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Topic: GNS Sim
Started by: Marco
Started on: 9/14/2004
Board: GNS Model Discussion


On 9/14/2004 at 2:46pm, Marco wrote:
GNS Sim

Looking at the 3D-Model and The Big Model, I've come to the conclusion that I'm not sure what, definitionally, constitutes GNS Sim. Several things have been postulated but I'm not sure where people now stand.

A source of concern comes from what I'm going to call Story Play. I would call it Dramatic play--but that has problems (GDS Dramatism). This is play that is designed to be Dramatic and always interesting or exciting. If the PC's pursue an avenue of investiation the GM will work things out so that somehow it bears fruit.

If the players pick a random spot on the map to go to (in the most extreme case) and head there with high expectations, something cool will be there.

Now: this play might analyze to be either Nar or Gamist ... or maybe even Sim--but for the last (Sim) to happen then Sim cannot be "What-if" or Virtualist play since that's the one thing Story play ain't.

Story-Play is directly opposed to Virtualist Play.

This realization would seem to make most-plausible-play a technique since Story-Play could be Gamist or Narrativist (and therefore, reasonably "Sim," whatever Sim is)--but only if Sim isn't defined by being play that is an attempt to find out "what it's like to be there."

Some people don't see a whole lot of difference between what I'm calling Story-Play and what has been called Virtuality play.

But I think it's pretty clear there is a difference (the suggestion that Story-Games could be just as leigitimately lumped under Narrativist play led to discussions about gradients of Narrativism).

When John laid out a grid of the various 3D forms that corresponded to GNS modes, the upper-middle box was labeled "Mixed" meaning that play that was Immersionist/Distributed was usually, when categorized at all, categorized as mixed Sim-Nar or some such.

[code]
----Theme-----Immersion---Challenge--
_____________________________________
| | | |
Decentralized | GNS Nar | Mixed | GNS Gam |
|___________|___________|___________|
| | | |
Centralized | GNS Sim | GNS Sim | GNS Gam |
|___________|___________|___________|
[/code]


It's in this Mixed Zone that I think most of the contention occurs: Recently threads on Sim have suggested (these are my paraphrases):

1. That Sim is simply what has been called Virtuality play--"what if?" based play.

2. That Sim is detected by the presence of intellectual engagement only (as opposed to deep empatic emotions) by the players.

3. That Sim games are denoted by some sort of meta-game "point" which acts as a filter for player-input.

4. That Sim is an attempt on the part of the players to "learn something" they couldn't otherwise learn in real life.

Recognizing that all CA's can have a pretty high emphasis (although perhaps not priority) on exploration and plausibility then we have the following.

1. If Sim is a priority on plausibility (i.e. Virtuality: most-probable) then there is no slot in GNS-standard for Story-Games (as I've denoted them here) that aren't Gamist and have pre-created theme.

2. If the difference between Sim and Nar is the lack of emphatic or deep emotion with regards to human-condition stuff then that might be a determining factor--but what about the case of a book or movie that sitrrs deep emotions over which the reader or viewer has no control? That means adjusting Narrativist defintions.

3. A gating factor to player input would be fairly easily determined--but is this a technique or an agenda (I'm honestly not sure). Do gating factors, for example, preculde Gamist or Narrativist play too? I wouldn't necessiarily think so.

4. I'm not sure that play "to learn something" is necessiarily preclusive of Gamism or Nar play. If "learn-something" Sim is what might be called "Scientist play" where the player is focused on running experiments in the game world then I think a focus might more profitably be brought back to emotional investment on the part of the player (number 2) as a definition of player agenda.

I'm very interested in Number 3: Sim as a game with a "point"--I don't fully understand everything Ron meant by that--but I think that it might be valuable to look at.

I also think that Ralph's suggestion (as I understand it, #1) is viable and defensible--it does mean looking at how Story-Play gets categorized.

Finally: I think that the "Mixed" category in the 3D model is something of a weakness--how *I've* been addressing it is in terms of priorities: I have a secondary appreciation of Theme but a primary appreciation of "Immersion."

In my example I have been attributing one mode to the GM and another mode to my own play and expectations.

I'm not sure this is legitimate under the 3D Model and examining it might illuminate that Mixed Square.

-Marco

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On 9/15/2004 at 12:27am, M. J. Young wrote:
RE: GNS Sim

I see your problem, and raise you two additional problems.

No, seriously, simulationism is proving to be very difficult. If you'll forgive this approach, I'm going to attempt to work not so much from your questions but from my understanding of the agendum.

Ron says that simulationism is about The Dream; it therefore involves the integrity of the game world. Ralph says that it's about What If, and therefore depends on all other variables being held constant. I say it's about discovery, and therefore there must be consistency in that which is explored to support discovery.

We aren't really that far apart, from what I can tell. Each of us sees flaws in the other positions. I think that The Dream tends to reflect subjective approaches but not objective approaches to the concept, and that What If as currently expressed puts too much emphasis on conflict. I think that Ron views my emphasis on discovery as being a confusing way of restating what he's already said. However, we all agree that this agendum is somehow related to examining the shared imagined space for its own sake, as contrasted with trying to manipulate it to some less related end.

You've put forward a method of play in which the referee creates interesting things wherever the players decide to have their characters go. This would seem, in your mind, not to be simulationist by any of these definitions, all of which seem to require that there be a fixed and stable world to explore--that were we to steal the referee's notes, we would find out what was happening everywhere, because in some sense it all exists.

Certainly a lot of simulationist play is like that; but I think that's confusing technique with agendum again.

No one creates the entire world in every detail before play begins; it's just not possible to know the contents of every shop, the personalities of every bum on the streets, the location of every building in a major city (I tried that one once). Part of the function of the referee is to fill in the gaps. That is nearly always so.

The questions then are, how big are the gaps allowed to be, and on what basis does the referee decide what should fill them?

The obvious simple answers reflect creative agenda very directly:

• The referee creates challenges for the players so that they can show their skills, indicating that the referee is playing (supportive/passive) gamist play.• The referee introduces issues related to premises recognized as important to the players so that they can respond creating theme, showing that he's playing (supportive/passive) narrativist play.• The referee decides what is most likely to be there, which is simulationist play.

You propose one that doesn't seem to fit:

• The referee creates something interesting for the players to explore.

The problem arises from the "interesting for the players to explore" phrase. Why is it interesting? We can usually spot things that are interesting because they offer challenge, and with a bit more difficulty perhaps we can spot things that are interesting because they raise premise questions. Yet I would say that if they are interesting solely because players are intrigued by the things themselves, that's simulationist play.

The question, then, is whether this goes against any of the current definitions of simulationism.

It's easy for me to say that it doesn't go against my definition. As far as I can see, the referee creates and reveals the world and the players explore and discover it. It doesn't much matter whether the referee has known for six years what's behind that door or invents it on the spot because you opened it--as long as you don't know whether it was there a moment before, you can't tell the difference during play. Thus discovery does not require absolutely that these things not have been invented on the spot; it only requires that to the players it appears as if it has always been there.

As to The Dream as a definition, I again don't see why instant creation of the world is necessarily inconsistent. What matters to the players is that the entirety seem consistent and complete, and not that there actually be a written record of it somewhere before they find it. In the main, most would rather believe that this existed before they found it, but in play they can't tell, and as long as they still feel as if the world is "there", there's been no breach of their agendum.

What If play requires one other factor, and that is that whatever is invented not only feels like it has always been there, but that it is thoroughly consistent with everything else known about the world. That's hardly an additional requirement, though. Nothing would seem consistent that was blatantly inconsistent. Even if this new piece is in some way anomalous, that's not necessarily going to break What If play if there's a reason for it being anomalous.

So I would say that you're describing simulationism, combined with a bit of no-myth technique. I don't see no myth as incompatible with simulationism; the referee merely creates consistently with that which is known.

--M. J. Young

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On 9/15/2004 at 2:02am, Marco wrote:
RE: GNS Sim

M. J. Young wrote:
You've put forward a method of play in which the referee creates interesting things wherever the players decide to have their characters go. This would seem, in your mind, not to be simulationist by any of these definitions, all of which seem to require that there be a fixed and stable world to explore--that were we to steal the referee's notes, we would find out what was happening everywhere, because in some sense it all exists.

(Emphasis added)

Hey MJ,
It's well said--and I think I get you, but I gotta disagree with that. I said that Story-Play can't be Sim IF Sim is defined as Virtuality. That's the only condition where it can't be Sim. My other definitions were:

[2.] Sim play is distinguished by a lack of deep emotional resonance on the part of the players towards human-experience stuff going on during play.

[3.] Sim play is defined by having some sort of point that acts as a gating factor to player and GM input.

[4.] Sim play is based on the players "learning something."

None of these, save maybe (and this is a stretch) number four require a "fixed and stable world to explore."

Now: let's say we are in a game and (using your quote) the "referee decides what is most likely to be there, which is simulationist play." In a vaccum this seems very plausibly like a good definition for Simulationist play.

However: That technique, the technique of choosing the most-likely choice, can apply just as easily to Narrativist or Gamist play and will be applied successfully with proper front-loading of initial situation and character.

So in short, no--I don't think so: The application of most-likely is a virtualist technique that can produce all three existant expressions of CA during play.

-Marco

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On 9/15/2004 at 3:45am, Ben Lehman wrote:
RE: GNS Sim

This is just where I pop in and talk about the term that I coined and then ran away from me.

Virtuality, as a term, was never intended to be the whole of GNS sim, just a subset of it. I offer a collection of such subsets here What connects these? No idea. Sim is a bit of a "black box" to me even still.

yrs--
--Ben

edited once: Ah, HTML tags... my old nemesis...

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On 9/15/2004 at 3:54am, eef wrote:
RE: GNS Sim

I believe 'Simulationism' is poor terminology, and this poor terminology has produced a lot of confusion, this thread being an example.

Consider: a 'Gamist' cares about an RPG as a game, the same way a chess player cares about the game of chess. A 'Narrativist' cares about the story produced in an RPG, the same way an author cares about a story. 'Simulation' isn't an end in itself but a means to an end. The word 'Sim' in GNS isn't the same type of word as 'Game' and 'Narr'.

Let me step outside of GNS, and consider how 'Game', 'Narrative', and 'Simulation' are used normally. Games are basically ends in themselves. I play a game to play a game. Narratives are not quite ends in themselves, but authors produce a narrative for the enjoyment of that narrative. When people make a simulaiton, it is invariably a means to a completely different end. For instance, in my job I am currently simulating interest rate environments to estimate the profitability of financial instruments. The sim is purely a means of getting to profit.

To sum up: In normal discourse, 'Game' is a goal in itself,'Narration' is basically a goal in itself, 'Simulation' is a means to an end.

In RPGs, what is the end that Sim is a means to? In my experience, it is the experience of playing an RPG and becoming a different critter for a while. In the 3D model, this lines it up with Immersion pretty squarely.

Now, what does this have to do with us? In abstract theory, it helps a lot to have words used as closely as possible to normal usage. I somehow don't think it's going to happen :-), but I'd like to change GNS to GNE for Game, Narrative, Experience. Player experience is the end that Sim is a tool for.

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On 9/15/2004 at 4:31am, ffilz wrote:
RE: GNS Sim


In RPGs, what is the end that Sim is a means to? In my experience, it is the experience of playing an RPG and becoming a different critter for a while. In the 3D model, this lines it up with Immersion pretty squarely.

Hmm, this leaves me out though. I'm not that interested in the game as a game (though I accept that it is a "game", and if people are playing the "game", the "game" needs to be good). I'm also not interested in creating a story for the sake of story. And I'm not really into imagining being a particular character. But I am interested in exploring the setting as just what it is, a simulation. So simulation resonates with me. Now I guess you might argue that it's immersion in setting instead of immersion in character, but I'd still say that I'm exploring and pushing the boundaries of the simulation (in fact, I often look for ways to improve the simulation).

Hmm, I may have just touched on what is so special about gaming for me. I'm still trying to figure that out, all I know is that gaming gives me fulfillment in a way that no other activity does (except perhaps building with LEGO, but that doesn't have the same level of problem solving that RPGs present, even if it does work on the same level of simulating something, and improving that simulation).

Frank

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On 9/15/2004 at 7:33am, contracycle wrote:
RE: GNS Sim

Marco wrote:
[2.] Sim play is distinguished by a lack of deep emotional resonance on the part of the players towards human-experience stuff going on during play.


Really? Why? Gamism needs no particular resonance with human experience stuff either.


[3.] Sim play is defined by having some sort of point that acts as a gating factor to player and GM input.


Sim is not DEFINED by having a point. Some sim CAN have a point. These are very different.


[4.] Sim play is based on the players "learning something."


That is what I think, anyway.


However: That technique, the technique of choosing the most-likely choice, can apply just as easily to Narrativist or Gamist play and will be applied successfully with proper front-loading of initial situation and character.


Yes - the TECHNIQUE can be applicable to more than one CA. Why is that a problem? It would only be a problem if CA was defined by technique, which I don't think it is (or can be).


So in short, no--I don't think so: The application of most-likely is a virtualist technique that can produce all three existant expressions of CA during play.


No, Virtualism is a technique characterised by the consistent application of most-likely, and usually in the service of a Sim CA, I would think.

...

But I think it's pretty clear there is a difference (the suggestion that Story-Games could be just as leigitimately lumped under Narrativist play led to discussions about gradients of Narrativism).


I think your use of "story play" here is not very helpful. What do you mean by story in this context?

That is, in my experience, I have resorted to "story play" - by which I mean, play framed around some idea that allows me to predict character movements to some degree of confidence - as a technique in support of "virtuality". That is, I can do "hat would most likely happen" without also claiming to do "everything that happens", and better, I get a better worked out version of "what would happen" if I am in some way able to pre-specify setting, colour, context etc.

Therefore, I disagree that "story play" is necessarily the antithesis of "virtuality". Some sort of structural convention just seeks to limit the amount of things that are subject to "what would happen" rather than dilute the purity of "what would happen".

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On 9/15/2004 at 11:50am, Marco wrote:
RE: GNS Sim

Ben Lehman wrote: This is just where I pop in and talk about the term that I coined and then ran away from me.

Virtuality, as a term, was never intended to be the whole of GNS sim, just a subset of it. I offer a collection of such subsets <a href="http://www.indie-rpgs.com/viewtopic.php?t=11317&highlight=subtyping">here What connects these? No idea. Sim is a bit of a "black box" to me even still.

yrs--
--Ben

edited once: Ah, HTML tags... my old nemesis...


Hi Ben,

Agreed--and I'm not trying to say that it "is Sim." Ralph defined Sim as a relation to conflict that was, IMO, pretty close to Virtuality. That would've left room for another relation to conflict (a CA in his framework) that was addressing conflict in (and this is my understanding, Ralph can correct me if I have him wrong).

So that was one definiton I wanted to get out there as a potential canonical Sim. While I think Ralph's schema is a very interesting one (and one that makes a certain amount of sense). I presently see Virtuality as a technique.

-Marco

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On 9/15/2004 at 11:57am, Marco wrote:
RE: GNS Sim

contracycle wrote: Buncha questions snipped


If you weren't on the record as thinking I'm only here to play semantic games (or whatever you said exactly, I don't feel like digging up the quote right now) I'd be more inclined to answer these questions.

As it is, I think that:
a) most of this is addressed in my original post.
b) If you reference that post rather than my response to MJ in a PM, maybe we can discuss it there.

-Marco

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On 9/15/2004 at 12:16pm, Marco wrote:
RE: GNS Sim

Marco wrote:
contracycle wrote: Buncha questions snipped


If you weren't on the record as thinking I'm only here to play semantic games (or whatever you said exactly, I don't feel like digging up the quote right now) I'd be more inclined to answer these questions.

As it is, I think that:
a) most of this is addressed in my original post.
b) If you reference that post rather than my response to MJ in a PM, maybe we can discuss it there.

Edited to Add: That may be a bit short of me. I'll expand a bit.
1. I've said before in posts you've responsed to that I see gamism "emotional involvement" as distinct from Nar "emotional envolvement." I used the term empathic emotions in the original post.

2. I do see Virtuality as a technique.

3. I did define what I meant by Story-Play and explained that it was definitvely opposed to Virtuality (for purposes of this discussion)

etc.

If I thought this was simple misunderstanding I'd be happy to clear it up and keep clearing it up--but I considered your last few posts to be aggressive even after being asked to tone it down--and I have your PM to me which is, IMO, equally aggressive.

It's not that I want to, or plan to, ignore you. I think you're a bright guy who may have something valuable to add here. It's that when I sit down to try to answer this stuff I don't have a good reply to you given your present stance and the history of correspondence we've had.

-Marco

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On 9/15/2004 at 1:14pm, Caldis wrote:
RE: GNS Sim

I believe Walt nailed it in the Personal Agenda vs Social Agenda

Walt Freitag wrote: Which brings me to that eternal pit of despair called "what is the Sim Creative Agenda?" Consistency, verisimilitude, causality -- they whiff. I don't need them from you, and you don't need them from me, the best we can hope for is not to screw it up for each other, and what kind of reason is that for me to drag my lazy ass to your place for an evening? Learning, discovery -- they're closer, if I want to learn from you and you from me. But a bit too specific. In the bottom line, what I want from you at my Sim table is for you to bring things into the Dream that I wouldn't have thought of by myself (while still fitting within our mutually expected constraints such as consistency etc.). "The unexpected," as I've put it before. If that's what I want most from you and you from me, then we can call the Creative Agenda Simulationist.


When you consider story based sim play then plot is one of the things that the GM is bringing to the table, how each character reacts to it is what the players bring. The plotline is not really an important goal for the players it's just something they are reacting to.

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On 9/15/2004 at 1:29pm, contracycle wrote:
RE: GNS Sim

3. I did define what I meant by Story-Play and explained that it was definitvely opposed to Virtuality (for purposes of this discussion)


No, you didn't. You did not explain what mode of play you meant, you simply asserted a definition by negative reference to another definition.

WHY is story play definitively opposed to virtuality. Just because you say so? I tried to explain above why I do not think they are anythng like necessary opposites - but that still depends on what you meant by story play.

None of these issues were addressed in the original post; its an ex cathedra statement of what you assert virtuality to be and "story play" - whatever that may be in actuality - to be.

I ask again: what do you mean by story in this context? The address of a meaningful premise? A 3-act play structure? A triage of "virtualist" probabilities to reduce workload? all of those could be referred to by "story play" and only one IMO would be directly incompatible with a Sim agenda.

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On 9/15/2004 at 1:37pm, Marco wrote:
RE: GNS Sim

I like Walt's formulation. I like it a lot. I want to look closely at it.

If we define GNS Sim as "What I want from other people, including the GM, is the unexpected elements they bring to the table" is that:

a) incompatible with a personal goal of, say, Narrativism: if I am grooving on the human-experience stuff implicit in the situation and taking non-forced action to address it, does that work still work and count as GNS Sim if the players aren't giving me social positive reinforcement for such play? Is that a legitimate way to look at it? In this case I want other people to add unexpected stuff to the game--and I don't really care if they're engaged by my answer of the premise question--I'm going to do that anyway.

I'm not sure if that's a proper way to formulate a description of play and preference under the model.

b) Is it possible to want Sim-input from some players and not others (for example: I'm okay with Sim-input from the other players--but I want thematic approval from the GM).

c) Is the division between Sim and Nar (absent railroading or force or whatever) that the "unexpected stuff" I get from other players doesn't engage me emotionally?

If it does--if some player's "unexpected input" just happens to interest me because of it's relation to premise--then have we crossed over into Nar play?

Or does Nar play, in this case, mean the other players must be enjoying my story only. If another player's play provides me with premise and I have an answer to it, and I emotionally respond to that, is it still Sim if/because the other player isn't engaged by the thematic quality of my play?

I think that separating out what I called Personal Agenda from Social Agenda would be very helpful in both my understanding of these things and in explaining/defining them.

-Marco

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On 9/15/2004 at 2:04pm, Marco wrote:
RE: GNS Sim

contracycle wrote:
3. I did define what I meant by Story-Play and explained that it was definitvely opposed to Virtuality (for purposes of this discussion)


No, you didn't. You did not explain what mode of play you meant, you simply asserted a definition by negative reference to another definition.

WHY is story play definitively opposed to virtuality.


When I introduced the term Story Play in the first post in this thread, I said what I was talking about. I wrote:

A source of concern comes from what I'm going to call Story Play. I would call it Dramatic play--but that has problems (GDS Dramatism). This is play that is designed to be Dramatic and always interesting or exciting. If the PC's pursue an avenue of investiation the GM will work things out so that somehow it bears fruit.

If the players pick a random spot on the map to go to (in the most extreme case) and head there with high expectations, something cool will be there.


We can call this something else. I don't care what we call it.

A long time back I had posited a game based on Silence of the Lambs. In this game the PC is playing an FBI agent on a case where the only plausible lead is to talk to famous, incarcerated, serial killer Hannibal Lecter.

It is presumed by the FBI (and, for my example, by the GM) that no other good leads exist--that is: the FBI has already done everything it can think of to catch the killer that on the loose and sending the agent to talk to Lecter is a long-shot--but one they think might just pay off (they have reasons to think so--and it happens they are right about them).

Now: Raven had asked--if the player doesn't have her character talk to Lecter, why not just have the cousin of the murder come forward with a new lead.

Why not? It keeps the game going and keeps the PC's refusal to play ball with Lecter and the FBI from being a frustrating, game ending, dead-end. It prevents long stretches of time spent by the player in other avenues of investigation that are really unlikely to yield anything (say, the player decides to re-examine the already found bodies over and over looking for new clues).

So why not manifest the cousin?

The reason it doesn't happen under Virtuality is that the GM doesn't think it's the most plausible thing that would happen. It wasn't going to happen before the player decided not to talk to Lecter, it's a major event--a cousin with heavy suspicions would tend to figure into the situation as envisioned. The GM may not have thought about the killer's relatives but, when he does, he decides that if any of them were likely to come forward that'd be important enough to have factored into his original conception of the situation.

The GM thinks (for this hypothetical) that all the physical evidence that there is to collect has been found by the FBI's experts already. There is a loose time-line wherein the latest victim will be killed if the killer isn't caught. If the PC doesn't explore this one good lead then the most probable event is that the victim will die.

So that's what happens.

The fact that everyone would probably enjoy the game more if the cousin came forward is immaterial if you are playing under a high virtuality framework.

That's the distinction I'm drawing.

If Raven is running the game then the play is Story-Like and the cousin appears because it keeps the game moving.

If Joe Virtualist is running the game the play is "what the GM thinks it'd really be like" and the player knows that keeping the game moving and interesting will not be a factor (or a very small factor) when it comes to determing what happens.

Joe Virtualist might manipulate pacing (skipping over time while the PC is incarcerated) or might manipulate level of detail of play (not playing out over trips to the bathroom)--but doesn't mutate situation in the interest of "keeping the story going."

-Marco

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On 9/15/2004 at 2:33pm, Ron Edwards wrote:
RE: GNS Sim

Hello,

I'm gonna have trouble with this thread.

The main thing is that I don't know "which Ron" is supposed to be contributing.

The secondary thing is that I do not find Virtuality to be a useful term yet. In fact, most of the terms which seem to be a "Creative Agenda via specific Techniques," which in the past did or did not include Illusionism depending on who was typing, seem to me to be in terrible disarray.

So if you want me to talk about Simulationism, let me know whether we're talking about clarifying the essays or about how I'd say it now. And spot me the complete disinterest in Virtuality, whatever it may or may not be.

This isn't a slam on Lee or John. I am disavowing all responsibility to account for any of the highly-emotionally-charged struggles over terms like Illusionism, Virtuality (I think), and Vanilla Narrativism. All of them confound Techniques with CA, or rather, the people using the terms do so regularly.

In fact, I suggest that all of the perceived problems with any of the Creative Agenda terms originate from mistaking them for terms like these. If CA could be understood as what it is - aesthetics - and Techniques could be presented as what they are - concrete stuff we do - then I think we'd actually get somewhere.

Marco, I might be going off the rails here in terms of thread topic, but I think my age-old claim that CA (although I didn't use this term back then) is explicable in concrete observations is what's been tripping all this up for ages. That claim is valid, but it does not mean, and never did, that a given Technique or set of Techniques were a CA. It seems to me that ever since I said that, you and several others have been driving like gangbusters to find out what Techniques I must be talking about, searching through mountains of posts to suss it out, and we always hit the same brick wall because I'm just not talking about Techniques per se - I'm talking about the CA arrow as observable through all the levels of the Big Model, with Social Contract being the big kahuna.

I really don't think that the easy and straightforward explanation of Simulationist play, which I would like to review right here, is going to be possible unless I get some confirmation about what I'm asking for in this post.

Best,
Ron

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On 9/15/2004 at 2:43pm, Ron Edwards wrote:
RE: GNS Sim

I lied. I couldn't stand it. I posted the Sim thing in What do we mean by Creative Agenda?

Best,
Ron

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On 9/15/2004 at 4:01pm, Marco wrote:
RE: GNS Sim

Hi Ron,

I'm not particularly heavily invested in Virtuality--the reason it keeps cropping up is that whether or not it's a technique seems to be in some dispute and it's a handy way of distinguishing "what it would be like to be there" vs. "what will keep the game most interesting."

I did follow your post about the "point" of Sim with a great deal of interest when it was first posted. The Ron I'm interested in talking to is the "how you'd say it now."

I'd like to ask you some further questions about it since some things about how the "point" is used are not clear to me.

Would that be okay?

-Marco

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On 9/15/2004 at 4:16pm, Ron Edwards wrote:
RE: GNS Sim

Yes, excellent. I'm oriented now.

Um, everyone's good with the idea that an aesthetic (as an agenda or prioritized principle) is a very broad thing, right?

And that if it's used as a connector of Social Contract right on down to Ephemera, among the group, that it will look different in every different group, or across one group's game, right?

And finally, that although Techniques in isolation cannot be called Creative Agendas, it won't be shocking or surprising that some distinctive combinations of Techniques will do very nicely for particular Creative Agendas, right?

This is a big deal because internal cause is still going to be a serious and important topic in discussing Simulationist play. But I'll betcha there's going to be a quagmire to flail around in when we get there.

Best,
Ron

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On 9/15/2004 at 4:41pm, Marco wrote:
RE: GNS Sim

Okay--I have some questions and scenarios that I'd like you to comment on/answer. This is all as honest as I can possibly be. I'm sure I am confusing intent and internal cause and all that. That's why I'm asking.

1. Remember my not-Nar Nazi game? The GM is Narrativist (meaning that is style of play would produce functional Narrativism with the players) he and sends the Super Hero PC's to go rescue a turn-coat Nazi doctor and get his research notes. Along the way they find evidence he is a monster who will escape justice if they take him (and his files) back to the allies--but he'll help their cause in the war. This sets up a premise question of what's more important (Justice, Fidelity, etc.) that will be answered one way or another by the protagonists (the PC's) during play.

The PC's, in my hypothetical, go on the mission--get the files, resuce the doctor--but do not emotionally engage with the moral question of should we/shouldn't we.

Play is functional (everyone has fun, even the GM).

Question: is this Sim because, while the GM didn't inhibit any input, the players are intuited to have had a "point" of "We're Allied Super Heroes" which precludes questioning the mission? This seems to me it may be the case, but how do you know it was the case if no input is ever excluded from play. Nothing is bounced back.

Is the play simply indeterminate--no matter how long it lasted?

The general case of this is the game where no input is rejected in a game but no one emotionally engages. It can't be Nar. It doesn't seem challenge focused--but it's hard to say what the "point" was.

Can Sim be Sim without one being able to articulte the point?

2. Why can't Gamist play coexist with a "point" that dictates "what goes in"? It seems to me that a Knights of the Round Table could both limit input and still be Gamist. I may be forced to play my knight's, oh, say, code of honor--but I still have to win all my fights to get the rep-from my friends.

In this case it seems that a single agent (the GM) could impose the limiting factor and the rest of the group could provide the cheering-section.

In fact, that seems pretty standard to me.

Thanks,
-Marco

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On 9/15/2004 at 5:22pm, Ron Edwards wrote:
RE: GNS Sim

Hello,

We gotta talk about this right now, before it becomes a big hassle. You seem really focused on "rejecting or limiting input" as an issue, and as I tried to reply, I could not understand what the hell you were talking about.

So I just reviewed my discussion of Sim. Now I get it. You are seeing that my phrase confirmation of input is my stated key to Sim, thus concluding that rejection of input must be not-Sim. Marco - let's nail this now - this conclusion is mistaken. Please don't latch onto it; let it go. Let's start over. All role-playing requires input, and ...

- Gamist play uses that input to construct Challenge, and then to construct the output about "who wins."

- Narrativist play uses that input to construct Premise, and then to construct the output about Theme.

- Simulationist play uses that input to construct the Dream, and then to construct the output, which might be described as "our confirmed, spruced-up, strengthened Dream."

Don't focus on the input as a defining factor for Sim; that makes no sense. Focus on the Confirmation as the point.

Perhaps a good way to look at it is that if we all play a Star Trek derived Sim game together, we will all end up being better Star Trek fans. Much in the same way that one becomes a "better fan" by writing fanfic that other fans really like. We have confirmed and developed our original enjoyment of X into a particularly skillful and enjoyable social enjoyment of X.

But it has to be X; it can't be my co-opted or "stolen" version of X. It has to respect X as it came to us. What aspect of X gets respected (or protected!) varies a great deal.

One by one, I guess ...

1. Remember my not-Nar Nazi game? [details snipped] This sets up a premise question of what's more important (Justice, Fidelity, etc.) that will be answered one way or another by the protagonists (the PC's) during play.

The PC's, in my hypothetical, go on the mission--get the files, resuce the doctor--but do not emotionally engage with the moral question of should we/shouldn't we.

Play is functional (everyone has fun, even the GM).


Gotta say: when the players (I presume you mean the players, not PCs actually) don't get engaged in it, what do they do? I mean, they do state their characters' actions, they do roll the dice, they do imagine stuff together. What's fun about it, as evidenced by their interaction? They're certainly not sitting there like window-dummies, rolling dice and staring straight ahead.

So we gotta talk about what they do, how they interact with each other. When you say they play non-Narrativist, I buy that, because you say No Premise. But I can't say Sim or not-Sim when all that remains is a descriptive nothin'.

Question: is this Sim because, while the GM didn't inhibit any input, the players are intuited to have had a "point" of "We're Allied Super Heroes" which precludes questioning the mission? This seems to me it may be the case, but how do you know it was the case if no input is ever excluded from play. Nothing is bounced back.


Um. I agree with you that it may be the case, but am confused about answering the question for exactly the same reason you're uncertain. I don't understand at all what you mean by "no input is ever excluded from play. Nothing is bounced back."

Is the play simply indeterminate--no matter how long it lasted?


Forgive my dogmatism in saying that no play is indeterminate. To risk getting off-topic for a minute, I consider Zilchplay to be ... well, a bunch of guys sitting around in the room, and nothing going on that particularly needs to be called role-playing.

I'm saying that I cannot tell what this group is doing, because there's no information about what they're doing.

Can Sim be Sim without one being able to articulte the point?


I think that the point of an instance of Sim play (shall we call it the Confirmation? I still like "the Dream") doesn't have to be articulated any more than the Win conditions of Step On Up do, or the specific dichotomy or conundrum of Premise do. We are talking about very basic "why I care about this fictional thing" processes which people do in their heads, often without ever articulating them.

2. Why can't Gamist play coexist with a "point" that dictates "what goes in"? It seems to me that a Knights of the Round Table could both limit input and still be Gamist. I may be forced to play my knight's, oh, say, code of honor--but I still have to win all my fights to get the rep-from my friends.

In this case it seems that a single agent (the GM) could impose the limiting factor and the rest of the group could provide the cheering-section.


I hope that my point about "limiting input" being irrelevant takes care of this question.

Best,
Ron

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On 9/15/2004 at 6:14pm, Marco wrote:
RE: GNS Sim

Ron Edwards wrote: Hello,

We gotta talk about this right now, before it becomes a big hassle. You seem really focused on "rejecting or limiting input" as an issue, and as I tried to reply, I could not understand what the hell you were talking about.

So I just reviewed my discussion of Sim. Now I get it. You are seeing that my phrase confirmation of input is my stated key to Sim, thus concluding that rejection of input must be not-Sim. Marco - let's nail this now - this conclusion is mistaken. Please don't latch onto it; let it go. Let's start over. All role-playing requires input, and ...

- Gamist play uses that input to construct Challenge, and then to construct the output about "who wins."

- Narrativist play uses that input to construct Premise, and then to construct the output about Theme.

- Simulationist play uses that input to construct the Dream, and then to construct the output, which might be described as "our confirmed, spruced-up, strengthened Dream."

(Emphasis added)

Actually, I concluded that rejection of player-input (the refusal of confirmation) was one of the key visible tells of Sim.

I think what confused me was when you said this in the original post: "Narrativist play, like Gamist play, is not confirmatory of anything that "goes in.""

As to The Dream, I'm not sure exactly what that is. I realize we are "strengthening it"--but I don't know what it is.

The examples don't seem to be helping me either. Maybe we can clarify with my WW-II supers game.

You ask what the players were doing that was fun. In the closest thing I've played to this scenario (Vietnam game--no supers--sent to "rescue" an American movie star 'Hanoi Sally') I think that there was:

1. An enjoyment of the GM's versimilitude of depecting Vietnam.
2. An enjoyment of playing in character.
3. An enjoyment of problem solving, some excitment from combat, etc. (but there wasn't, IMO, much social emphasis on it or cred being handed out).

Now, this is all easily depicted and identified as Sim--but these factors would all be potential points of enjoyment for a Narrativist game as well.

What would make the game Narrativist, to my understanding, would be the addition of:

4. The players having serious misgivings about performing their mission and making a decision about whether to do it or not.

(and you might or might not have players enjoying 1-3 for the Nar game but whether people did or didn't wouldn't have bearing on the Nar-ness of the game, I would think).

So the confirming of points 1-3 doesn't seem like the determining factor would be the lack or existence of point #4.

I concluded that the way to know the game was "Run in a Simulationist fashion" would be if a player decided not to rescue her and the GM came down on them for playing out of character or otherwise being a problem player (rejecting input).

But in absence of that tell, then it seems to me the determant point would be the player's emotional envolvement in some sort of human-experience issue going on in the game (if the rescue went bad and the game came to a nail-biting conclusion about survival vs. leaving live wounded behind, that would still qualify as Nar--even though the GM didn't "put that in.")

-Marco

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On 9/15/2004 at 6:17pm, Walt Freitag wrote:
RE: GNS Sim

Edit: Marco, it seems I'm kind of breaking into this important dialog you're having with Ron here, in order to respond to your comments and questions earlier in the thread. I'll leave it to your judgment whether this remains relevant right here or should be taken to a new thread.


Marco wrote: I like Walt's formulation. I like it a lot. I want to look closely at it.


Good. I want to really put it through the wringer. I think it could be a helpful and slightly new way of understanding CA, while keeping it as general as the Big Model intends, avoiding the over-specificity or synechdoche of trying to "pin down" CA too closely, that Ron has been pointing out. Also, by making it clear what the model doesn't speak about, it might point the way to additions to the model that would cover such things as the interaction of individual desires like challenge and outcome aesthetics with the Social Contract. But first it has to prove valid and useful.

If we define GNS Sim as "What I want from other people, including the GM, is the unexpected elements they bring to the table" is that:

a) incompatible with a personal goal of, say, Narrativism: if I am grooving on the human-experience stuff implicit in the situation and taking non-forced action to address it, does that work still work and count as GNS Sim if the players aren't giving me social positive reinforcement for such play? Is that a legitimate way to look at it? In this case I want other people to add unexpected stuff to the game--and I don't really care if they're engaged by my answer of the premise question--I'm going to do that anyway.


No. "What I want most from other players, including the GM, is the unexpected elements they introduce into the SIS" (note all the wording changes) is, in my view, the nature (the definition? ... that I'm not so sure of) of GNS Sim. The CA "ism" types remain, as always, a matter of priority, not inclusion/exclusion of any particular thing. The word "most" is critical.

I would also suggest that "the unexpected decisions/actions the players, including the GM, want each other to bring into play" is the nature (definition?) of Creative Agenda in general. Which is very very close to saying that CA is what we communicate through play, and the type of CA (which "ism") is what we communicate about. (This is basic information theory. Communication of information occurs only to the extent that the next symbol in the message stream cannot be predicted.)

b) Is it possible to want Sim-input from some players and not others (for example: I'm okay with Sim-input from the other players--but I want thematic approval from the GM).


Sure. But I think that to really get a handle on asymmetrical play (or for that matter incoherent play, beyond simply identifying it as incoherent), we have to look just a bit outside the "social contract" box in the Big Model, to take those individual drives into account. A transactional model would fir more naturally here.

c) Is the division between Sim and Nar (absent railroading or force or whatever) that the "unexpected stuff" I get from other players doesn't engage me emotionally?


Hell no. I've always thought any distinction based on absolute degree of emotional engagement is a theory quagmire. If the "unexpected stuff" about the SIS is what I want most from other players, why could I not be emotionally engaged in it?

Note that judging prsence/absence or degree of emotional engagement isn't the same as judging what a player is most emotionally engaged in, which is a legitimate aspect of perceiving Creative Agenda. So if, for instance, someone appears to be more emotionally engaged in the meaning of events or things (intruduced by others or themselves) in the SIS with respect to a Premise rather than in their meaning with respect to the SIS itself, then I'd likely call it Narrativism.

If it does--if some player's "unexpected input" just happens to interest me because of it's relation to premise--then have we crossed over into Nar play?


I'd say yes... but it doesn't really "just happen" singificantly often because we're talking about something expressive that comes from the player, not results of game mechanical happenstance or routine boilerplate play. One of the benefits of focusing on CA as what participants get/expect from one another, as opposed to what they get/expect from play in general, is that the first viewpoint helps filter out a lot of stuff that "just happens" (including some otherwise really important events of play such as results of die rolls) as not particularly relevant to CA.

I think that separating out what I called Personal Agenda from Social Agenda would be very helpful in both my understanding of these things and in explaining/defining them.


Quite possibly. Just keep in mind that Personal Agenda isn't a component of Creative Agenda in the Big Model. CA in the Big Model and what you call Social Agenda are basically the same thing, because CA is entirely inside the Social Contract box.

- Walt

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