathan's framework.


This is not a logical paradox in my framework. This is supported by my framework. Please, reread my previous three posts in this thread, along with C. Edward's comments. Take a couple of days to think about it. I really mean that! Please don't post again until you've really stepped back and thought about what I'm saying.

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On 7/4/2004 at 3:21pm, lumpley wrote:
RE: Caring How it Resolves?

M.J., Xero:
Since there aren't "Simulationist players," only Simulationist play, you can't really talk meaningfully about what a Simulationist would do. Instead ask: what would it take to make this setup play out Sim? What would it take to make it play out Nar?

Nathan:

You wrote: "Addressing Premise" is further charaterised by activity on the parts of the players. Just being juiced about what's going on in the SiS isn't enough. Now, the fact that the Players are taking an active hand in setting up and resolving the Premise, rather than just sitting back and letting nature take its course, implies that they have specific goals with respect to constructing and resolving individual Premises. If a Player is actively setting up a Premise, and actively resolving it, that means that the player is working to build and resolve the Premise a certain way. Not just *any* old way that makes sense, and is maybe moving, but the way *he, the player* wants it to be.


Nathan: Nature can't take it's course in a roleplaying game. I'm not harping on your phrasing, I'm getting at a fundamental disconnect.

Everything that happens in your game or anybody's game happens because someone took at active hand in setting up and resolving it. There's no nature to take its course. The in-game consensus has no momentum or causality of its own, ever. In order for the game to go forward, somebody's saying something, actively, every moment.

Narrativism demands that the players take an active hand as opposed to leaving it to one of the other players, not as opposed to leaving it to in-game causality. You can't "leave it" to in-game causality: the established facts of the in-game provide constraint, not impetus. Your understanding of "the players are taking an active hand" is based on a misunderstanding of what the alternatives are.

-Vincent

(I know that Mike used to talk a lot about individual lower-case g, n, s decisions, and signal to noise, and waiting for a key decision to spike. It wasn't really true then either.)

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On 7/4/2004 at 3:39pm, Marco wrote:
RE: Caring How it Resolves?

Paganini wrote:
This is not a logical paradox in my framework. This is supported by my framework. Please, reread my previous three posts in this thread, along with C. Edward's comments. Take a couple of days to think about it. I really mean that! Please don't post again until you've really stepped back and thought about what I'm saying.


I understand you're frustrated--but I find your mode of communication condescending. I'm sorry: I do see logical contradictions in what you say. I don't know if Vincent does or not--but I agree almost completely with his most recent post in this thread.

And I see it as touching on the same issue: the game isn't "real" no matter what the commitment to virtuality. Any time the character acts under the control of the player the player is doing something that may be informed by in-game causuality but is not dictated by it (as opposed to the character being hijacked--which *can* happen but isn't the case I'm interested in here).

In-game causuality is what the viewers make of it. I see you as saying one choice is addressing premise while the other choice--equally freely chose--is (maybe) "creating theme."

That, to me, is a logical contradiction since I think it's trivial to find a case where we disagree on which choice is which.

If you don't like me telling you how I read you, I can only say that I'm being honest and I'm not mad at you.

Explain to me why you think what I see as a logical contradiction isn't. You can even, you know, use small words. ;)

Edited to add: If I told you to not post again until you took a few days to consider what I'm seeing in your argument would you hang up the keyboard for a few days? Would it make a stronger point to you that I think there's something in your posts you're not seeing? I doubt it but you can tell me if I'm wrong there.

Vincent,
There aren't any Nar players either but, on the other hand, this board is full of 'em. As someone who's being told they don't understand the basis of Narrativist play I'd be hesitant to argue definitions (even though I agree with your clarification).

I think that it's perfectly undestand able to read "What would a Simulationist do" as "what would it take to make a situation play out Sim" since the person who would do such a thing would theoritically be a person who prefers such play which is what the jargon really means.

-Marco

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On 7/4/2004 at 5:24pm, Paganini wrote:
RE: Caring How it Resolves?

lumpley wrote:
Nathan: Nature can't take it's course in a roleplaying game. I'm not harping on your phrasing, I'm getting at a fundamental disconnect.

Everything that happens in your game or anybody's game happens because someone took at active hand in setting up and resolving it. There's no nature to take its course. The in-game consensus has no momentum or causality of its own, ever. In order for the game to go forward, somebody's saying something, actively, every moment.

Narrativism demands that the players take an active hand as opposed to leaving it to one of the other players, not as opposed to leaving it to in-game causality. You can't "leave it" to in-game causality: the established facts of the in-game provide constraint, not impetus.


I agree with all of this. Maybe "letting nature take its course" was a bad choice of expressions on my part. This whole post of yours basically looks like restating what I've been saying all along in your own words. :)

You wrote: "In order for the game to go forward, somebody's saying something, actively, every moment." That's absolutely true. The Creative Agenda stuff deals with how each person decides what to say. Sim behavior is characterized as prioritizing preservation of causality. Nar behavior is characterized as prioritizing specific Premise and Theme. We agree on this, right?

So, the disconnect is over whether it's possible to break causality when Addressing Premise and Theme. I posted examples from actual play that I have personally experienced. Do you agree with me that having Aysha *not* ask Marek to take her with him would break causality?

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On 7/4/2004 at 5:51pm, Paganini wrote:
RE: Caring How it Resolves?

Marco,

I'm sorry you find me condescending. The thing is, though, the things you say you *disagree* with me on, while *agreeing* with Vincent on, are things that Vincent and I have been pretty much of the same mind about for a long time.

You will definitely find this condescending, but the fact is, I'm not talking about basic stuff in this thread. I went back and covered some basic stuff to make sure that Vince and I were working from the same foundation. I've invested a lot of time and effort here talking to people, reading, reflecting, on this material to get a solid core understanding of it. The 800+ posts you see if you check my profile don't mean much as a number; but they reflect the degree of time and effort that I put into this stuff. I'm frustrated because you keep running into problems with the basic stuff that I'm only interested in recapping to make sure we're all on the same page. I have been here for *years.* I've worked harder to grok this stuff than I worked to grok a lot of things in school. When you come along and start "spotting logical contradictions" and having problems with stuff that was more or less fully fleshed-out *two years ago* it just makes me want to throw up my hands and give up.

Edit: I just figured I'd better add; I'm not trying to use the post count as a measure of legitimacy or anything. I realize you've done a lot of posting as well. I'm just using that to show that I have a lot invested here - about as much as you can in an electronic social environment. That's why I take it seriously. That's why I want to build on old stuff, and explore new ideas. That's why I'm frustrated with all this sidetracking.

I really meant it when I asked you to take another look and some serious time before posting again. It took me months and months to get some of this stuff the first time around. A day or two of reflection is not an unreasonable request. It's a requirement for this kind of complex discussion. And yeah, there have been times where I've dropped an issue for a couple of days to reflect on it. I didn't get to a basic understanding of Narrativism by non-stop stream-of conciousness posting. I got there by a lot of reflection, private discussions, observing play, trying out techniques, reading and rereading the articles. This is a high level discussion. I expect the other people who participate to have a similar dedication to the material. That's like the core philosophy of the Forge.


In-game causuality is what the viewers make of it. I see you as saying one choice is addressing premise while the other choice--equally freely chose--is (maybe) "creating theme."

That, to me, is a logical contradiction since I think it's trivial to find a case where we disagree on which choice is which.


We don't have to agree which choice is which, because what we're talking about is behavior, not objectively identifiable data points. This is *exactly* what Chris was talking about, and why I asked you to reread his posts.

Most of the time - *all* of play, except for a few key decision points - what you're saying is exactly right. If you, Marco, were watching Mike's HQ game as an observer, most of the time you wouldn't be able to tell whether my behavior is Sim or Nar. The choices I make support causality and Premise equally well. Unless you can look inside my head and see my motivations - or unless you trust me when I tell you I'm prioritizing causality, you can't know *why* I make a particular choice. This is basic GNS stuff. The modes of play are only identifiable *if there's a conflict in priorities.* I've never said that *every single Narrativist decision breaks causality.*

What Vincent and I are disagreeing about has to do with the specific context of character. Vincent says that it's impossible to break causality WRT character while Addressing Premise.

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On 7/5/2004 at 12:28am, Marco wrote:
RE: Caring How it Resolves?

Nathan,

The only part of the last post I found patronizing was the part where you told me what I'd find condescending.

Mostly it's the personal-communication bits rather than the argumentation. Maybe the personal correspondence aspect isn't necessary for this thread? I dunno. It's not that bad or anything but I'm letting you know, y'know?

There is a fundamental and basic issue here: is addressing Premise requiring a break in in-game, in-character causality?

The conclusion of the answer "yes," is that for Nar I must at some point do something that makes me act as an author but not as a character. I must act, intentionally, in a way I precieve that my character would not act.

That's a prefectly fine distinction: but it means that Nar play is antithetical to what I think most people define as immersion or suspension of disbelief. I've seen that argued against here, true, but I can say for me personally that when I act from a player-driven cause in a way that's antithetical to the character-driven cause it breaks me out of "the story."

And that's no tragedy--I do that sometimes. But a lot of people have claimed the opposite (that Nar play is just as immersive in that exact sense as Sim play).

But I think the logical paradox that you're missing is the question of why one would do that.

If what I personally find most attractive from a theme standpoint and what I find most interesting from a story-development standpoint is always in character then I have essentially created what Vincent calls an "unfit" character by virtue of (accidentally) fitting into the story too well.

The character who is an alcoholic struggling to quit is an example of that: the play centers around whether I decide to quit or not and at every twist and turn the course of action I find most attracitve is what I think my character would do.

That makes the play Sim. Because my character is a perfect fit for my desires wrt making a statement about premise.

To me that sounds paradoxical: I maintain that so long as the player makes his choice unfettered it doesn't matter if the character would've made it or not (and I, and I suspect Vincent, would find it preferable if what is precieved to be the character's choices do line up with the player's preferences).

Edited to add: It seems to me that the reverse of this would be to make a character who was the anthesis of the point I wish to make in order to force myself to break character just to "play Nar." It seems a bit of a round about way to get there.

-Marco

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On 7/5/2004 at 12:56am, C. Edwards wrote:
RE: Caring How it Resolves?

Marco wrote: To me that sounds paradoxical: I maintain that so long as the player makes his choice unfettered it doesn't matter if the character would've made it or not (and I, and I suspect Vincent, would find it preferable if what is precieved to be the character's choices do line up with the player's preferences).


Hey, don't we all? But when that is not the case, what do you do?

Therein lies the distinction between CA. You don't always have to prioritize, but when you do, viola. What did you choose?

-Chris

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On 7/5/2004 at 1:13am, Marco wrote:
RE: Caring How it Resolves?

Edward,

The situations when I have found a character un-fit to address human interest situations in a way that I've wanted to have been dysfunctional play for me. Blameless dysfunctional play mostly--but dysfunctional.

I do whatever I need to do in order to get back in character (either change the character or not pursue the human-interest situation as I'd wanted for the time being and pay whatever the consequences are or discuss with the GM to reassess the situation). I do whichever one will address the dysfunction best and have the most luck negoitating with the GM.

If such a case (where I judge my character "un fit" to work in the way I want him to while staying in character) were to come up often then it would seriously degrade my enjoyment of gaming. If such an event defines an instance of play then, for me, it would be many months of gaming for each one.

-Marco

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On 7/5/2004 at 1:22am, M. J. Young wrote:
RE: Caring How it Resolves?

lumpley wrote: M.J., Xero:
Since there aren't "Simulationist players," only Simulationist play, you can't really talk meaningfully about what a Simulationist would do. Instead ask: what would it take to make this setup play out Sim? What would it take to make it play out Nar?
Thank you, Vincent; I think you may have pointed me to the answer,
To the question I wrote: What does a simulationist player do when his character faces a situation in which there is a direct conflict between the established values of his character?

The answer is this.

All things being equal, when a player is faced with any choice, he decides based on his metagame priorities.

That is, using the example of the vigilante assassin, he has always executed accused child molesters when they were out on bail; he has always protected his nephew; his nephew is now an accused child molester out on bail. What does he do?

If we assume (in contrast to Nathan's quite reasonable suggestion) that there is nothing to say which of these is stronger, if any game mechanics which would ordinarily point us on this are completely equal, we have the choice to make.

The narrativist has as a metagame priority the address of premise; all other things being equal he will base this choice on that which will create or resolve the issues which he thinks are fundamental to the story.

The simulationist has as a metagame priority the exploration of the elements; all other things being equal, he will base this choice on that which will provide the best avenue to deeper exploration of those elements (or the specific elements he targets).

Why this is important comes back to that phrase, all other things being equal. It is often the case that all other things are not necessarily equal, or that there is no way to be certain which is stronger. In answering my point about the "two deals", Nathan postulated the existence of scores on the character sheet which provided a clear statement of which was stronger, and in setting up this post I suggested that those scores are equal. Let's take it a step further and say those scores don't exist. Instead, these are unrated traits on the page. We know he kills child molesters, and a lot of play has been about that. We know that he protects his nephew, but to now it has not really come up. There is no particular reason to assume one is stronger than the other, even though in play the one has had more exposure than the other. Thus the player to my right might think that because of all the play that has focused on it, the more important trait is the child molester thing, while the player to my left might think that even though it hasn't entered play before the familial love for my nephew must trump that. I might think they're equal.

This, then, is where the question of choosing the less plausible option arises. A lot of psychologists and sociologists are deterministic (I've got a bit of that myself), maintaining that there is always only one option for any person in any situation, no matter how much they think they could have chosen the other. If that's so, then only the most plausible option could ever be chosen by the character--but which is the most plausible anyway?

In simulationist play, it is often the case that the player's difficulty with the decision comes down to deciding what the character would actually do--which is the most plausible answer for this character at this time in this situation. In narrativist play, that's not a problem. As long as there are plausible options, the narrativist doesn't have to worry about which is the most plausible, because that's not his metagame. He's worried about which makes the best statement about the premise of the story. That's "which" of any number of apparently plausible options.

The simulationist, meanwhile, is only agonizing which of the options is most plausible if exploration of character is a major focus in what he's doing. To pick a new example, if the focus is exploration of setting, and the character is a photographer for a national magazine, he might suddenly decide to chuck his job because he's got an opportunity to travel to some entirely primitive corner of the globe--not because it is the most plausible for the character to do, but because in this case the simulationist metagame is exploration of setting, and this not completely implausible option opens doors to new areas of exploration.

So no matter what our agendum, we base our decisions on our metagame whenever the choices for the character include plausible options which matter within the context of our priorities. No one ever has his character do something completely unbelievable; whatever he does have his character do becomes in retrospect the most plausible action the character could take, because it is what he did, as long as it was reasonably plausible before it was done.

--M. J. Young

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On 7/5/2004 at 1:37am, C. Edwards wrote:
RE: Caring How it Resolves?

Hey Marco,

So, you find that the breaks in immersion that stem from your desires as a player clashing with your image of your character cause not-fun play for you? That's cool.

All I'm seeing is that you prefer a high level of immersion. That's neither here nor there, except that you probably need an incredibly "fit" character in order to enjoy Narrativist play. Not that Narrativist play requires violating your character concept per se, but that it most likely will require you to compromise without an incredibly "fit" character.

Marco wrote: I do whatever I need to do in order to get back in character (either change the character or not pursue the human-interest situation as I'd wanted for the time being and pay whatever the consequences are or discuss with the GM to reassess the situation). I do whichever one will address the dysfunction best and have the most luck negoitating with the GM.


The part of your statement that I bolded is a primary part of what Nate and I have been talking about. You choose the course of action that is most fun for you (addresses the dysfunction best), and by doing so you are making a statement about the particular CA you are prioritizing at that moment.

Marco wrote: If such an event defines an instance of play then, for me, it would be many months of gaming for each one.


Which is fine. That's why an instance of play has no set length.

Btw, my name is not "Edward". You can call me "Chris", "Mr. Edwards", or even just "C". "Dude" even works most of the time.

-Chris

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On 7/5/2004 at 1:46am, Marco wrote:
RE: Caring How it Resolves?

MJ,

This is very thought provoking and I'm still thinking about it. I think what comes to mind first and foremost is "what would/does this look like in my play?"

I can't say for sure. Given an unstoppable force - vs immovable object style character-trait clash (like the one postulated) I don't think I'd *ever* go and say "which element of exploration is being prioritized?" I mean, I'd try to get inside my guy's head and try to figure out what he'd do with a mind-bender of a situation like that but I'm not sure that's exploration of character, situation, color, or anything else.

You point out that the guy to the left and right of me can't tell either (which aspect is more important--but, I think, also which elemet is most present in exploration).

Now this guy (and me as a player), however, has human-experience issues going on: hatred, love, and now betrayal. No matter how I answer the question of what to do from inside my character's head I'm *also* going to answer "is betrayed love greater than hate" (or whatever).

An observer can *certainly* see that. They can see the question in the situation, the can see the presence and emotional power in my play, and they can see the answer in whatever I decide (they may disagree on what question I actually answered but the human condition is, IMO, undeniably present and if the emotions are present then I think it'd be clear I was engaged with it).

According to Nathan if I answer from inside my character's head then it's Sim. But to someone who is looking to see if my play centers on moral premise and I answer it then clearly I am (I'd say that's Narritivist but Nathan, I think, disagrees since I played from a pure IC perspective).

So I'm not able to say if I'd answer it Nar or Sim unless Nathan's standard holds. Then it's Sim since I don't approach that question with a significant concern about the outcome aside from the context of the character.

-Marco

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On 7/5/2004 at 1:54am, Marco wrote:
RE: Caring How it Resolves?

Chris,

Well, which is it if I discuss with the GM (I propose a kicker and the GM, IMO, goes way, way south with it doing something that I totally didn't expect and wasn't implied).

I don't find that I have any particular problems with fit characters in practice--although I do usually have some input into the structure of the game before it starts so maybe that's why. I dunno.

And if Nathan is right and you agree he is then Nar play is simply antithetical to Immersion (Suspension of Disbelief) as I do it. As I said, that's cool.

But be aware that my primary goal is to get back into character. If in one situation it's easier to re-imagine the character I do that. If in another it's easier to step back and re-assess how I answer the premise question I do that.

I think calling that a "Creative Agenda" is a bit fishy: the kickers from Sorceror would, in this case, facilitate Simulationist play* since they make me unlikely to have to violate my character during the game.

If I have an intent or agendum per-se it's to address a human interest issue *with* and from *within* (i.e. immersed) a character.

-Marco
* From observable behavior anyway. The player may be ready to violate his character at any moment--but if the tool ensures that he never need do then does it really matter? Intent vs. observed behavor: I have always favored intent, I guess--but there's a lot of observed behavior in the text too.

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On 7/5/2004 at 2:14am, C. Edwards wrote:
RE: Caring How it Resolves?

Marco,

Without being present during your play over a long period of time, I'm not even going to attempt to make a statement as to what CA you're prioritizing.

I think we both agree that, at least for you personally, this is a big immersion issue. So, while I don't think that Nar play is antithetical to Immersion in general, it does seem that it can be a problem for you when your character's "fitness" comes into question during play.

What exactly does that imply? Personally, I think Immersion (and the degree of) is a variable across all play that, while maybe more common with certain CA, is fairly independent of them. Sim usually gets the big Immersion tag because the metagame agendas (as M. J. puts it) of Gamism and Narrativism can require that the player break from a comfortable level of Immersion in order to address those agendas.

-Chris

*edit: to add that I think the most common case is that people with Nar and Gam metagame agendas are generally comfortable with the level of Immersion breakage that those agendas require. So, it's not usually seen as Immersion breakage at all.

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On 7/5/2004 at 2:25am, Paganini wrote:
RE: Caring How it Resolves?

Marco wrote:
The only part of the last post I found patronizing was the part where you told me what I'd find condescending.

Mostly it's the personal-communication bits rather than the argumentation. Maybe the personal correspondence aspect isn't necessary for this thread? I dunno. It's not that bad or anything but I'm letting you know, y'know?


OK then. I'm cool with that.


There is a fundamental and basic issue here: is addressing Premise requiring a break in in-game, in-character causality?


The answer is, most of the time, no. In the largest percentage of play, addressing Premise does not require a break in in-character causality.

But *sometimes,* to get the particular situation or resolution that the player wants, the player will have his character act, intentionally, in a way that he perceives his character would not act. For example, he goes ahead and has his character be in a scene in a place that it doesn't make sense for his character to be at. Way back a long time ago in Mike's Synthesis playtest at one point I had my character show up at a scene that it made no sense for the character to be at.

We're specifically talking about Author and Pawn stance here. Most of the time, Nar play is fine for SoD. Sometimes, to get what you want in Nar play, you might have to retro-justify to maintain SoD. Or, sometimes, you just don't worry about SoD. You just accept that things are the way they are, even if they don't make sense, even if there's some continuity problem, just because it's important to you. I'm reminded if the final Star Trek: TNG episode where there's a huge, gapingly obvious continuity error that the entire resolution of the episode absolutely hinges on.

<snip some>


That makes the play Sim. Because my character is a perfect fit for my desires wrt making a statement about premise.


Yup. Your motivations are below the detection level. The transcript your play produces could have just as easily been produced by Nar as Sim. There's no way for me to be sure. I just have to trust you when you tell me its Sim.

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On 7/5/2004 at 3:02am, Marco wrote:
RE: Caring How it Resolves?

I'm okay with that, assuming Vincent et. al agrees that Nar play will eventually involve what I'd think of as violation of the original character concept. I don't get that from the essays (even what you quoted) and I've seen lots of posts here saying that Nar play doesn't compromise character. But I admit, I always wondered about that.

It also seems that the decision to re-con the character is a meta-game decision and therefore doesn't seem like something one would do without meaning to: something I've seen people say of Nar-play.

I can see someone doing it without having a name for it--but I think that violating a character "for the story" (to make a particular premise addressing point during play) would require a conscious act. You mention intent, specifically.

Also: I've seen descriptions of 'Story-Now' play where everyone at the table is acting in-character. From what you're saying I don't see how, in a traditional game with premise, one would ever really know, save for one's self who was violating their character internally.

As you point out, it'll look from the outside as a string of in-character decisions.

I don't see how one would diagnose Nar play in others then--only one's self (which I'm fine with--but I've seen several posts discussing the use of the theory as a diagnositc tool for other players specifically on the Nar-Sim divide spectrum). Even with a long time to look at it (considering that I'd need a long time to look at *myself*).

Finally: Your take on this would be far simpler to express than the Nar essay. Just say "You make your non-railroaded decisions from a authorial rather than In-Character standpoint consering human interest stuff and poof: Nar play. It might even involve you violating original character concepts which, really, is the deciding point in play."

I think something like that'd be pretty clear to everyone.

I'm not sure that Nar facilitaitng games I've read do this, however. I think that Sorceror would facilitate IC play as much as OC play as far as I can see.

-Marco

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On 7/5/2004 at 3:23am, C. Edwards wrote:
RE: Caring How it Resolves?

Marco wrote: I don't see how one would diagnose Nar play in others then--only one's self (which I'm fine with--but I've seen several posts discussing the use of the theory as a diagnositc tool for other players specifically on the Nar-Sim divide spectrum). Even with a long time to look at it (considering that I'd need a long time to look at *myself*).


Observable behavior, what the participants are grooving on, just like the essays say. Nate and I are specifically talking about self-diagnosis and the internal state of an individual participant. So you have both things going on, with the only real way to diagnose the play of others being observable behavior.

You don't have to subscribe to one thing or the other. They're both mutually compatible.

-Chris

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On 7/5/2004 at 3:30am, Marco wrote:
RE: Caring How it Resolves?

Well yes--I agree. But if what's being observed is emotional intensity and the presence of a human-interest question that's, IMO, not so hard (unless you have to split the difference and tell if that's *more important* than developing the situation, say).

But having to tell if someone is internally violating their character seems like murder.

I could do it for the self-diagnosis though.

-Marco

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On 7/5/2004 at 3:48am, Paganini wrote:
RE: Caring How it Resolves?

Marco wrote: I'm okay with that, assuming Vincent et. al agrees that Nar play will eventually involve what I'd think of as violation of the original character concept. I don't get that from the essays (even what you quoted) and I've seen lots of posts here saying that Nar play doesn't compromise character. But I admit, I always wondered about that.


Actually, I'm not even sure I'd go that far. I'd say that Nar play *may* eventually involve that, but that there's no guarantee that it will. I was only disagree with Vincent becuase he seemed to be saying that it *can never happen,* when my personal experience, and my interperetation of GNS is contrary to that. So, to adopt your terminology from the bottom of your post, Nar play in general *is* IC play. But it is Nar behavior to go OOC to get what you want, if it becomes neccessary to do so.

It also seems that the decision to re-con the character is a meta-game decision and therefore doesn't seem like something one would do without meaning to: something I've seen people say of Nar-play.


To me it seems like making a retro justification is something that happens pretty naturally. I mean, we even do it in our day-to-day lives. The train of thought would be something like "We've already established that his bike is out of gas and he has no other vehicle, but I really want him to be at the hotel so that he can catch Alice and Bob together. I'll say that his neighbor Carl was going that way and he bummed a ride." If the player has the freedom to invent Carl (if necessary) and get a ride with him, then everything is kosher. The player's train of thought between the quotes is basically a close up view of what it means to Address Premise on the construction side.

If this same player isn't terribly worried about SoD in this element of the SiS, he might just gloss over how his character got to the gas station, and just take it as given that the character got there somehow or other.

Both of these possibilities must, of course, comply with the Social Contract of the group as a whole. If Carl hasn't been previously mentioned, and only the GM is allowed to create NPCs, for example.


Also: I've seen descriptions of 'Story-Now' play where everyone at the table is acting in-character. From what you're saying I don't see how, in a traditional game with premise, one would ever really know, save for one's self who was violating their character internally.


Yup. That's pretty much it exactly. This is what all that stuff about "observable behavior" I've been saying is about. If you're talking about just looking at the transcript, there is no way to tell.

However, if you add a social layer, the the interplayer relationships, reinforcements, and so on can give you a clue, even if you're just an observer. And then, with the people I game with, who are all aware of GNS theory, there's often forthright discussion about what we're prioritizing. Take for example, me and Chris discussion what Aysha has been doing in Mike's HQ game. Basically, you can only tell by looking at *what people do,* not by looking at what happened in the transcript. This is why "instance of play" is some undefined but quite long length of time. This is why transcripts posted to the Actual Play forum are not usually sufficient to identify what the players are actually doing. It hardly ever happens that you have some kind of glaring conflict of interest in the actual transcript itself, where you can tell *just by looking* what the players prioritized. Most of the time it's not even an issue what the player prioritizes, because everything gets along fine.

Remember, the whole point of GNS originally was to *identify disfunction.* So none of this really matters until there's a social contract level disagreement about what happens.


Finally: Your take on this would be far simpler to express than the Nar essay. Just say "You make your non-railroaded decisions from a authorial rather than In-Character standpoint consering human interest stuff and poof: Nar play. It might even involve you violating original character concepts which, really, is the deciding point in play."

I think something like that'd be pretty clear to everyone.


Unfortunately, Ron doesn't really like making things easily accessable to everyone. This is my one peeve with him. :)

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On 7/5/2004 at 4:00am, Marco wrote:
RE: Caring How it Resolves?

My problem with "may happen" is that I read you as saying that until it does you're playing Sim. So for the game to be Nar it seems to me that the violation of character would *have* to happen. Otherwise how would you or anyone else know?

Are you saying "being *ready* to violate character makes it Nar even if it never happens in a game?"

Because I really don't see that in the essays.

-Marco
[Note: I couldn't defend this position from the essays either--but, hey, if everyone agrees, I'm down with it too. ]

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On 7/5/2004 at 4:29am, Paganini wrote:
RE: Caring How it Resolves?

Marco wrote: My problem with "may happen" is that I read you as saying that until it does you're playing Sim. So for the game to be Nar it seems to me that the violation of character would *have* to happen. Otherwise how would you or anyone else know?


Being willing is part of it. But also, the internal thought process is the important thing. If I'm playing nar, my internal thought process is "what conflict do I want to create / how do I want this to resolve? OK, how can I get that? I'll do this. Do I need to retro-justify that to keep from breaking the game? Does it matter?" If I'm playing sim, my internal thought process is "what makes the most sense to happen next?"

This thought process is invisible in the transcript. You can only detect it if you observe the interractions of the players. The only exception is if there's a big honking divergence point where it's completely obvious that two CAs are getting thrown to the wolves in favor of the other CA. In all cases, it takes an extended period of observing actuall play, not just reading transcripts.

So, in spite of what most people seem to think, it's really difficult to identify CAs in action. And, most people who characterize themselves as a particular kind of GNS gamer are people who are familiar with the theory and have decided they prefer a particular mode. Or they're totally clueless and just like GNS as a handy labeling system.

But, mostly, people adapt. Like me, I'm playing sim in Mike's HQ game, and Nar in my Trollbabe: Vampires game. You have to trust me when I tell you that, because, so far, there hasn't really been anything in the transcript that would convince you one way or another.

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On 7/5/2004 at 7:12am, contracycle wrote:
RE: Caring How it Resolves?

Marco wrote: My problem with "may happen" is that I read you as saying that until it does you're playing Sim. So for the game to be Nar it seems to me that the violation of character would *have* to happen. Otherwise how would you or anyone else know?


I can't see how these two sentences arise from this discussion. Whether or not Narr contains the capacity for a character to be so altered does not seem to suggest to me that without such alteration Narr is invisible.

Because, this is only ONE KIND of clash between creative agendas that might occur. Causality is not the only thing to be discounted by Narr, challenge is well, and of course sim is going to discount premise and challenge both, left to itself.

It is erroneous to take from the statement that the prioritisation of premise over causality is a diagnostic indicator for the presence of Nar to mean that without that particular clash Narr does not exist.

Marco wrote:
It also seems that the decision to re-con the character is a meta-game decision and therefore doesn't seem like something one would do without meaning to: something I've seen people say of Nar-play.


I think you have misinterpeted something. The players need not be consciously aware that they are addressing pemise explicitly and in those terms; its adequate for them to only be aware that this is "cool" and "fun". This does not mean they are making any change by accident; only that knowledge of this jargon is not required nor need it be a big issue for the participants if they do it easily, automatically and comfortably. That is what is indicated by the statement that Narr players need not be consciously practicing Narr, as I understand it.

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On 7/5/2004 at 12:58pm, lumpley wrote:
RE: Caring How it Resolves?

Nathan, about your excellent examples of breaking continuity:

But it is Nar behavior to go OOC to get what you want, if it becomes neccessary to do so.

That happens in Sim play too. All the frickin' time. There is no clearer nor better example than the group staying together even when it wouldn't. Remember how I said that the standards for in-game plausibility vary from group to group and game to game? That's precisely what I meant.

Otherwise, still big disagreement from me, and it's: using internal states and individual decisions to "call it" Narr or not. Marco, you have it exactly right:
...if what's being observed is emotional intensity and the presence of a human-interest question that's, IMO, not so hard...

Narrativist play has never depended on anybody's internal state, what they're prioritizing inside themselves. That's invisible.

It depends on what's being socially reinforced.

a) Is Premise being addressed, plus b) is the addressing of Premise being socially, collaboratively reinforced by the group. If both, then Narrativist play. Doesn't matter if the individual players think that they're doing in-character thinking or in-setting continuity. They're addressing Premise and they're collectively diggin' it: Narrativism.

The Narrativist CA is quite easy to identify in action, contrary to what Nathan says, provided that a) you know a Premise when you see one, and b) you know social reinforcement when you see it.

Marco, I can only recommend that you try on both my view and Nathan's. Check out the essays and what else goes on here and see which view sheds more light on them.

-Vincent

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On 7/5/2004 at 2:17pm, Bob McNamee wrote:
RE: Caring How it Resolves?

One way I think about this issue as a player.

"Addressing" is a verb, so is "Exploring".

A nar leaning player is using Exploration to Address.
A sim leaning player is Exploration to Explore.

etc.

There's a difference of focus.

Are you choosing to have your character act in whatever way, plausible or not, to drive the Story Now (spotlighting a premise question, or an external theme, or some statement important more to the Player than the Character)?
If yes, you are probably a Nar-leaning player...or playing with one.

Are you having your character act in a pattern determined beforehand because it was determined beforehand, or is the most plausible extrapolation of previous acts? without prioritising hitting any external premise 'marks'?
If yes, that says Exploring to explore...or Sim-leaning to me.

Can it be hard to determine when looking at individual acts? Sure.

But it feels different over time to me... a matter of focus.

Note: Even a 'breaking from previous behavious' feels different over time when its done Sim "To Explore the Exploration of Character Situation etc" than when its done Nar "To Address the Story Now needs"

Maybe, I'm not helping and saying anything that hasn't been said before other ways...this is just the way I think about it. It looks and feels different to me. It really does come down to a player agenda.

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On 7/5/2004 at 2:19pm, Marco wrote:
RE: Caring How it Resolves?

Contra (first),

I don't think I've misunderstood--when I am in a state of weighing thematic decisions I find myself conscious of what statment is being made by play. When I am suspending disbelief, I'm not.

I indicated explicitly that I could see doing Nathan-style Nar play without a name for it or jargon--but not doing it without being aware of it. I don't see the same states as nearly identical in myself.

Even a writing style where the author is setting out to make a point vs. determine what would really happen is different, IME/IMO (and I think it produces different writing transcript wise too, but that's just me and Stephen King). And I find what you called the "objectifying" experice (for challenge) and/or/both Suspension of Disbelief far stronger in RPG's with IC play than with writing.

Nathan,
Maybe it's easy to detect CA's maybe not. I think "not" but that's just me. You indicate that from an outside perspective it looks like a string of IC decisions. I'm not sure how you'd tell the difference without someone saying "boy I like manipulating these themes!" (since even someone praising their presence and power wouldn't be distinguishable).

Getting a great, deep, meaningful statement from play seems like, when premise is in play, either would be equally likely (unless you believe that the way it "really would happen" is likely to make the less powerful of the two statements). I think it'll definitely not be as likely have the polished story structure in what you're calling the sim-mode.

Vincent,
And here we go ... I find your take on it the more compelling of the two from the articles and the fora. Here's why.

1. There's a lot of "Intent" stuff and a lot of "observed behavior stuff" and I've seen more of the latter than the former and it seems like this is a case where the two would most commonly provide strong opposite examples.

Since I see many people saying it is easy to do the diagnosis I think that speaks against it (although, like I say, I personally think Nathan's take where the major distinction is relatively invisible is the one that I hold more in common with). Maybe what it speaks to is a much, much larger Instance of Play--but I've said before: if you don't know where to put the dot, how do all the dots eventually line up?

2. If, as Chris says, the goal of play is most wonderful when it's IC and immersed then, IMO, that makes Narrativist play is the best-case of a dysfunction.

I think what he may've meant is that Nar play is never truly what I'd call immersed but, hey, it's always better when you don't have to change your character view. That could be--Chris, you can clarify.

But if he means it's immersive (heavy suspension of disbelief, no attempt to make a statement with play--simply to resolve a situation from an IC perspective) then that makes "setting out to play Nar" a plan to have a disconnect (and what I consider a dysfunction).

The idea of discussing the situation with the GM (as detailed in the case where the GM does something like a Kicker that to the player looks like a left-turn into bizarro world in terms of premises present*) didn't get much play. Most cases where I'd violate my character to change the answer to the premise question that makes the most sense to me are the result of what I see as a dysfunctional mutation in play.

But that's not a CA at all--and if Nar play *is* mostly immersive, breaking out when necessarily to adjust character, then I wouldn't find that an especially valid take.

However, as I said--I'm a bit more sympathetic to your view. That doesn't make it right.

-Marco

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On 7/5/2004 at 4:16pm, pete_darby wrote:
RE: Caring How it Resolves?

Okay, I thought the difference between sim and nar was purely, what's getting re-inforced, what's being approved... internal consistency of the SiS and it's consistent expansion, or adressing a "human interest" issue.

Addressing premise to "get the right answer for you" is a red herring in my mind: "pure" nar play is about adressing the issue, expressed in the situation, through the character, and gross breaking of internal cause to address the premise "right" is dysfunctional Nar, as the thrill is from the action of adressing an issue of human interest, not in getting the "right answer". That seems to me a sure way to get unsatisfactory play. Theme arises from play, am I right? Prejudging theme, attempting to resolve premise by imposing a resolution upon contrary to established and evolving contents of the SiS is anathema to good nar play.

Immersion is a red herring. You can play entirely deeply immersed and still be playing nar if you're grooving on the address of premise above the sanctity of the dream.

Inferiority or superiority of Nar / Sim is a red herring. Nar isn't just sim plus address of premise, or depth, or whatever. "Pure" nar play is lacking in curiosity about the SiS except as it relates to address of premise. Compared to a "pure sim" game it can look mannered, cartoony, symbolist, and everything else that indicates that the characters and world exist purely to "make a point" rather than be rounded, "real."

And inconsistencies in the SiS are a friend to no CA. All CA demand a consistent SiS, for many reasons, but willing suspension of disbelief must be up there in all CA.

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On 7/5/2004 at 4:28pm, Paganini wrote:
RE: Caring How it Resolves?

Marco, Vince,

All through this thread my goal has been to go from what Ron has defined, and say what I think that means. I feel pretty strongly that Vincent is not working from what Ron has defined, but is instead working from his own ideas. There's nothing wrong with that, of course; it's just two different approaches.

Frex, Vincent is saying that it's trivial to identify Nar in action. I've seen Ron say multiple times that it is a difficult and lengthy process to identify any of the CAs in action.

Vincent wrote: Nathan, about your excellent examples of breaking continuity:
Quote:
But it is Nar behavior to go OOC to get what you want, if it becomes neccessary to do so.

That happens in Sim play too. All the frickin' time. There is no clearer nor better example than the group staying together even when it wouldn't. Remember how I said that the standards for in-game plausibility vary from group to group and game to game? That's precisely what I meant.


I can't see this at all. I said that its "Nar behavior to go OOC to get what you want." This can't be Sim behavior, because, in this case, what a Sim player wants is to *not go OOC.* You can't go OOC to stay IC. I think you're forgetting that the prioritization of causality is usually attached to one (or several) of the five explorative elements. All you're describing is a sacrifice of causality in a non-prioritized element in order to maintain causality in the prioritized element(s). If the player's agenda is Sim with Exploration of Character, then the other explorative elements can go zoom out the window to keep from breaking character.

I keep focusing on different parts of the equation, and you keep grabbing what I'm saying and treating it like it's the *whole* equation.

So, yeah, it's Nar behavior to go OOC to get what you want, with the implicit proviso that "what you want" is to Address Premise. Incidentally the whole "keep the party together" thing is something that usually is a result of gamism, I think.

Marco wrote: Getting a great, deep, meaningful statement from play seems like, when premise is in play, either would be equally likely (unless you believe that the way it "really would happen" is likely to make the less powerful of the two statements). I think it'll definitely not be as likely have the polished story structure in what you're calling the sim-mode.


Yep, exactly. Except, I'm not sure what you're talking about with Polished Story Structure. I don't give a crap about story structure, polished or otherwise.

Marco wrote: 1. There's a lot of "Intent" stuff and a lot of "observed behavior stuff" and I've seen more of the latter than the former and it seems like this is a case where the two would most commonly provide strong opposite examples.


Note that "intent" is something internal that can't be identified unless communicated or demonstrated, and that whenever Ron talks about "observed behavior" in the essays, it's always in the context of the social interactions taking place among the actual real people during the act of play.

I just want to point out that a Kicker is, by definition, something authored by the player of a character. The GM doesn't do kickers. Kickers are a technique for zapping your character into the kind of problematic situation that you're interested in Exploring, and as such, are an example of Nar-facilitating Technique.

The whole "immersive" thing doesn't seem very useful, though. What does that mean, "immersive?" You're going to have to come up with a very explicit precise description of it before it can be plugged into *any* take on the theory. "Immersion" seems to be a priority for you. How would you characterize being successfully "immersed?"

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On 7/5/2004 at 5:52pm, M. J. Young wrote:
RE: Caring How it Resolves?

Paganini wrote:
Vincent wrote: Nathan, about your excellent examples of breaking continuity:
Quote:
But it is Nar behavior to go OOC to get what you want, if it becomes neccessary to do so.

That happens in Sim play too. All the frickin' time. There is no clearer nor better example than the group staying together even when it wouldn't. Remember how I said that the standards for in-game plausibility vary from group to group and game to game? That's precisely what I meant.


I can't see this at all. I said that its "Nar behavior to go OOC to get what you want." This can't be Sim behavior, because, in this case, what a Sim player wants is to *not go OOC.* You can't go OOC to stay IC. I think you're forgetting that the prioritization of causality is usually attached to one (or several) of the five explorative elements. All you're describing is a sacrifice of causality in a non-prioritized element in order to maintain causality in the prioritized element(s). If the player's agenda is Sim with Exploration of Character, then the other explorative elements can go zoom out the window to keep from breaking character.
You missed it, Nathan.

If the question is whether going out of character to get what you want in and of itself distinguishes simulationism from narrativism, then simulationism doesn't exist. You've essentially agreed in this text that a simulationist can go out of character to "get what he wants" if he isn't primarily exploring character.

I think (and I think Vincent's as much as said this) that the entire "going out of character" issue is a red herring. It's bad play for the simulationist, but it's bad play for the narrativist, too. It also assumes that in every situation faced by the character, there is always and only one option which that character would actually choose, and that we always know exactly which option that is no matter how complex the situation.

A few posts back, Marco addressed how he would handle the assassin's dilemma (to give it a name). He would sit down and weigh how his character feels about the nephew versus how his character feels about his mission to kill child molesters, and try to determine what it is that the character would actually do. From here, that sounds like simulationist exploration of character, with a very strong emphasis on living the life the character would live.

Yes, there are moral and personal issues involved; but Marco doesn't care about those issues from his own perspective--he's not trying to say which should be more important. He's only trying to determine which is more important in the mind of his character, and to experience what it would be like to be that person. He might have to define who that character is a bit better in order to reach that answer, but that's part of play. He might learn something about those moral issues, but that would be secondary, incidental to the primary goal of understanding that character and what it would be like to be him.

That doesn't mean that a narrativist player would step out of character to address premise. It means that faced with this choice, a simulationist trying to explore character as a priority is going to agonize over what the character would do, while a narrativist or a simulationist prioritizing different elements will assume that it is plausible for the character to do any one of several things in this situation, and will pick from among them based on that which will best serve his real agendum, whether that's address of premise or exploration of color.

It means that the entire issue of what is "in character" and "out of character" is always relative, that people really do things that would have been labeled "out of character" in the sense that they are unlikely to do them. It would be out of character for me to buy lunch at McDonalds; it would be out of character for me to barricade myself in a room in a tall building and start shooting pedestrians with a sniper rifle. I will eat at McDonalds if the alternative is to go hungry; I won't start shooting people as long as I have the option of checking into the psyche ward. For every decision any of us makes, there are the options which our friends would say we'd do every time, the options by which we surprise them, and the options which we can't imagine taking. There is nothing "out of character" about doing something in the second category. It is not contrary to narrativist play, but it is not contrary to simulationist play, either. Those things in the third category--things our character clearly would never do--are as bad for narrativist play as they are for simulationist play. So what if we choose to have our characters do them? In either simulationist or narrativist play, we either have a jarring discontinuity in our Shared Imaginary Space, or we look back over the previous events and provide a reasonable explanation for why the character has suddenly made this choice. We say, "Of course he always kills child molesters; but this is his nephew, whom he has always protected, and he's not going to be able to pull the trigger." Whether we do that because (narrativist) we want to make a statement about the importance of family over justice or (simulationist exploration of character) we believe that the character's devotion to his nephew is going to have this impact, and want to explore the consequences to the character of having made this decision or (simulationist exploration of color) we want to further explore the life and relationships of this character, which would be badly hampered if he started killing his own family members, we found a way to make the implausible choice plausible within the dictates of our metagame agendum.

If the decision is out of character and cannot be reconciled so as to seem within the shared imaginary space to in fact be exactly what the character would have done, then it's a bad decision in every agendum. If it enters the shared imaginary space as what the character did, and everyone accepts that it is what the character did, then it's in character to the degree required by the group. Creative agendum has something to do with it, but does not map to it.

--M. J. Young

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On 7/5/2004 at 6:46pm, C. Edwards wrote:
RE: Caring How it Resolves?

M. J. Young wrote: I think (and I think Vincent's as much as said this) that the entire "going out of character" issue is a red herring. It's bad play for the simulationist, but it's bad play for the narrativist, too. It also assumes that in every situation faced by the character, there is always and only one option which that character would actually choose, and that we always know exactly which option that is no matter how complex the situation.


You missed it, M. J.

Repeatedly we've said that this isn't a black/white or either/or issue and have given actual play examples and a whole lot of explanation. There are degrees of plausibility. We all have varying requirements for the degree of verisimilitude that we require for each of the elements of exploration. When you slam those two together you get exactly what Nate was talking about in the section of his post that you quoted.

I'm certainly not saying that anyone has to agree, but at this point the dichotomy between the two basic schools of thought expressed in this thread is not surmountable. Both sides have been explained thoroughly, and neither side agrees with the other on the basic issues.

So, for me at least, it's time to quit. I hope that we can pick this up again another time.

-Chris

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On 7/5/2004 at 10:42pm, Marco wrote:
RE: Caring How it Resolves?

I think it's clear that neither side *does* agree with each other on the basic issues. For my take, I don't think the essays help much in figuring it out.

A few things:

1. MJ: While I would play from inside my character's head, I might design my character as a statement on the take of killing child molesters. This would not be a final statement--but rather one that I would consider when creating the character as the "point I'd like to make about this."

If I think killing child molesters is wrong, I would create a character who might feel very justified in doing so--but I would create him as a *tragedy.*

That's, IMO, 'address of premise' that is instantatiated by playing out the character.

However, during play I might have strong feelings about that statement and even change my mind about it--but I wouldn't take every action with the question in my head of "what would the character do vs. what would *I* like to say about this." I made my character, I'd want to play him.

2. I've seen threads questioning immersion here. I think this may be a pointless discussion. I can say this: I've played to make a statement. I've played in-character immersed. To me they feel different (I've also tried playing to "generate the best story possible" and that seemed different too than IC-immersed and a lot more like "making a statement").

I found IC-high Suspension of Disbelief play (I once was extremely surprised to discover it wasn't raining outside when we broke for lunch: in the game the city had been engulfed in a massive storm) to be a high preference for me.

Clearly this is a gradient. At times I may be more interested in "what am I saying"with this character. At times I may discover that "what I am saying" is counter to what I'd like to say (I've felt uncomfortable playing characters who would go ahead with something I wouldn't--and not always just purely for the 'ick' factor)--and I might adjust statement/adjust character/talk to the GM ('this makes me uncomfortable').

It depends on the situation.

Nathan: IMO the best stories rely on re-writing and sophisticated clean strutcture. In terms of caring about the 'story being generated in play,' someone who says they don't care about "polished structure" is talking a somewhat different language than me if they're concerned with generating a "good story" through play.

Not a wrong language--but a different one.

-Marco
[ Note: I've done collaberateive creative projects, shared writing, and even shared script writing. Play that I do to "make a statement" feels more like this than my normal RPG experience for me. ]

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On 7/6/2004 at 12:21am, Paganini wrote:
RE: Caring How it Resolves?

Marco,

In the closed circle of GNS theory and terminology, there's no such thing as a "good story." A story is a transcript in which a problematic human issue is created and resolved. All judgements of whether or not the story was good are left up to the individual players, and are not covered by the theoretical model. I was going over this with Jack Spencer a week or two ago. I think I remember you posting to that thread, but I'm not sure. So, anyway, sorry if I'm posting something that you already know and just don't agree with.

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On 7/6/2004 at 7:11am, contracycle wrote:
RE: Caring How it Resolves?

Marco wrote:
That's, IMO, 'address of premise' that is instantatiated by playing out the character.


It is not, IMO, it is only a statement of premise. Having constructed this premise FOR THE CHARACTER, the character will be played entirely in Sim mode. What you are doing is presenting your take on that premise to the other players, the audience. But if you are not directly addressing premise in actual play, you are not addressing premise in actual play.

This to my mind is an exact analogy with the author of linear media and their construction of characters. I may choose to create a character who exemplifies a particular view of vigilantiism, and explicate that to the audience through my story or play; but then it is the AUDIENCE who, at run-time, are engaged with the premise I have presented. The author is, at best, observing the audiences responses. But their creative exercise has already ended. More commonly I might create multiple characters and allow an audience to choose which of the answers given by my characters they prefer.


However, during play I might have strong feelings about that statement and even change my mind about it--but I wouldn't take every action with the question in my head of "what would the character do vs. what would *I* like to say about this." I made my character, I'd want to play him.


How about if I proposed that this indicates a primary preference for Sim with Narr as a subordinate mode in which you make a non-trivial subset of decisions?


It depends on the situation.


Right; cos play is live. That is exactly why designing a character with a nominal 'story' behind it and intended to express aview on a given issue is not inherently narratavism. Actually doing it there and then when it matters is narratavism. Establishing conflicted characters or whatever is merely a facilitative mechanism.

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On 7/6/2004 at 12:02pm, Marco wrote:
RE: Caring How it Resolves?

Well, Contra, if I make my character and then don't play him, I agree: it doesn't happen. If the character is played then whether it's Nar or not seems to me to depend on whether Nathan or Vincent is right about Nar.

Or it may be that being pretty immersed and into Suspension of Disbelief is antithetical to "address" so then it'd be Sim--I'm fine with that (that's an interpertation of what I see Nathan as saying).

But the Premise quesiton will still be central to play in "presence and power" (from the Nar essay) and a statement will be made by said play.

Whether that counts for Nar play isn't clear to me (and doesn't really matter)--but it doesn't sound like a restrictive methodology and would be, IMO/IME, just as interferred by with character hijacks since those tend to break SoD for me as well when applied.

-Marco

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On 7/6/2004 at 3:31pm, lumpley wrote:
RE: Caring How it Resolves?

Has everybody else noticed that Nathan and I play the exact same way? Marco too, probably? We create our character, put him in morally challenging circumstances, and turn him loose to see what he does. We don't disagree about how we're playing, we disagree about what it's called. Particularly, I think that Ron had our way of playing in mind, and Nathan thinks he didn't.

Either way it's not an insurmountable disagreement about the fundamental nature of roleplaying. It's just some random thing that's gotten all blown out.

Nathan, do you find that "Narrativist games" generally work well with our way of playing? Hero Quest, Sorcerer, My Life with Master, Universalis, Trollbabe...?

-Vincent
who asks mercy of all the game designers whose work I just reduced to "..."

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On 7/6/2004 at 3:43pm, Marco wrote:
RE: Caring How it Resolves?

lumpley wrote: Has everybody else noticed that Nathan and I play the exact same way? Marco too, probably? We create our character, put him in morally challenging circumstances, and turn him loose to see what he does. We don't disagree about how we're playing, we disagree about what it's called. Particularly, I think that Ron had our way of playing in mind, and Nathan thinks he didn't.

Either way it's not an insurmountable disagreement about the fundamental nature of roleplaying. It's just some random thing that's gotten all blown out.

Nathan, do you find that "Narrativist games" generally work well with our way of playing? Hero Quest, Sorcerer, My Life with Master, Universalis, Trollbabe...?

-Vincent
who asks mercy of all the game designers whose work I just reduced to "..."


Vincent,

I ... don't agree :)

What Nathan is describing is consciously making statements during play. I don't do that--I play from inside my character's head (mostly). Now the character itself may be created as a moral statement of some sort--but I when that clashes with the in-game situation, I consider that dysfunction (i.e. I make the assassin and he gets teleported to planet Tiberious 12 and forced to fight in the arena).

Contra says that's not Nar play because the "address" happens at character creation not during play.

You say the telling factor is behavior (does this stuff happen and get reinforced at the table).

Nathan says it's a state of mind that must be deduced.

I think it's a massive distinction. Under one format I'm nar, under the other I'm Sim.

Raven's questions about force and John's about Virtuality boil down to differences on this point as well (which social contracts are Sim, who can say what is Force).

Finally: this is the exact point (albeit in different language) that I quoted Ron's essay on. This sort of question has, for me, been central to trying to figure out if what I do to improve my play is informed by GNS.

-Marco

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On 7/6/2004 at 4:30pm, Doctor Xero wrote:
RE: Caring How it Resolves?

Marco wrote: What Nathan is describing is consciously making statements during play. I don't do that--I play from inside my character's head (mostly). Now the character itself may be created as a moral statement of some sort--but I when that clashes with the in-game situation, I consider that dysfunction (i.e. I make the assassin and he gets teleported to planet Tiberious 12 and forced to fight in the arena).

Contra says that's not Nar play because the "address" happens at character creation not during play.

You say the telling factor is behavior (does this stuff happen and get reinforced at the table).

Nathan says it's a state of mind that must be deduced.

I think it's a massive distinction. Under one format I'm nar, under the other I'm Sim.

Raven's questions about force and John's about Virtuality boil down to differences on this point as well (which social contracts are Sim, who can say what is Force).

Finally: this is the exact point (albeit in different language) that I quoted Ron's essay on. This sort of question has, for me, been central to trying to figure out if what I do to improve my play is informed by GNS.

Marco, if I might make a relevant commentary on theory in general?

In both science and scholarship, a common danger is that theory may become treated as proscriptive of reality rather than as descriptive of it. In other words, the purpose of a model is to create a theoretical construct which is supposed to accurately represent reality -- what goes wrong is that scientists and scholars sometimes fall in love with the model and begin trying to fit reality to conform to the model.

This is (part) of the origin of the fallacious concept of epicycles in astronomy, for example.

When people think they have the answering model to life, the universe, and everything, they tend to fit all new data into that answering model even when it might challenge said model or demonstrate the need for rebuilding that model almost from scratch. Edward Robert Harrison presents eloquent explanation of this in Masks of the Universe: Changing Ideas on the Nature of the Cosmos, a wonderful book about the tendency to tenaciously preserve a paradigm until it disintegrates (and certain groups, such as creationists, may still refuse to let go of the paradigm anyway, simply ignoring any and all evidence which successfully challenges it).

I do not think that anyone is treating the G/N/S model as the answering model to life, the universe, and everything, but I do think that sometimes people here expect overmuch real life experiences to conform to the model. Hence, we have some people tell those of us who have experienced simulationism and narrativism simultaneously that it's not possible, and we are even told that we may THINK we are doing this and THINK we are seeing others do this but we must be wrong -- our experiences are asked to conform to the model instead of the model being modified to incorporate into its theoretical construction the reality of our experiences : the model can not be wrong, so if our reality (or our knowledge of our reality) conflicts with it, our reality must be what is in error. Hence, we have some people tell you different and implicitly conflicting model labels for the same experience.

You have experienced what you have experienced. When the model helps you better understand that, it is of value. When the model clashes with your knowledge of reality, doublecheck yourself to ensure that your perceptions have not been deceived (such deceived self-perception often happens in people's recognition of their own gender roles, for example), and if your perceptions have not been deceived yet the model clashes with you, ignore the model if you can not modify it.

As the risk of being castigated as presumptuous or impertinent in these forums (again), I would say that
theoretical constructs ought to serve human knowing -- they should not subjugate it.

Doctor Xero
P.S. For those reading this who are prone to inferring defensively an ulterior agenda the poster has not in any fashion implied, no, I have nowhere denied efforts to modify the model towards greater representation of reality -- I simply note a tendency, nothing further.

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On 7/6/2004 at 4:55pm, Paganini wrote:
RE: Caring How it Resolves?

lumpley wrote: Nathan, do you find that "Narrativist games" generally work well with our way of playing? Hero Quest, Sorcerer, My Life with Master, Universalis, Trollbabe...?


I do, yes. However, I just point out that there is no "our way of playing." I don't play in the exact same way all the time. I play differently depending on the actual game mechanics I'm using, depending on who I'm playing with, what the setting is, etc. etc. etc. So, yeah, I do play your way. But it's not like my one-and-only way to play. I'm gonna address this in a different thread, because an idea hit me last night while I was weathering the thunderstorm.

Marco, I think the problem lies in your use of "disfunction." Disfunction is conflict between the players. I'm talking plain-old "did too! did not!" argument type stuff, to a greater or lesser degree. A play-style itself can't be disfunctional. If you made your decisions based on a certain thought process... well, that's how you made your decisions. It can only be disfunction if your approach is at odds with that of another real-life player.

If you find that there's a conflict between the moral statement you want to address and the game's causality, it's not disfunction. You just have to make a choice... which is more important to you, causality, or that moral question? This, in a nutshell, is the nature of a CA prioritizing decision-point. If that choice is one you'd rather not have to make, then be sure that the group you play with and the system you use is not one that puts you in a situation where you have to choose.

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On 7/6/2004 at 5:38pm, Marco wrote:
RE: Caring How it Resolves?

Nathan,

I understand what you're saying about dysfunction (and it's been a long time since I've done Did-not-did-to ... well, except for last night on IRC ... ;) )--but I still must beg to differ: the cases I've seen are *always* the result of another person (usually the GM).

And while I don't blame the GM per-se, I do consider it a breach of what-I-want or a breach of fun. That seems a reasonable use of the word dysfunction.*

(the vast majority of my play, even when this happens is fun and functional, also).

Everything that happens in gaming is the result of *someone* (and dice rolls, yes--but aside from that) and that can conflict.

-Marco
* Obligatory jargon-rant I'm not sure that even in a GNS discussion, in this context there's actual correct or incorrect use of the term. If we're going to use "functional" for "fun" then it seems logical. But it's also based on the actions of another, anyway.

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On 7/6/2004 at 7:07pm, Doctor Xero wrote:
RE: Caring How it Resolves?

Paganini wrote: However, I just point out that there is no "our way of playing." I don't play in the exact same way all the time. I play differently depending on the actual game mechanics I'm using, depending on who I'm playing with, what the setting is, etc. etc. etc.

A good point, and one often neglected in such discussions.

Paganini wrote: You just have to make a choice... which is more important to you, causality, or that moral question? This, in a nutshell, is the nature of a CA prioritizing decision-point. If that choice is one you'd rather not have to make, then be sure that the group you play with and the system you use is not one that puts you in a situation where you have to choose.

Or you can negate the conflict altogether by effectively designing player-characters who address both simultaneously. And yes, it can be done, and yes, it is what I have most often seen being done in groups which emphasize "roleplaying" (simulationism-narrativism simultaneously) rather than gamism.

Doctor Xero

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On 7/7/2004 at 7:56am, contracycle wrote:
RE: Caring How it Resolves?


Or you can negate the conflict altogether by effectively designing player-characters who address both simultaneously. And yes, it can be done, and yes, it is what I have most often seen being done in groups which emphasize "roleplaying" (simulationism-narrativism simultaneously) rather than gamism.


I disagree, not least becuase of the snide back-hand delivered to Gamism. In character design, there is no meaningful conflict. It is not possible to design characters suited to every situation that will develop; in play therefore, not at chargen, you will be confronted by a conflict between the CA's. I can't see how a game could be constructed that insured that evey bit of the action coincided with the characters and coincided with premise-full issues, not if were on anything but rails.

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On 7/7/2004 at 11:47am, Marco wrote:
RE: Caring How it Resolves?

contracycle wrote:
I disagree, not least becuase of the snide back-hand delivered to Gamism. In character design, there is no meaningful conflict. It is not possible to design characters suited to every situation that will develop; in play therefore, not at chargen, you will be confronted by a conflict between the CA's. I can't see how a game could be constructed that insured that evey bit of the action coincided with the characters and coincided with premise-full issues, not if were on anything but rails.


Contracycle,

Why must "every bit" of action coincide with the characters for play to make their organic issues important? For that matter why must "every bit" of action be immediately associated with a premise? Surely your view of Nar play doesn't involve the players racing from one moral quandry to another, does it?

When told you're wrong about the principle you're arguing that if play isn't 100% focused then you're right. That doesn't seem logical to me.

After all, wouldn't exploration of situation and character be important to setting up those premise questions? It seems to me Nathan thinks so on the other thread.

-Marco

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On 7/7/2004 at 11:56am, contracycle wrote:
RE: Caring How it Resolves?


Why must "every bit" of action coincide with the characters for play to make their organic issues important?


Because otherwise play would alternate between the CA's. If Narr and Sim are going to occur simultaneously throughout play, this would have to pertain. Otherwise we will see the theory as it stands at the moment; decisions alternating amongst the CA's by all players with preference exhibited at points of prioritisation.

For that matter why must "every bit" of action be immediately associated with a premise? Surely your view of Nar play doesn't involve the players racing from one moral quandry to another, does it?


No, but only because I don't expect such play to go through a lot of moral quandaries as if they were discrete challenges.

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On 7/8/2004 at 2:21pm, Doctor Xero wrote:
RE: Caring How it Resolves?

Doctor Xero wrote: it is what I have most often seen being done in groups which emphasize "roleplaying" (simulationism-narrativism simultaneously) rather than gamism.

contracycle wrote: I disagree, not least becuase of the snide back-hand delivered to Gamism.

You make an . . . interesting . . . choice in interpreting negatively the term "rather" and ignoring the significance of the use of quotation marks.

contracycle wrote: In character design, there is no meaningful conflict. It is not possible to design characters suited to every situation that will develop; in play therefore, not at chargen, you will be confronted by a conflict between the CA's. I can't see how a game could be constructed that insured that evey bit of the action coincided with the characters and coincided with premise-full issues, not if were on anything but rails.

What you label as impossible I recognize as something I have seen done repeatedly in real life and have read about frequently in the various literatures about gaming and the gaming subculture.

However, you are correct on one thing : the successfully construction of simultaneous simulationist/narrativist characters relies predominantly on the players (and their game master). I've read numerous articles (and advice sections of gaming texts) giving advice to players on how to do so, but I do not recall reading anywhere about a system which encourages or even forces players to construct characters which are simultaneously simulationist/narrativist. If memory serves, is it not "accepted wisdom" as The Forge that it is difficult at best if not impossible to design a game which restricts all play to any single CA as it is?

Doctor Xero

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On 7/8/2004 at 2:46pm, Marco wrote:
RE: Caring How it Resolves?

contracycle wrote:

Why must "every bit" of action coincide with the characters for play to make their organic issues important?


Because otherwise play would alternate between the CA's. If Narr and Sim are going to occur simultaneously throughout play, this would have to pertain. Otherwise we will see the theory as it stands at the moment; decisions alternating amongst the CA's by all players with preference exhibited at points of prioritisation.



I would suggest that either:

1. Play does alternate on an atomic level but GNS looks at larger chunks so there's no problem --or--
2. Narrativist play will potentially include a lot of exploration of character/situation (which is what you view as sim) as a setup for the premise without invalidating it as Nar play (that would seem to me to be a fidelity issue rather than a CA issue). --or--
3. The interpertation of Nar play you are using doesn't match the one that Vincent and Nathan are using (in which case, how does the Actor-Stance Sim player distinguish from the Actor-Stance Nar player? It seems that both intent and observable behavior are identical to me in this case).

Maybe there's a 4th or more--I'm not sure.

-Marco

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On 7/8/2004 at 3:30pm, contracycle wrote:
RE: Caring How it Resolves?

Marco wrote:
1. Play does alternate on an atomic level but GNS looks at larger chunks so there's no problem


That is what I think, yes. So Dr X is wrong to assert they occur simultaneously; they instead occur alternately.

Dr Xero wrote:
What you label as impossible I recognize as something I have seen done repeatedly in real life and have read about frequently in the various literatures about gaming and the gaming subculture.


Well, I think that what you saw was them alternating, rather than them happening simultaneously. The GNS theory is based on the alleged observation of three distinct behavioural modes; you cannot exhibit more than one of these at any given moment. So, if your observation is right, the founding premise of GNS - the very identification of G and N and S at all - must be abandoned.

But my observations lead me to agree with the model and its temporally distinct behaviours. I finds an analysis based on this premise to be fruitful. I therefore speculate that what you really saw was a rapid alternating of modes between Sim and Narr - not the simultaneous execution of both. I may, of course, be wrong, but I'm not going to abandon a fruitful theory for one that appears less fruitful.

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On 7/8/2004 at 3:44pm, Marco wrote:
RE: Caring How it Resolves?

Contra,

Well, I understand what you're saying--but I'm not sure I agree with what the theory says about it.

To my understanding there is no "sim or nar" at the level you're saying it's alternating. There are a string of decisions that are *neither*--the theory is mute as to them.

If the theory *does* classify them (say, based on the intent of the player) then we don't need instances of play when we're dealing with ourself (I made this case once and got a strong negative from you, IIRC).

If the theory doesn't classify them then what you're seeing or thinking is happening doesn't relate to the theory, IMO.

I think the single-instance of CA is *only* related to large instances of play and it's flexible as to how-large.


-Marco

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On 7/9/2004 at 4:26am, TooManyGoddamnOrcs wrote:
RE: Caring How it Resolves?

The way I see it, and I'm popping out of nowhere here to offer my opinion, is that the Creative Agenda is not applied during play but rather when play stops due to A)the end of a game or B)play becoming dysfunctional due to a conflict of what is now identifed as creative agendas. From what I can tell, GNS is forensic pathology: it only works on dead games, whether they died of old age or were killed in the crossfire.

Edit (12:34 EST)- putting the word "forensic" in front of pathology so I'm not accused of casting aspersions.

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On 7/9/2004 at 7:56am, contracycle wrote:
RE: Caring How it Resolves?

Marco wrote: Well, I understand what you're saying--but I'm not sure I agree with what the theory says about it.


Fine, but if you disagree about what the theory claims en bloc, then why interven in a conversation about the theory in a forum dedicated to duiscussing that theory?


To my understanding there is no "sim or nar" at the level you're saying it's alternating. There are a string of decisions that are *neither*--the theory is mute as to them.


Well if its true that NEITHER is happening then Narr and Sim can definitely not be occurring simultaneously, because neither are happening at all.

You are overextending my argument to assert that every single activity must be correlated with a specific mode, but that is not what I have argued at all. I have only argued that Narr and Sim cannot occur simultaneously; if neither are occurring the problem is moot.


If the theory *does* classify them (say, based on the intent of the player) then we don't need instances of play when we're dealing with ourself (I made this case once and got a strong negative from you, IIRC).


It only classifies on the basis of behaviour. There may, or may not, be an identifiable GNS prioritisation at any given decision. Thus we need to observe an instance of play that is more than one decision in order to make a meaningful observation.


If the theory doesn't classify them then what you're seeing or thinking is happening doesn't relate to the theory, IMO.


Nonsense; thats like saying that because I recognise the location and momentum of an electron cannot be simultaneously be determined, that one of these must not fall under physics.


I think the single-instance of CA is *only* related to large instances of play and it's flexible as to how-large.


You are confusing the methodology of identification with the actual phenomenon observed, I think. I would certainly agree the theory is only USEFUL when deployed against large instances of play which allow a meaningful diagnostic observation to be made.

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On 7/9/2004 at 9:38am, pete_darby wrote:
RE: Caring How it Resolves?

TooManyGoddamnOrcs wrote: The way I see it, and I'm popping out of nowhere here to offer my opinion, is that the Creative Agenda is not applied during play but rather when play stops due to A)the end of a game or B)play becoming dysfunctional due to a conflict of what is now identifed as creative agendas. From what I can tell, GNS is forensic pathology: it only works on dead games, whether they died of old age or were killed in the crossfire.

Edit (12:34 EST)- putting the word "forensic" in front of pathology so I'm not accused of casting aspersions.


Just a quicky on this one, I don't see it as deserving a full new thread...

Basically, no. Creative Agenda is just what it sounds like, the agenda for the creativity involved in play. It's constantly, usually unconciously, applied in play as each player shapes play towards their preferences. That the classification on these boards often occurs post-mortem is a function of the nature of discussion, that it usually takes place at the very least between session rather than in them, and a function of the model's promotion as a diagnoser of dysfunction, so folks new to the theory use it to look at old games that faltered to see if the model accounts for or explains that failure.

Please check out the actual play boards, though: they contain a great number of games that are analyzed between sessions of live campaigns, and judge for yourself whether GNS / big model analysis was surgery or autopsy.

Oh, and welcome to the Forge!

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On 7/9/2004 at 11:04am, Marco wrote:
RE: Caring How it Resolves?

contracycle wrote:
Marco wrote: Well, I understand what you're saying--but I'm not sure I agree with what the theory says about it.


Fine, but if you disagree about what the theory claims en bloc, then why interven in a conversation about the theory in a forum dedicated to duiscussing that theory?


I should've said I disagree with *your* take on it. Sorry for not being clearer.

See, what you're saying is a rapid low-level switch between Sim and Nar is, IMO, exploration of situation and character associated with Nar play. Remember that all play will have such elements.

In your physics analogy I would see you as stating that we "really can" know the location and momentum of an electron--we just can't measure it well enough to be a useful diagnostic.

That's *not* true in physics.

-Marco

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On 7/9/2004 at 11:56am, contracycle wrote:
RE: Caring How it Resolves?

Marco wrote:
See, what you're saying is a rapid low-level switch between Sim and Nar is, IMO, exploration of situation and character associated with Nar play. Remember that all play will have such elements.


No, what I am saying is exactly that all play has such elements. Please remember I am only challenging the claim the N and S occur SIMULTANEOUSLY.

Switching between modes, rapidly or otherwise, is characteristic of normal play regardless of which of those CA's is prefered. At crisis points, one will be prioritised over the other - this is the most useful diagnostic event.

It MIGHT be true that switching between N and S only or predominantly is indicative of Narr exploration; I'm not aware of any discussion as yet of sub-groups of preferences.

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On 7/9/2004 at 12:26pm, Marco wrote:
RE: Caring How it Resolves?

contracycle wrote:
It MIGHT be true that switching between N and S only or predominantly is indicative of Narr exploration; I'm not aware of any discussion as yet of sub-groups of preferences.


Okay, well--it looks to me like you're looking at individual decisions which, pretty much, *all* involve exploration and trying to sort of "split the atom" and say this one is more exploration than address or vice versa (or more dramatically to say "this decisions was almost pure-address of premise where as the one right before it was exploration for exploration's sake).

I don't think that's supported in the essays or the theory anywhere. I understand that at some point there's supposed to be a critical decision that shows choice (although I've seen it argued that it's not a singularity but rather a holistic view of many decisions)--but either way, on that basic level if a decision both explores character and addresses premise how can you, even in retrospect, say that it was definitively sim or nar?

If you can then I think some basic examples of the sort people commonly ask for would be provideable (perhaps with a little context).

-Marco

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On 7/9/2004 at 2:18pm, Doctor Xero wrote:
RE: Caring How it Resolves?

contracycle wrote: I therefore speculate that what you really saw was a rapid alternating of modes between Sim and Narr - not the simultaneous execution of both. I may, of course, be wrong, but I'm not going to abandon a fruitful theory for one that appears less fruitful.

Quantum theory is based (in part) on a recognition that something might be in two different and seemingly oppositional states simultaneously -- to use perhaps-too-simple language, just as a photon is both particle and wave even though a particle and a wave are two different and seemingly oppositional forms.

In the same fashion, two different creative agendae can be at work simultaneously, in this case simulationist and narrativist.

I can keep two different thoughts in my mind at the same time, I can imagine light and dark at the same time (it's called multi-tasking and really isn't that rare a talent!), and I can operate from and operate within two different creative agendae at the same time.

I honestly don't see what's so difficult to comprehend about such a thing.

And just as quantum theory does not negate particle physics nor wave-based physics despite encompassing a simultaneity of both particle and wave in such things as photons, so simultaneous simulationist and narrativist gaming does not negate the G/N/S theory, and just as quantum theory does not blur and merge particle and wave, so simultaneous simulationist and narrativist gaming does not blur and merge S and N. Yet the simultaneous still is both possible (and frequent) in gaming, just as it is with photons.

Doctor Xero

P.S. My apologies to any hard science experts who read this post for my simplified language, but I didn't want to indulge in an in-depth technical explanation of quantum physics when I was using it primarily for purposes of analogy.

P.P.S. If anyone finds something by which to be offended in this post, it is by choice. Just become someone infers it does not mean I have implied it.

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On 7/9/2004 at 2:27pm, contracycle wrote:
RE: Caring How it Resolves?

Doctor Xero wrote:
I honestly don't see what's so difficult to comprehend about such a thing.


OK, whats difficult for me to comprehend is how you can simultaneously ask the question "I wonder how this would play out" and also the question "how can I make this play out in a certain way".

Upthread Paganini wrote:
In order for your story to have been produced by Narrativism, there's the additional requirement of shared authorship. The practical upshot of this is that the players are the ones setting up and resolving the Problematic Human Issues through the actions of their characters. This is what it means "to address premise."


If I desire exploration of causality, of character and setting, then it seems inimical to me to create those things myself. If I create them I have a tough time exploring them, as I already know everything there is to know about them.

If the premise was my prior example of 'would you sell your granny', then I don't understand how I can simultaneously decide that my answer will be No and seek to give it, and also NOT know what my characters decision will be until it is made and can be explored. These appear inherently contradictory to me.

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On 7/9/2004 at 3:19pm, Marco wrote:
RE: Caring How it Resolves?

I'm not sure that Sim is a state of "gee, I don't know what my character would do until it comes up."

That doesn't sound right to me. I think I can say for certain what a great deal (most?) of character would do in a given situation. This goes all the moreso for the act of making a character *as* a statement (Judge Dredd) who allows the player to explore an extreme view of justice against mercy (or even logic).

I think your mind-set of Sim is only one of a possible spectrums there-of.

-Marco

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On 7/9/2004 at 7:46pm, Doctor Xero wrote:
RE: Caring How it Resolves?

contracycle wrote: OK, whats difficult for me to comprehend is how you can simultaneously ask the question "I wonder how this would play out" and also the question "how can I make this play out in a certain way".


Ah, I understand. Let me explain, first by referencing Ron Edwards' article explaining narrativism.

in his artist on Narrativism, Ron Edwards wrote: They also vary a great deal in terms of unpredictable "shifts" of events during play. The key to Narrativist Premises is that they are moral or ethical questions that engage the players' interest. The "answer" to this Premise (Theme) is produced via play and the decisions of the participants, not by pre-planning.

By the words Ron Edwards uses here and elsewhere, it becomes evident that the responses to the Premise are the result of game play -- they do not pre-exist it. In fact, in the quote above he specifically argues against pre-planning the way the Premise is addressed!

I will not quote his comments on simulationism in his narrativist article because, as his article seems to admit, his understanding of simulationism then was not the equal of his understanding of narrativism, but I will note that he and others have since pointed out that certain types of simulationist play are also free of that sort of pre-planning (admittedly, certain types are not). Moreover, as pointed out in other threads, both narrativist and simulationist play have restrictions, albeit restrictions in different ways for different purposes.

And they have overlaps.

Simultaneous simulationist/narrativist gaming involves campaigns in which

1) the character is a gameworld manifestation of one part of the player's own psyche, sort of a personal archetypal embodiment, and thus the player and character's interests in certain areas are identical, and

2) the gameworld chosen was created not only to incarnate a fun genre which the players love but to allow that genre to be used as an instrument for the player-characters interests in both the Dream and the Premise such that they become one (the combination of which is at the heart of all myth/dream analysis, for example).

In such campaigns, sometimes for weeks only the Dream is explored (simulationism), and sometimes for weeks only the Premise is addressed (narrativism), but sometimes for weeks both occur simultaneously. Is it the player or the character who is confronting? The answer is YES! No one can claim it is only the character without first blinding himself or herself to the unity of character and one of the player's selves. No one can claim it is only the player without a similar denial of the player's relationship/fusion with parts of the character. In this case, in this The Right to Story and the Dream Now!, the distinction is irrelevant. Similarly, the players chose the campaign specifically because it incarnates a Dream in which the moral or ethical questions that engage the players' interests are addressed. The Premise and the Dream are inseparable, and once again in The Right to Story and the Dream Now!, any distinction made between them is imposed, artificial, and at best a trick of semantics.

In such cases (far more common than posters seem to realize), the players and game master(s) have together constructed a campaign such that the "formalized interactive points of contact between the player and the game" (i.e. the character) and the "formalized interactive imaginative space" (i.e. the gameworld) allow such simultaneity. In such cases, yes, the player can simultaneously ask the questions "I wonder how this would play out?" and "how can I make this play out in a certain way?"

Doctor Xero

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On 7/9/2004 at 8:33pm, M. J. Young wrote:
RE: Caring How it Resolves?

Doctor Xero wrote: In the same fashion, two different creative agendae can be at work simultaneously, in this case simulationist and narrativist.

I have not heard this position argued so eloquently since I argued it probably six years ago at Gaming Outpost.

Yet it is undermined in part by
What the Doctor later wrote: In such campaigns, sometimes for weeks only the Dream is explored (simulationism), and sometimes for weeks only the Premise is addressed (narrativism), but sometimes for weeks both occur simultaneously. Is it the player or the character who is confronting? The answer is YES! No one can claim it is only the character without first blinding himself or herself to the unity of character and one of the player's selves. No one can claim it is only the player without a similar denial of the player's relationship/fusion with parts of the character.

For weeks the players may play narrativist, and then drift to simulationist, and stay there for weeks and then drift back.

No man can serve two masters. The distinction between the agenda is what is the single number one priority that the player has overall through the instance of play. You can't make a decision with two number one priorities. Often you can make a decision based on your number one priority which does not violate your number two priority; often you will select from first priority options one that will be consistent with second priority concerns. In that sense you can support all three agenda at once. However, one of them will still be first, and that's the one which ultimately defines play. The others may influence and constrain in secondary ways, but they cannot all be first.

--M. J. Young

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On 7/9/2004 at 10:18pm, Doctor Xero wrote:
RE: Caring How it Resolves?

M. J. Young wrote: You can't make a decision with two number one priorities.

Forgive me if I offend you by saying so, but here is where you are wrong.

Uttered in different fashions by different people, in denying the human capacity for multi-tasking and for merging of priorities this single postulate underlies most of the miscomprehension about this.

So long as someone claims he or she lacks the ability to multi-task and merge priorities in such a fashion, yes, he or she will be unable to do so. As Richard Bach points out, "Argue for your limitations, and sure enough they're yours." But that does not mean that the rest of us are forced to be similarly limited.

This could be a culture-based confusion, I suppose. I think it was Patricia Collins who pointed out that one difference between European approaches to binaries and African approaches to binaries is that Europeans tend to treat binaries as either/or while Africans tend to treat binaries as both/and. One of our cultural forebears, the ancient Greeks, adored tragedies which involved two conflicting obligations. (The ancient Celts and the modern Japanese love this trope as well.) On the other hand, in the United States, sustained success in business, politics, and much of daily life are all predicated upon the ability to kill several birds using the one stone. People often have to juggle competing Number One Priorities, and the most successful people are often those who can find solutions which fit all of them equally, merging them or serving two or more masters simultaneously, as you put it.

Many Christian denominations focus on the notion of God as three-in-one -- not as three separate facets or three separate entities or three separate aspects but as three-in-one simultaneously -- just as many focus on the notion of Jesus Christ as simultaneously 100% God and 100% mortal human, and just as the doctrine of consubstantiation teaches that the eucharist is simultaneously 100% the flesh of the Christ and 100% an ordinary wafer. (To use non-Christian examples, a similar capacity for recognizing simultaneity occurs with the Celtic conception of the threefold goddesses.)

So, no, it seems to me that, yes, you can make a decision with two or more number one priorities. Indeed, the ability to do so is necessary in this world, IMHO.

Doctor Xero

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On 7/12/2004 at 11:59pm, M. J. Young wrote:
RE: Caring How it Resolves?

Doctor Xero wrote: So, no, it seems to me that, yes, you can make a decision with two or more number one priorities. Indeed, the ability to do so is necessary in this world, IMHO.

This obviously is the crux of the disagreement. Can you have two primary priorities, simultaneously and of equal force?

I cannot speak for Ron on this, but it has always seemed to me that this was a fundamental point of the Big Model, from back when it was casually called GNS. The model maintains that players, in any instance of play, put one of the three agenda first, above the other two; that conflicts and dysfunction arise when they disagree through their actions as to which should be first; and that play is significantly facilitated by fostering agreement here. I would say it is a fundamental axiom of the model: only one can be first.

The model does not forbid drift or transition; that is, one can be first now, but another first later. From the beginning, though, it argued that one must be primary.

I could be mistaken on that point; I also could be mistaken, as the good Doctor suggests, in my assertion that one can have only one first priority. Theological paradoxes aside (which are not about priorities, but whether seemingly contradictory facts might both be true), I must stand by my assertion.

Let us take as an example that I am a fully trained lifeguard who happens to be at a lake when I see someone drowning. I happen to have two priorities, and for this example they will both be first priorities. One is to save the life of the victim. The other is to stay dry.

These might seem at first to be absolutely contradictory. How can a lifeguard save a drowning victim without getting wet? Yet any professionally trained lifeguard will tell you that getting wet is the last thing he will do. The mantra reach, throw, row, go drilled into generations of lifeguards tells us that we are to save others with a minimum of risk to ourselves, and that means looking for any means of rescuing the victim without getting in the water with him.

So it is best to find a stick, a pole, a towel, something I can extend to the victim while standing on the shore. If I can do this, I can save the victim and stay dry, observing both of my first priorities. Alas, there is no pole, no object long enough for such an attempt.

Barring that, I must throw something to the victim, a floatation device, preferably attached to a rope, by which he can suspend himself while being hauled to shore. Thus again I might both prevent the drowning and stay dry. Alas, my victim has passed out, and cannot grab the ring; he cannot save himself, and needs me to come to him.

I should jump in a boat. I might get wet this way, but I might not. I could conceivably rescue the victim and stay dry. Alas, there is no boat at hand; I cannot row out to rescue him.

At this point, it is clear that if I'm going to save the victim, I am going to have to get in the water; and barring some superhuman ability, that means I'm going to get wet. Maybe I could send someone else; but if there is no one else trained to do the job, I might well wind up with two people drowning. In any event, at some point I am going to have to decide whether I am going to get wet or let the man drown.

I don't think that's a stupid example. It is entirely possible to be a lifeguard for years, even a working lifeguard, and never have to get in the water to pull someone to safety. Yet at some point you may be faced with the question of whether it is more important to save the victim or to stay dry.

Creative agenda theory says that when you face that choice, you will pick one over the other. If you indeed are able to pick one over the other, you have at that moment identified which one is more important.

When James T. Kirk reprogrammed the Kobiashi Maru (spelling?) simulation so he could defeat the enemy and escape, he faced a choice as to which was more important--is it better to cheat so you can win, or admit that there might be a no-win situation? His choice was in a very real sense one of priorities. Which is more important? If you can't win without cheating, do you admit defeat, or cheat?

Gamism, simulationism, and narrativism can co-exist for long periods without conflict in a well-designed game; players comfortable with drift can change what they are prioritizing from one scene to the next. However, at some point, the model says there can be only one, one first priority to which the others must bend when they come into conflict.

It's very popular to say that by multitasking we can have multiple first priorities; but it doesn't hold up in reality. Conflicting priorities must be heirarchical, or they ultimately prevent choice.

--M. J. Young

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On 7/13/2004 at 12:48am, John Kim wrote:
RE: Caring How it Resolves?

M. J. Young wrote: The model maintains that players, in any instance of play, put one of the three agenda first, above the other two; that conflicts and dysfunction arise when they disagree through their actions as to which should be first; and that play is significantly facilitated by fostering agreement here. I would say it is a fundamental axiom of the model: only one can be first.

I think this depends on how you view the distinction. To put it in numeric terms, consider three cases:
1) 51% Simulationist, 49% Gamist
2) 50% Simulationist, 50% Gamist
3) 49% Simulationist, 51% Gamist

Now, if we agree that the percentage analogy works, then arguments about whether you can truly have #2 are missing the point. These three are nearly the same as each other -- and they will resemble each other far more than a game which is 90% of anything. In other words, if we have a game which is potentially one of these, it's best to lump all these as "hybrid Gamist/Simulationist". Trying to draw a fine line to distinguish whether it is really one or the other doesn't particularly buy you anything. On the other hand, maybe that fine line is more important than the percentages -- but then there needs to be some explanation of why.

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On 7/13/2004 at 2:40am, Marco wrote:
RE: Caring How it Resolves?

Here's where I question the lifeguard model:

The idea that CA-modes of play will be contradictory can fail in exactly the case this thread is about: if the priority is on Actor Stance then both N and S will fail at the same time for the same reason (the situation mutates to the point where the statement the character makes is no longer vaild/viable).

Nathan and Chris have suggested that how you fix that tells your agenda (do I change statement or change character concept). While this sounds good in theory, in my experience this is precieved as dysfunctional: I fix whichever is most expedient or with a player, play stops and there's a discussion until the game is back on track.

I can't speak for Vincent but I expect that if he says (as he said) that playing out of character isn't necessary for Nar play then his perception is perhaps the same: if I take his premise loaded character and send him to places where his premises are no longer valid, he might very well consider the game a bust and have a talk with the GM.

I would.

In this case the method that one uses to address premise (immersed in character play) is indicative of Sim.

This looks to me like a case of both-at-once, however, I'm still thinking about it.

-Marco

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On 7/13/2004 at 7:10pm, Walt Freitag wrote:
RE: Caring How it Resolves?

Excellent post by M. J. developing the lifeguard example.

I believe that the "two top priorities at once" question is inherently ambiguous because priorities exist over time, but are expressed through individual decisions -- some of which can in turn create long-term subordinate priorities. What the observer sees as the "top priority" thus can depend on how long the activity is observed and/or how the observations are interpreted in a larger context. That's why the model insists on the "instance of play" as the only meaningful observation -- but I'm not certain that really solves the problem.

An example I've used before is writing a sonnet. Suppose Valentine's Day were a week away and I decide to express my love for the love of my life by writing her a sonnet expressing my feelings. As you observe me writing the sonnet, you would see many occasions when I write down a word or phrase or sentence that perfectly expresses my feelings -- but the word doesn't rhyme, the phrase doesn't have the correct meter, the sentence doesn't fit into the fourteen lines. So I end up not using it, replacing it with something else that does fit the form that may or may not be as clear or accurate an expression of my feelings. From this it would be tempting to conclude that "adhering to the sonnet form" is an obviously higher priority for me than "expressing my feelings."

Yet, that conclusion would be absolutely wrong. Expressing my feelings is the entire point of the exercise. It's the higher priority, it's the "what" I'm doing. Sonnet form is a decision I've made as a means to that purpose; it's the result of a decision that established "how" I'm doing it. That decision is entirely secondary to the main purpose. Yet part of that decision is to allow the consequences of that secondary "how" to take precedence over the primary "what" at the level of individual small-scale decisions about what words to put on the paper, unless and until I change my mind about the "how" decision itself.

The demonstration of my true overall priorities is what would happen if I were to fail to express my feelings in sonnet form to my satisfaction. If sonnet form were the higher priority, I could perhaps satisfy that priority by writing a well-crafted sonnet about something else -- the Red Sox, for instance. If expressing my feelings were the higher priority, I could perhaps satisfy that priority by writing my endearments out in prose instead of a sonnet. Clearly, I would do the latter.

But, you would probably never observe this failure case occurring. Because I'm really good at writing sonnets. I'm not going to fail, unless additional constraints arise (I forgot Valentine's Day was coming, and now I have to write it in half an hour...). So, what length of "instance of endearment-writing" and what observations within such an instance will convince the observer that expressing my feelings is more important than writing in sonnet form, when the observer can easily see that over and over again, I reject ideas that effectively express my feelings because they don't fit the form?

Is the analogy to Simulationist ideals (fidelity, adherence to system, internal causality) and Narrativist goals (expressing theme through addressing of Premise in play) clear, or should I spell it out?

The Big Model's distinction between Simulationist and Narrativist modes of play is real and observable, in the same sense that the meaning of a text is real and observable. Attempts to decide the issue through some kind of flowchart (does player X do Y or Z when confronted with situaton N?) are as doomed (to either outright failure or bottomless complexity) as attempts to create rules that determine the meaning of a sentence.

As for ambiguous cases, they're just ambiguous. The question, "have I successfully described play that's truly ambiguous between Sim and Nar, or can you succeed in pinning it down to one or the other?" is not very useful when the play being described is hypothetical. It's absurdly easy to describe ambiguous hypothetical play, just as it's absurdly easy to write a sentence whose meaning cannot be parsed or with two possible (and contradictory) meanings. Creating such cases in actual play, with real people, is more difficult. I believe it can be done. But I'm still not sure what, if anything, it proves.

- Walt

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On 7/13/2004 at 7:52pm, Doctor Xero wrote:
RE: Caring How it Resolves?

M. J. Young wrote: It's very popular to say that by multitasking we can have multiple first priorities; but it doesn't hold up in reality. Conflicting priorities must be heirarchical, or they ultimately prevent choice.

I disagree with you strongly : however, this is not a psychology forum but a gaming forum, and therefore such disagreements will have to be suspended until such time as you and I find ourselves in the same psychology forum instead of The Forge.

That said, I still have to disagree with you about holding and maintaining two simultaneous creative agenda.

What you fail to realize is that, obviously, the gaming group must have consciously or unconsciously designed a campaign such that it is indeed possible (perhaps even necessary!) to hold both simultaneously.

No, I am not claiming that simultaneous creative agenda occur in every single campaign. Some campaigns are resolutely simulationist or narrativist or gamist.

What I am claiming is that, in games which have such simultaneity implicit within them either by way of game design or social contract or both, I can and indeed do maintain both, as do all the other players according to what they tell me.

To use your lifeguard example :

if I have both the goal of saving a drowning person and of staying dry while working at a public pool, I first design a pool such that there is no area within that pool where I can not easily reach any drowning figure from either the side or an overhanging bridge. Designed properly, at all times I will be able to reach anyone who is drowning, and at all times I will be able to stay dry.

What is my number one priority here? My number one priority is being able to fulfill simultaneously both number one priorities of rescuing drowning folk and staying dry.

Now, you can play semantics games and ask me what I do if the bridge falls down or if the person is somehow under a fairy's curse to be beyond rescuing by anyone who is dry. That's akin to asking me how to spell a word with Chinese ideograms while using only the Oghamic alphabet -- in other words, it's a logical absurdity.

Believe it or not, some of us are capable of imagining God creating a rock so heavy He could not lift it while being all powerful. We can also work with other koans, including those involving clapping, without cheap semantics tricks. If other people can not do so, they can not do so, but that does not negate our own abilities.

As Ron and others have mentioned before, the GNS Model Discussion forum exists to challenge and expand the theory, not to sanctify it. If G/N/S theory categorically denies the possibility of simultaneity, ex cathedra, well, unless the theory is writ in stone by the deific moving finger, perhaps this lapse indicates that the theory needs to be updated in this respect. Hamburger patties, anyone?

Doctor Xero

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On 7/13/2004 at 9:12pm, Matt Snyder wrote:
RE: Caring How it Resolves?

Doc Xero,

I don't think you have not shown any substantive way related to gaming that Creative Agenda priorities might be simultaneously equal. Your arguments that we can know this because we can conceive of the holy trinity or an all-powerful god creating a heavy rock or African conceptions of binaries or drowning people and simultaneously dry lifeguards are completely irrelevant. They have less than nothing to do with gaming in general or the Creative Agenda model specifically. (Yes, M.J. created the lifeguard thingy; I'm not interested in it as an instructional analogy. It's really not holding water. Ahem.)

My humbly submitted recommendation to you and others participating here is to lose the analogies and especially the religious and mythical nonsense, which have no demonstrable basis in reality or practicality (whereas I think the model does). I think it's greatly clouding the discussion. Stick to actual gaming! Experience from actual play and actual, real-life examples would be fantastic (indeed, for me they'd be necessary) to show how someone or some group could prioritize more than one Creative Agenda in a given instance.

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On 7/13/2004 at 10:38pm, ErrathofKosh wrote:
RE: Caring How it Resolves?

From where I sit, simultaneous play is not possible, while hybrid play certaintly is. M.J.'s lifeguard example is definitely applicable, as is Walt's sonnet. Here is an actual played example:

Sol Kelstar, my Jedi character, finds himself between a rock and a hard place. He has chosen to confront a Sith in order to allow his friends to escape. In this, he has been successful. However, his lightsabre has been destroyed and he is about to be killed. He has one last card he may play, the power of the Dark Side. He has an incredible ability with telekinesis and there are plenty of projectiles (stones and such) available. The rules of the game (system) state that using telekinesis for an attack draws upon the Dark Side, killing with it is especially dangerous for character's. Sol already has some Dark Side taint, so he's nearing the edge.

The question: is it better to live and go over to the Dark Side (possibly) or to die doing what is right? Definitely a good Premise, especially since Sol has been battling the temptation of going over to the Dark Side. I have NOT predetermined Sol's reaction, inclination, or anything else. But, in this situation, I ask myself, what would Sol do? Notice, what the question is NOT: what would make a better story or an interesting statement about life and morality? NO, I care about who my character really is.

Sol survives the situation, but in the process goes over to the Dark Side. As these events unfold (as my GM describes them), I watch with dread and fascination. I do care about the story! I want a good story, something that I'll remember for years after. How to reconcile these desires then? The Right to Dream first, Story Now second.

BUT if I had to sacrifice something, it would be the story. Sol has to react as I imagine he would, even if I decided on the spot that he would react that way.

No man can serve two masters...

Jonathan

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