Topic: Dramatism and Illusionism
Started by: Valamir
Started on: 7/30/2004
Board: GNS Model Discussion
On 7/30/2004 at 2:49pm, Valamir wrote:
Dramatism and Illusionism
In this thread Marco commented
I especially liked the expansion on Simulationism--I think it's good and well wrought--but it seems to me to leave out GDS Dramatism which, I do not think, would be accurately described as a "what if?" exercise.
As I remember most of the previous discussions on Dramatism were rather flailing and I don't know that any very satisfactory answer was achieved. It may well be worth while to see how it shakes out under this more treatment.
It would be important to start with a pretty clear idea of what Dramatism's key features are. That would be a good subject for a thread.
I would also think that under "what if" play illusionism would likely be seen as more dysfunctional than it usually is (which I agree with--I don't think too many players would intentionally consent to what is usually described as illusionism at it's core).
If someone is playing to see "what if" and the GM isn't allowing "what if" but replacing it with "X" where "X" is the GM's desired outcome that would seem to be a flat conflict of interest.
I agree. The act of illusionism is a very profound violation of the needs of simulation. That doesn't surprise me because I don't think any "real" simulationist was ever really satisfied with Illusionism being thought of as simulationism anyway.
An interesting angle to consider is whether illusionist play fails my test for Conflict. If the GM is both simultaneously establishing the adversity and through illusionist technique resolving the adversity then one might argue that there really isn't any adversity in illusionist play. That the adversity is itself part of the illusion because, in reality, the GM provides a safety net in order to keep the desired story going.
Illusionism then may be a technique used at the exploration level specifically to avoid having to committ to the uncertainties of a Creative Agenda.
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Topic 130186
On 7/30/2004 at 3:24pm, Ron Edwards wrote:
RE: Dramatism and Illusionism
That's interesting - and compelling. Because in my later experience especially, once everyone's on board with an accepted degree of Force from the GM, then no "illusion" is necessary.
Consider Simulationist play when Situation is king, as in my discussion of High Concept Sim.
When Force is high but there's no illusion, then more accurately, we're all illusionists when that happens, and the only ones being "fooled" are an entirely imaginary audience. This is what Mike calls Participation if I'm not mistaken, and it's quite fun.
Which would then seem to cast some shadow on the pride of GMs who consider their prime skills to be fooling the players into thinking they've directed the story, when all along he or she had control over the imaginary situation. Such a GM always perceives himself or herself as indispensable and necessary (for a good story, you know), and also that the fooling-part is essential.
Best,
Ron
P.S. This entire post assumes that the reader understands the definition of Force, which various recent threads indicate is not well-understood at all. Force per se is neither railroading nor any other awful/terrible thing. Once you get that point drilled in, then it's OK to consider that Force does not play well in Gamist or Narrativist contexts.
On 7/30/2004 at 4:33pm, Tim C Koppang wrote:
Re: Dramatism and Illusionism
Valamir wrote: Illusionism then may be a technique used at the exploration level specifically to avoid having to commit to the uncertainties of a Creative Agenda.
Just for clarification, are you proposing that a group playing in Illusionist mode has no creative agenda at all, or that they are just sort of hovering in between somewhere? I find the whole idea very intriguing, as it seems to imply something about why a certain group of roleplayers find the three CA categories troublesome.
Ron,
I understand your comment about the Illusionist GM's pride, but are you relating Participationism to Ralph's comments on CA in some way as well?
On 7/30/2004 at 5:45pm, Valamir wrote:
RE: Dramatism and Illusionism
Well, at this point I haven't spent a whole lot of brain cells cranking the idea of Illusionism through this idea, so "proposing" is probably a little too strong a word, more like ruminating...in a kind of "interesting lets see if this goes any where sense"
So I'm ruminating on the idea that Illusionist play is exploration only and doesn't involve a Creative Agenda. Or perhaps more precisely that the potential for Creative Agenda is subverted by the GM's sleight of hand.
I have a funny image in my head of players with a hook in their mouth trying to swim up one of the CA streams while the GM keeps realing them back in...
Other interesting possibilities to consider would be if the GM is actually playing with a Creative Agenda and using illusion to force the other players into the same Creative Agenda, in which case it might be interesting to discuss the possibilities of different CA Illusions
But again far from any actual proposal...just interesting musings at this point... (I feel like I should be sitting on the porch with a pipe blowing smoke rings...)
On 7/30/2004 at 6:03pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
I've played in games where I, the player, demanded both Force, and the appearance of no Force. And It was functional for the most part. When it became problematic was when the Force became obvious.
(Once we were forced by the GM to see someone by men armed with crossbows - when it became apparent that we were going to fight them, he told us that they looked very high level. This was a mistake made from sudden need, not a problem with the overall CA).
As always, I buy "difficult" but not problematic other than that.
Dramatism is a GDS term no? Doesn't that make this an apples/oranges comparison?
Mike
On 7/30/2004 at 9:00pm, Ron Edwards wrote:
RE: Dramatism and Illusionism
Hello,
My contention from the beginning has been that Dramatism is a moving target - that whenever it's been discussed here, and when I call for specifics, the hitherto unified participants suddenly reveal that they've all been talking about different things.
Therefore when I say "Dramatism doesn't exist," it does not mean that any of the particular things which each proponent describes (Logan, Gareth [mytholder], John Kim, etc) does not exist, but rather that the label doesn't represent any entity that we can actually discuss.
Any disagreement with this point probably belongs in a thread of its own. My goal in bringing it up here is that Ralph has already stated that the term needs to be defined before it can be addressed, and I agree. But since the Illusionism topic seems completely disconnected and perfectly capable of being pursued, let's keep doing Illusionism here and look to another thread for the Dramatism.
Best,
Ron
On 7/30/2004 at 10:16pm, Tim C Koppang wrote:
RE: Dramatism and Illusionism
I asked in another thread if the GM could create conflicts that encourage a particular Creative Agenda, and was met with a resounding "yes." This makes sense to me.
What it leads me to conclude then, is that the GM is capable, in an Illusionist game, of creating conflicts and outcomes to those conflicts which exhibit a Creative Agenda over the course of an instance of play. However, like the illusion of control, the players have no role, or rather they don't participate in the creation of this Creative Agenda. It's truly a one man show. That's not to say that Illusionist players don't still prefer one CA over another. I think rather that in this context, they expect an illusion that syncs with certain preferences. Yet, because they aren't aware of the GM making CA-based choices--even less so than non-Illusionist players--classifying the game under a GNS heading is particularly difficult for them. Rather, they are forced to consider the story in retrospect only, and that's when things get muddled. In other words, how can you recognize the kind of choices you are making if you aren't really making any meaningful choices to begin with?
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Topic 130226
On 7/31/2004 at 6:10am, Silmenume wrote:
RE: Dramatism and Illusionism
Hey Ralph,
I think that one form of GM Illusionism applied to Gamism is one where the GM does not let the Gamble fail. IOW he removes the possibility for failure thus turning the game into the Crunch without the players’ knowledge and thus without their permission. By doing so the GM removes or lessens the risk involved and thus reduces the weight of what the player is trying to say/demonstrate about himself via his play.
Regarding Simulationist Illusionism I would posit the following. If the Illusionism is real, the players do know the GM is using Force (that their choices are being deprotagonized) and they are ok with that, then I would say that it is not a CA in operation because without the element of risk they players aren’t “saying” anything. It is, in essence, a form of Zilchplay – they are just plain Exploring what is already mapped out for them – which makes it essentially Setting.
Some thoughts.
On 8/2/2004 at 9:50am, Marco wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: I've played in games where I, the player, demanded both Force, and the appearance of no Force. And It was functional for the most part. When it became problematic was when the Force became obvious.
(Once we were forced by the GM to see someone by men armed with crossbows - when it became apparent that we were going to fight them, he told us that they looked very high level. This was a mistake made from sudden need, not a problem with the overall CA).
Mike
Well, I'm clearly one of the people who doesn't understand Force (which seems to be key to understanding this thread).
It seems to me like the GM modified Situation there (which I would describe as Railroading), rather than employing Force: there was a clear consequence created to your attempt to attack the men with crossbows--but not an actual character hijack: the players are faced with a suddenly-stronger challenge but are still free to decide how to respond to it.
Is it Force because the GM changed situation to suddenly raise the stakes? If it is then, Ron, despite that that you say it's not railroading it sure does look like that to me. The players deviate from the rails and the GM increases the threat-level to force them back on (lowercase 'f').
If creating strong consequences from, say the start (i.e. the GM says "ten high-level riders approach") is/isn't Force based on the GM's intent then I still don't understand it (certainly consequences are part of all play--you might choose not to interact with the riders or to listen but discard what they say or choose death to surrender if they try to capture you).
So, no--I don't see how making the riders high level is "Force" (it limits your apparently thematic option of attacking) but not "Railroading" (it forces you onto the rails of interacting with the riders however that was envisioned by the GM).
Dramatism is, indeed, GDS. To my understanding (and John or someone else with a better grip can correct me) it means having the story-structure of the game held as more important than the what-if aspect (the how it'd really play out element). I think that makes it at least as discussable as GNS Narrativism.
Story-structure of play is easily understood--and, in fact, is even tangible from a transcript. I sumbit that while a given player might differ as to how to get that story-structure, the basic goal of play is perhaps more easily discussed than GNS CA's.
Especially since I don't think GDS goes into Story-Now vs. Story-later terriotry, for example, or observed behavior vs. intent (it's clearly delineated as a stated goal of play for the participant in question).
That might make it "less useful" than CA-analysis (depending on your take on analysis of play) but not, IMO, "less defined."*
-Marco
* Meaning the player might be 'lying' about wanting Dramatism--but if a player says they're interested in Dramatism then I'd think that play follwoing a three-act style structure with an emphsis on climax and perhaps some recurrent elements along the lines of 'theme' might be of interest.
On 8/2/2004 at 1:58pm, Ron Edwards wrote:
RE: Dramatism and Illusionism
Marco, if you want to discuss Force, then we can do that. I'm not sure that this is the right venue, and with respect, I'm not at all sure that you're entering the conversation with any desire to learn what I'm saying.
Again, this is not a slam. This is weary experience. I'm answering here in the idealistic hope that your recent participation at the Forge represents a new spirit of discourse for you, not just another iteration.
To review:
1. Force is when person A exerts control over the decisions and actions of person B's character. Note: not input, but control, or as Vincent would put it, person A has more credibility over the character than person B, despite how most people would say person B "owns" the character.
2. Force techniques vary widely, from pre-scene to post-action, from subtle to obvious, and more. Some GMs would be surprised to learn that I'd call their techniques Force, and might point to some other GM's very different set of techniques as a counter.
3. Force is a highly significant principle in play and cannot be neutral; either it's acceptable relative to every other aspect of play, by the group (most especially person B), or it's not.
When it is acceptable, then great! Participationism is the result, in which case person B doesn't care what the character decides as long as he or she gets to act it out, or as long as he or she gets input at one point or another, or similar. It is, I think, the core technique (or family of techniques) for Situation-heavy Simulationist play.
When it is not acceptable to the group or most especially to person B, then Force is a game-breaker. Railroading is only one manifestation of Force being judged unacceptable. One of my claims is that Gamist and Narrativist play both require very explicit limits, or even sanctions, on Force by the GM.
(Side note: yes, people other than the GM can exert Force.)
Illusionist techniques are, for the first time in our discussions, being discussed primarily as means of masking Force from participants who would otherwise object to it.
Am I making sense? When you read an example of Force, you might say "Ugh! Railroading," and you know what? Aesthetically and as a player/GM, I probably agree with you. But that doesn't mean that the same example of Force is going to be unacceptable to some other group (or even to me, if I've resigned myself to a form of play which, although I don't prefer it, I can enjoy now that I understand it better).
Best,
Ron
On 8/2/2004 at 2:07pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
First, I haven't been following the whole "force" issue of late. I may be using an obsolete version of the term. In fact, my point is precisely that, at the point that it became obvious that the GM was manipulating the world to ensure that the plot he wanted would occur, that it became railroading, and not the functional forma of play that it had been previously. Railroading being defined as play in which control that the players demand, or at least the appearance of control, is visibly taken away from the players.
When I used the term "forced" (not force, but the other word in the latter paragraph) I was using it in a non-technical sense, to simply mean "made to comply." This wasn't merely "raising the stakes" this was promising to kill our characters if we didn't comply. There was no viable option not to comply - it would have made for a senseless end to the game. He knew that we would not go that way, so he wasn't offering a choice, but using his authority to ensure that the game went the way he needed it to go.
Mike
On 8/2/2004 at 2:15pm, Ron Edwards wrote:
RE: Dramatism and Illusionism
Hi there,
Mike, I'll clarify:
my point is precisely that, at the point that it became obvious that the GM was manipulating the world to ensure that the plot he wanted would occur, that it became railroading, and not the functional forma of play that it had been previously.
Predicating that the players do not want Force to be present, and that the GM is masking the Force with illusionist techniques, is certainly a common phenomenon - and yes, it's a recipe for disaster, and yes, it's railroading (or more accurately, they would raise the cry of "Railroading! You bastard!" justifiably).
I am also calling attention to another group entirely, in which such GM-authority over the plot may be desired by the group in question, and that they are Participating in it. In this case, no illusion was necessary from the beginning.
In this case, the Force is still Force, but there is no dysfunction, no resentment, no illusion, and no railroading.
I'm not seeing anything controversial or hard to understand in what I'm saying. Is there something I need to clarify further?
Best,
Ron
On 8/2/2004 at 2:53pm, Marco wrote:
RE: Dramatism and Illusionism
Mike,
I wasn't meaning to jump on the technical definition per-se. But the deal is this: If the GM had said "the hand of the plot comes down and prevents you from fighting the guys you could reasonably take on" I can't see players who are interested in a what-if style game being real happy with it--accepting it, maybe--but only in a "hey, we all need to get along" fashion.
Hence, Railroading. Maybe everyone went along with it--I might've--especially if the GM was inexperienced--but I don't know any gaming group that wouldn't consider that a hiccough.*
The reason I think Illusionist/Particiaptionist Sim (under Ralph's definition) play is basically non-functional is that it will break down explosively when someone's input is squelched and the rules or ambient situation say otherwise (i.e. when the GM changes situation to railroad the party by increasing the power of the men-at-arms).
It's my guess that any functional form of these games revolves around the GM making sure that the choice the player's freely want to choose is the choice he'd prepared for. Basically the GM being quite slaved to the player's desires and staying at least one step ahead of them while being very, very attentive to their probable choices.
When that isn't the case you see rails (changes in situation to ensure conformation). Maybe Force(?) (where the player's decision is literally made for him?)
I'm not clear where the more sublte-Force-techniques fall on this spectrum (or, really, what they are): but I can't see them as being acceptable to someone who is trying to find out "What it would be like" no matter what since there's a strong hand of a GM there.
If Dramatism is going to contrast to that then it's easy to distinguish the preferred technique: if the player values story-structure over choice-freedom then you get something like participationism.
If the player values choice-freedom over story-structure (but still values story-structre over what-it-would-be-like) then you get a preference for Dramatist systems (hero points, I imagine) and situations designed to produce a satisfying climax (but not forced to).
That's my take.
-Marco
* I have heard descriptions of games where the GM does, in fact, dictate *everything* and the players are locked out of decision making. The descriptions I've heard are always extreme edge condition gaming. They've usually been presented as such as well. I'm talking about important, during-play decisions here, mostly though. I've seen several PC groups catapulted into adventures with force/railroading/etc. techniques.
I draw a big difference between doing that at the start of play vs. doing that throughout play--although either is, IME, a mistake it's a matter of magnitude in difference and most of a "what is it like" POV isn't voilated by saying "so you're all in the King's dungeon" unless, like, the character can walk through walls and no one knows it ...
On 8/2/2004 at 3:13pm, Ron Edwards wrote:
RE: Dramatism and Illusionism
Hello,
Marco, that post of mine was too harsh. We've clarified the real point by private message, so on to discussing Force.
Best,
Ron
On 8/2/2004 at 4:42pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
Something about my post wasn't coming through. I was posting a counter-example to the idea that illusionism was problematic. That is, for the vast majority of the play of that game, the GM used Force but in a non-visible way. We knew that he was using Force, and only objected to it when we could detect it. When we could, in the one case where the GM made the mistake in presentation, that was a breach of CA. Not because he used force, but because we could see him using force. Basically because it was ugly. Like a bad author using a deus ex machina.
Does that clarify at all?
I presented the "problem" because I felt that it illuminated the mode of play. Not to say that play was problematic. At the table, me and the other player frowned at the GM and said, "OK, we get the picture," and moved on with play. In dozens of sessions that was the only problem that I can remember.
Mike
On 8/2/2004 at 4:50pm, Marco wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: Something about my post wasn't coming through. I was posting a counter-example to the idea that illusionism was problematic.
[snipped]
Mike
Understood. Would you characterize yourself as playing "to see what it would really be like" (even given some complex, perhaps unlikely, starting situation) or to "see what the GM had in store for you" (given that, most likely, you didn't think about it at the time that way, how would you characterize it in retrospect?)
If the latter then I don't think Ralph's conflict-centered idea of playing to-see-what-it'd-be-like is directly applicable to your goals of play, per-se.
In other words: Force or Railroading or whatever is not compatible with "what if" goals.
That's what I'm suggesting.
It might also be incompatable with story-structure goals since, as you pointed out, that made for a bad story (in a certain sense, anyway--it could be ret-conned into a decent story but in a real-time sense the guys suddenly got a lot more powerful in a way that would sort of break SOD in a movie or book, I'm guessing).
-Marco
On 8/2/2004 at 5:38pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
I'm really not getting the distinction you're making, Marco. The game was MERP, and I was playing, personally to feel like I was a Dunedain wandering around in Middle Earth. Pretty sim, in that I wasn't really too concerned with "story" or anything, just in playing around in Middle Earth. I spent a lot of time trying to get money to start my own kingdom, as a goal that I'd given the character.
It really wasn't "Story" at all. It was that we liked to feel that we were making our way in Middle Earth on our own, but expecting that the GM would make it interesting along the way. As such (especially given that Middle Earth is sparsely populated in terms of places where interesting things can happen), he had to force us to go where the action was. Typically with hints of treasure or the like.
Does that help?
Maybe I shouldn't have put in a personal example?
Mike
On 8/2/2004 at 8:44pm, M. J. Young wrote:
RE: Dramatism and Illusionism
In this thread, Ron Edwards wrote: 1. Force is when person A exerts control over the decisions and actions of person B's character. Note: not input, but control, or as Vincent would put it, person A has more credibility over the character than person B, despite how most people would say person B "owns" the character.
However, in the Provisional Glossary, he wrote: Force
The Technique of control over characters' thematically-significant decisions by anyone who is not the character's player. When Force is applied in a manner which disrupts the Social Contract, the result is Railroading. Originally called "GM-oomph" (Ron Edwards), then "GM-Force" (Mike Holmes).
I've thought that the glossary definition needed revision, as it appears to be saying that "force" only exists if it interferes with thematically-significant decisions, and therefore only impacts narrativist play in a negative way. I note that this is not the meaning Ron presents here, and so suggest that the glossary needs to be revised to recognize this.
--M. J. Young
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On 8/2/2004 at 9:16pm, Ron Edwards wrote:
RE: Dramatism and Illusionism
Hi M.J.,
The "thematically" is a straightforward error, from the beginning. My intent was to write "significant to Creative Agenda" in some phrasing and I used "thematically" as a place-holder - and since the resulting sentence wasn't obviously wrong, I never remembered to go back and fix it.
Very annoying. Wish I'd done it in some less-charged term.
Best,
Ron
On 8/3/2004 at 8:23am, Marco wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: I'm really not getting the distinction you're making, Marco. The game was MERP, and I was playing, personally to feel like I was a Dunedain wandering around in Middle Earth. Pretty sim, in that I wasn't really too concerned with "story" or anything, just in playing around in Middle Earth. I spent a lot of time trying to get money to start my own kingdom, as a goal that I'd given the character.
It really wasn't "Story" at all. It was that we liked to feel that we were making our way in Middle Earth on our own, but expecting that the GM would make it interesting along the way. As such (especially given that Middle Earth is sparsely populated in terms of places where interesting things can happen), he had to force us to go where the action was. Typically with hints of treasure or the like.
Does that help?
Maybe I shouldn't have put in a personal example?
Mike
Okay--I hear you. I'd have thought that the GM mutating situation as he did would be antithetical to the Middle-Earth experience--but I wasn't there and while you describe it as a minor problem, I can see that it clearly didn't ruin anything for you.
I think the difference I'm seeing is this:
The kind of social contract I identify with has a very strong commitment to cause and effect in play. That is: I wouldn't want the GM to ret-con the riders because it was "important to the story" or even "important because otherwise interesting things wouldn't happen."
In the case of the former, there's all kinds of associated problems for virtuality.
In the case of the latter, I have a lot more sympathy but I think interesting things can still progress from us engaging the riders--if the GM decides that, no, we've got to be captured then I think it's probably a really bad call on his part and we might need to stop play and discuss what went wrong.
Essentially, when the GM starts doing this, I think the GM has abandoned "virtuality" (GDS Sim) and has instead moved on to something that's, IMO, more GDS Dramatist.
This is, IME, a very big, very deep difference in play and the two forms tend to be extremely incompatible (again: IME--and most times, not all the time).
What Ralph has defined as "what-if" seems to me to fall more squarely inside the Virtuality space than the Dramatist space. In fact, although there are techniques to have the two overlap somewhat (and I'm a big fan of some of them) if you're driving force of play is best described as "what would it be like" then the GM changing the riders for reasons of story-progression (pushing the PC's to an interesting place) is definitely outside the bounds of Virtuality play.
Virtuality seems to be a lot closer to Ralph's what-if than to what I'd describe as a commitment to 'story' or 'interesting stuff happening' or other ways of phrasing a GDS Dramatist agenda.
-Marco
On 8/3/2004 at 6:43pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
You keep using social contract. The part of the social contract that was the CA was that the agreement was that it would seem as though there was a set universe to play in, while in fact the GM would do what it took to make sure that interesting things happened.
Again, the breakdown wasn't that he did something that was a ret-con, but that he did it in such a way that it was visible. It's like watching a movie, and seeing the wires holding up the starship. The illusion of player control in an objective world is broken.
Also, it's not so much that it was a ret-con, as that we saw that the GM was making things up on the spot. In fact, I'm pretty sure that he didn't have a level set for the guys in question, or any stats. I'm sure his notes read, "the PCs are approached by guards who tell them that the Mayor wants to see them." (To be precise we were in Tharbad, and the ruler - whatever he's called - was the one who wanted to see us for a job). It was the way he presented the information, telling us that they were high level, and therefore weren't to be resisted, that was so obvious.
The obvious interpretation wasn't, "I'm going to make this an interesting challenge for you guys, should you try to go the other way," it was, "Quit trying to buck the road that I've got set to the adventure." Or, more literally, "I'm taking away your power here." The CA says that it's fine for him to take away our power to affect the course of events, he just can't shove it in our faces.
Now, this all said, even in a game like you describe, Marco, where there's a commitment not to change things, the GM still has this sort of power. That is, the GM is allowed in the CA that you describe to create the adventure up front, no? So, if, in the adventure, he has written that there are very powerful guards that the PCs can't resist, who come to make the PCs go somewhere, this can be just as obvious. That is, this is still amongst the most heavy handed of illusionism techniques, one that's likely to be seen through. In truely "open" sim, there are no pre-planned adventures of any sort, because to do so is to make the game not "open". In open sim, the players just say where they're going, and what they're doing. Anything else is either Illusionism, or Participationism, at least in part.
Mike
On 8/4/2004 at 8:01am, Marco wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: You keep using social contract. The part of the social contract that was the CA was that the agreement was that it would seem as though there was a set universe to play in, while in fact the GM would do what it took to make sure that interesting things happened.
Emphasis added for second italics.
This seems a different CA than the one Ralph is describing. It's designed to look like a higher commitment to virtuality than it really is. In GDS terms this is closer to Dramatist than Simulationist. In present terms, the GM changing things for the purpose of making interesting things happen is, IMO, at odds with a "what if?" agenda.
In this case it's a question of the purpose of the new information (or the precieved purpose)--not the content.
Again, the breakdown wasn't that he did something that was a ret-con, but that he did it in such a way that it was visible. It's like watching a movie, and seeing the wires holding up the starship. The illusion of player control in an objective world is broken.
Also, it's not so much that it was a ret-con, as that we saw that the GM was making things up on the spot. In fact, I'm pretty sure that he didn't have a level set for the guys in question, or any stats. I'm sure his notes read, "the PCs are approached by guards who tell them that the Mayor wants to see them." (To be precise we were in Tharbad, and the ruler - whatever he's called - was the one who wanted to see us for a job). It was the way he presented the information, telling us that they were high level, and therefore weren't to be resisted, that was so obvious.
The obvious interpretation wasn't, "I'm going to make this an interesting challenge for you guys, should you try to go the other way," it was, "Quit trying to buck the road that I've got set to the adventure." Or, more literally, "I'm taking away your power here." The CA says that it's fine for him to take away our power to affect the course of events, he just can't shove it in our faces.
Now, this all said, even in a game like you describe, Marco, where there's a commitment not to change things, the GM still has this sort of power. That is, the GM is allowed in the CA that you describe to create the adventure up front, no? So, if, in the adventure, he has written that there are very powerful guards that the PCs can't resist, who come to make the PCs go somewhere, this can be just as obvious. That is, this is still amongst the most heavy handed of illusionism techniques, one that's likely to be seen through. In truely "open" sim, there are no pre-planned adventures of any sort, because to do so is to make the game not "open". In open sim, the players just say where they're going, and what they're doing. Anything else is either Illusionism, or Participationism, at least in part.
Mike
Emphasis added.
Here you've asked and answered the "what if" question.
What if the GM has only written that the Mayor has dispatched eleven "Dark Riders" (bad-ass rider/tracker horsement) to bring the PC's?
1. The riders might not find the PC's if, for example, they are covering their tracks, hiding, and keeping observation posts.
2. If they do find the PC's they have an incredbily powerful force but one that *might* concievably lose.
3. The riders might be persuaded to negoitiate or simply deliver the message (and the PC's could decide whether or not to go) if for example, the PC's could make it hard to take them (they hole up in a ruin with narrow access and the riders consider that half their number dying for the characters isn't worth it).
HOWEVER: if the PC's (who are unaware they are being hunted) simply do what they have been doing (travel from point A to point B) they will (as is clearly likely) be tracked, approached, and brought to the Mayor ...
Under what CA's would the above be:
a) Force?
b) Railroading?
c) Illusionism?
In this case the "what-if" question is not answered by the GM's notes--although the situation is obviously *likely* to play out in the manner your game did.
-Marco
On 8/4/2004 at 9:27am, contracycle wrote:
RE: Dramatism and Illusionism
Under what CA's would the above be:
a) Force?
b) Railroading?
c) Illusionism?
What is the question here? Why would they need to be any of them? I can't understand what this has to do with the scenario you give, or even what it has to do with Mike's point. The GM just setting up seom events that probably have a certain outcome does not need, it seems to me, to be described as either your a or b or c.
On 8/4/2004 at 9:45am, Marco wrote:
RE: Dramatism and Illusionism
contracycle wrote:Under what CA's would the above be:
a) Force?
b) Railroading?
c) Illusionism?
What is the question here? Why would they need to be any of them? I can't understand what this has to do with the scenario you give, or even what it has to do with Mike's point. The GM just setting up seom events that probably have a certain outcome does not need, it seems to me, to be described as either your a or b or c.
The point is to distinguish between someone with (for lack of better terms) a GDS Dramatist vs. a GDS Sim player's social contract. If my example isn't seen as Force or Illusionism under any CA (as you postulate) then I would contrast that to what *I* certainly see as 'railroading' (which might or might not be called Force or Illusionism) in his example of play.
I'm saying the Sim-as-"What-If?" play is a distinct social contract from Sim that includes allowances for the GM to change things as necessary to ensure that interesting things happen.
-Marco
On 8/4/2004 at 10:26am, contracycle wrote:
RE: Dramatism and Illusionism
Marco wrote:
The point is to distinguish between someone with (for lack of better terms) a GDS Dramatist vs. a GDS Sim player's social contract. If my example isn't seen as Force or Illusionism under any CA (as you postulate) then I would contrast that to what *I* certainly see as 'railroading' (which might or might not be called Force or Illusionism) in his example of play.
OK. I'm not an advocate of GDS. This is a GNS forum. So you may well be the best placed person to tell us what the distinction between two aspects of the GDS model might be.
I'm saying the Sim-as-"What-If?" play is a distinct social contract from Sim that includes allowances for the GM to change things as necessary to ensure that interesting things happen.
Under GNS, or GDS, or both, or neither? You question seems to borrow from two separate models and I find it very difficult to follow.
If my example isn't seen as Force or Illusionism under any CA (as you postulate)
Once again Marco, that is NOT what I said. What I said was it NEED NOT be a or b or c necessarily. I didn't say it definitely was not; your scenario only seemed to show an intended effect following from cause. But no resolution is given so we don;t know what actually happened, or why.
On 8/4/2004 at 10:43am, Marco wrote:
RE: Dramatism and Illusionism
contracycle wrote:Marco wrote:
The point is to distinguish between someone with (for lack of better terms) a GDS Dramatist vs. a GDS Sim player's social contract. If my example isn't seen as Force or Illusionism under any CA (as you postulate) then I would contrast that to what *I* certainly see as 'railroading' (which might or might not be called Force or Illusionism) in his example of play.
OK. I'm not an advocate of GDS. This is a GNS forum. So you may well be the best placed person to tell us what the distinction between two aspects of the GDS model might be.
I'm using GDS terminology because it's the "best fit" here, IMO--GDS Sim is pretty well described as playing "to see what would it really be like" ... or the usual take on the word "Simulationism." Also called Virtuality here recently.
Here it's more specifically: What I see Ralph as talking about in terms of a Sim CA.
That's opposed to play "for the story" where the GM is expected to manipulate things covertly or overtly to ensure a certain story-like outcome (plot-protection to save PC's from meaningless death, for example).
These concepts get a lot of play here--especially recently.
I'm saying the Sim-as-"What-If?" play is a distinct social contract from Sim that includes allowances for the GM to change things as necessary to ensure that interesting things happen.
Under GNS, or GDS, or both, or neither? You question seems to borrow from two separate models and I find it very difficult to follow.
Under what Ralph is describing as GNS Sim on this thread and in his take on the theory thread which, as it turns out, is a lot like GDS Sim as I understand it (and that goes both for what Ralph is saying and GDS Sim--I might be misunderstanding either). That's what' I'm referencing.
If my example isn't seen as Force or Illusionism under any CA (as you postulate)
Once again Marco, that is NOT what I said. What I said was it NEED NOT be a or b or c necessarily. I didn't say it definitely was not; your scenario only seemed to show an intended effect following from cause. But no resolution is given so we don;t know what actually happened, or why.
I have a hard time following this. What do you mean when you say you don't know "why" things happened? I'm, you know, assuming 'in-game cause and effect.'
Given the set up and a commitment to virtuality (i.e. the GM doesn't change things with intent to create a specific outcome--if the players get away, they get away) then what more would you need from "why" or "what happens?"
Are you asking me to pick a CA for the player's play? I don't see it as relevant to, for example, illusionism. If you think it's relevant to Force or Railroading just state your assumptions and then your conclusions.
-Marco
On 8/4/2004 at 12:06pm, contracycle wrote:
RE: Dramatism and Illusionism
Marco wrote:
I'm using GDS terminology because it's the "best fit" here, IMO--GDS Sim is pretty well described as playing "to see what would it really be like" ... or the usual take on the word "Simulationism." Also called Virtuality here recently.
As I understand it, John Kim proposed that there was an aspect of GDS-Sim not accomodated by GNS-Sim, and for this he proposed the term virtuality.
Not to beat about the bush, I think John is wrong, that GNS-sim describes all aspects of sim to my satisfaction, and that GNS has de facto superceded GDS rather than standing as an alternate view on an equal plane. Please note this is a strictly personal opinion.
That's opposed to play "for the story" where the GM is expected to manipulate things covertly or overtly to ensure a certain story-like outcome (plot-protection to save PC's from meaningless death, for example).
Its precisely becuase it is not clear whether "story-like" means "like a story addressing of premise" or whether it means "following the structure of the (for example) the 3-act play". As I recall, the latter is identified as a subset of Sim and the former was re-badged Narratavism to underline the distinction.
Under what Ralph is describing as GNS Sim on this thread and in his take on the theory thread which, as it turns out, is a lot like GDS Sim as I understand it (and that goes both for what Ralph is saying and GDS Sim--I might be misunderstanding either). That's what' I'm referencing.
I agree a lot of GNS-Sim and GDS-Sim will look much alike. But, I could mercilessly railroad players through a scenario and claim that it was Dramatism if I had an introduction , rising tension and a climax. While there may be differences, I think the primary distinction between GNS and GDS is the N/D part, with implications for some forms of play that used to fall under D now falling under S.
Given the set up and a commitment to virtuality (i.e. the GM doesn't change things with intent to create a specific outcome--if the players get away, they get away) then what more would you need from "why" or "what happens?"
OK. But in the scenario Mike offered, there was a clear-cut signal of the GM's purposeful intervention rather than a developement of cause and effect; so I don't follow what your example is trying to identify.
On 8/4/2004 at 12:22pm, Marco wrote:
RE: Dramatism and Illusionism
I don't think GDS Sim isn't covered under GNS Sim (and I don't think that's what John said)--it's that, IMO, GNS Sim lumps in various dramatic techniques that GDS Sim guys would (IME) think are railroading. It puts them all together.
When Ralph wrote his essay I noted that under his take on Sim I thought GDS Dramatism did not apply, he started this thread.
Under his take on Sim I would think that Illusionism would be considered dysfunctional. It's, commonly, not considered dysfunctional under normal GNS Sim, IMO.
Its precisely becuase it is not clear whether "story-like" means "like a story addressing of premise" or whether it means "following the structure of the (for example) the 3-act play". As I recall, the latter is identified as a subset of Sim and the former was re-badged Narratavism to underline the distinction.
Oh, okay, sure: I agree that we don't know exactly what the GM is enpowered to do under GDS Dramatism--but clearly it is some kind of super-set that encompsses Narrativism and forms of forceful or railroaded play that aren't Narrativist as well (Illusionism).
What I'm interested in is whether or not under Ralph's definition of GNS Sumulationism illusionist play (or Force?) is considered dysfunctional. It seems to me it would be. Just as it is under Narrativist play (but for different reasons).
OK. But in the scenario Mike offered, there was a clear-cut signal of the GM's purposeful intervention rather than a developement of cause and effect; so I don't follow what your example is trying to identify.
I'm identifying the difference. I'm saying that what Mike's ref did would be counter to how Ralph has defined GNS Sim in his essay as I read it. In other words: Mike's CA would not, IMO, fit neatly under Ralph's Sim definition.
I anticipated that someone might say: "When the GM constructs a 'tight' situation such that even when run from a cause-and-effect standpoint a given outcome is likely then the GM is just employing Force in a different (and more subtle) manner from the guy who amps the level on the riders ex-post-facto."
And I'm asking if anyone would say that. Because if you do say that then what Ralph is describing needs, IME, some clarification.
-Marco
On 8/4/2004 at 4:51pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
I see what you're trying to get at. And I agree with the Dramatism vs. Illusionism point, in general. But I don't think that Ralph's Sim is GDS Sim. That is, I think that Illusionism definitely falls under simulationism in GNS. And not dysfuncitonal simulationism, either. Because the area of conflict between these things is not in what's produces, but in how things are presented. This is the key distinction between the two models. Nobody actually cares about whether or not a "story" is produced, for instance. The only question is whether people feel that they have the ability to make these sorts of changes at the time in question.
Simulationism wants to seem like players have the ability to autonomously move their characters about inside of the SIS. Illusionism seeks to provide just that feeling, while actually giving the power of control of events to the GM. Yes, this is so that a certain outcome will happen, but that's precisely why Illusionism isn't a CA, but a sub-CA. It has the same goal as Simulationism in terms of feel, but varies in terms of results of play by wanting to create a story (or interesting action, or whatever). Wheras "open" sim wants to allow the players the same feel, but makes it easier by allowing most any outcome of play.
Does that clarify it for anyone?
Again, this is not to say that outcomes of play aren't important, they are. Just that GNS classifies three categories of CAs that are prone to conflict when decisions that indicate them in use are noted. As opposed to looking back at the product created.
Mike
On 8/5/2004 at 4:03am, John Kim wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: But I don't think that Ralph's Sim is GDS Sim. That is, I think that Illusionism definitely falls under simulationism in GNS. And not dysfuncitonal simulationism, either. Because the area of conflict between these things is not in what's produces, but in how things are presented. This is the key distinction between the two models.
I'm going to quote Ralph's expansion on Simulationism from his first post in the thread, The Model as seen by Valamir, because I think it addresses this.
Valamir wrote: Simulationism has long been a problematic agenda to understand. In my effort to more clearly define it I have elected to replace the Right to Dream with Discovery, not as an additional term, but because I think Discovery more accurately relates to what Simulationism is about. In my opinion, the Right to Dream is what all of role playing is about and is thus more accurately applied to Exploration than to Simulationism. Dreaming is a rather passive endeavor. But Discovery requires decisive action and focus and is more appropriately on par with the other two agendas.
I have also tried to return Simulationism to its roots which have been lost in the mists of ancient Forge discussion. The goal of Simulationism must be, can only be it would seem to me, to simulate something. Not to explore, not to just “see what’s out there”. Those are passive acts of observation. Simulation is like an experiment which seeks to answer the question “what if”. Before one can observe the results and get that answer, one has to set up the experiment and start it in motion.
So as I read this, here Ralph (Valamir) is trying to merge GNS with its roots in the rgfa Threefold -- by redefining GNS Simulationism. It is perhaps a problematic redefinition, but I think it's something worth considering.
Mike Holmes wrote: Simulationism wants to seem like players have the ability to autonomously move their characters about inside of the SIS. Illusionism seeks to provide just that feeling, while actually giving the power of control of events to the GM. Yes, this is so that a certain outcome will happen, but that's precisely why Illusionism isn't a CA, but a sub-CA. It has the same goal as Simulationism in terms of feel, but varies in terms of results of play by wanting to create a story (or interesting action, or whatever). Wheras "open" sim wants to allow the players the same feel, but makes it easier by allowing most any outcome of play.
Does that clarify it for anyone?
Just to be clear, you are talking about GNS Simulationism here, correct? So in your opinion, Participationism is not within GNS Simulationism. i.e. Suppose the illusion is broken and the players consciously give power of control of events to the GM. This is generally done by openly "following the GM's lead" -- i.e. the majority of players might openly tell a rebellious player, "C'mon, play along or you'll ruin the GM's story." This, as you picture it, is not GNS Simulationism, right?
Forge Reference Links:
Topic 12181
On 8/5/2004 at 4:26am, Ron Edwards wrote:
RE: Dramatism and Illusionism
Hello,
That's an odd conclusion, John. I'll be interested in Mike's answer, but mine is a Scooby-like "Urh?"
I submit that Participationism is a very common, functional, and powerful approach that makes a great deal of Simulationist play possible, specifically that which relies on a steady GM hand on "the story." High Concept Sim is practically defined by Participationism, or rather, that's the approach which works best as opposed to Illusionism masking potential railroading.
Best,
Ron
On 8/5/2004 at 4:50am, John Kim wrote:
RE: Dramatism and Illusionism
Ron Edwards wrote: That's an odd conclusion, John. I'll be interested in Mike's answer, but mine is a Scooby-like "Urh?"
I submit that Participationism is a very common, functional, and powerful approach that makes a great deal of Simulationist play possible, specifically that which relies on a steady GM hand on "the story."
Just to be clear with terms here, I was responding to Mike's most recent characterization of Simulationism -- which may be different than your (Ron's) internal vision of GNS Simulationism. Both of these may be different from Ralph's recent characterization of Simulationism. The key phrase from Mike's recent characterization was:
Mike Holmes wrote: Simulationism wants to seem like players have the ability to autonomously move their characters about inside of the SIS.
If this is true and inherent to Mike-Holmes-Simulationism, then Participationism is not included in Mike-Holmes-Simulationism. On the other hand, this phrase may not be inherently true of Mike-Holmes-Simulationism -- in which case it may include Participationism. But one or the other has to give, as I see it.
On 8/5/2004 at 8:06am, Marco wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: That is, I think that Illusionism definitely falls under simulationism in GNS. And not dysfuncitonal simulationism, either. Because the area of conflict between these things is not in what's produces, but in how things are presented.
Mike
I agree: GNS Sim presently encompasses illusionism and participationism and GDS Sim--all in one. Essentially some of GDS Dramatism. Some flat-out story telling, some virtuality.
I think that's why stuff like 'Zilch-play' gets lumped in there too.
It seems to me that artfully done Illusionism would fool Narrativists as well (until discovered when it would all break down) but it's not considered a functional style there.
I don't consider Illusionism a functional component of internally-consistent cause-and-effect "what-if" driven play either.
What it is a functional example of is play where story structure is valued and the GM is assigned the role of protector of that flame. Presently that's GNS Sim, yes, but looking at Ralph's take I have to say it's pretty at-odds with "what if" IMO.
Also: I see what John Kim is clearly saying. A player who has assented to participationism no longer has any sort of illusion of autonomy. The idea that the play "seems like there's autonomy" is only for observers outside the heads of the players who know better.
-Marco
On 8/5/2004 at 11:58am, Valamir wrote:
RE: Dramatism and Illusionism
I can't say for certain where my redefined simulation falls with relation to GDS Simulation, but if John suggests its pretty close, then it must be.
But I have long been disatisfied at the way the "not G, not N" definition of GNS Simulation has resulted in Sim being the dumping ground for the most oddly eccelctic mix of completely uncompatable play styles in the model.
If the model is to be useful at identifying Inter GNS conflict than it should not give rise to situations where Intra GNS conflict is worse. Illusionism and Participationism is every bit as much in hostile conflict with "what if" play as "what if" play is with Gamism. Lumping Illusionism and "what if" play together in Simulation makes as little sense as putting Gamism and Simulationism together in the same category. It renders the distinction of the label all but meaningless and has been a key contributor to the endless cycle of "what is sim" threads we've had over the years (hell my very first serious postings here were on that very subject 3+ years ago)
I think the current GNS understanding of Sim was the result of alot of ancient Forge history in the early days before we had developed the Big Model, defined "system" via the Lumpley principle, or had first sought to pin down Shared Imaginary Space. I think the reason there is still the belief that Illusionism and "what if" Sim belong together in the same category is primarily one of institutional inertia.
When I wrote my essay my intention in the Simulationist part was to go back to the beginning on Sim and find a whole new avenue to go down. To do this I needed to define the principle that, to me, was the essential core of Simulationism. I believe my notions of simulation in the sense of a "what if" experiment is that essential core.
From there, I fully expect that ALOT of stuff that had previously been dumped into the Simulationist bucket over the years will fail to qualify as Simulationism under my definition. Marco immediately hit on the notion that Illusionism in particular will not qualify. This is unsurprising to me since Illusionism and "what if" sim have never played nice and IMO never should have been lumped together in the same category to begin with.
So if all of these perfectly valid forms of play can no longer be stuck in Simulationism where do they go? Well I think that ideas of SiS, system, and the Big Model now give us the tools we need to identify what these things really have in common.
One possibility is to push Illusionism and Participationism down to the Exploration level. For they represent the true desire to "Explore and nothing else"
A second possibility is to resurrect the idea of GDS Dramatism and see if there really is something there deserving of a seperate CA and where Illusionism and Participationism would find a home.
A third possibility, and currently my favorite, is to stop mistaking these things for sub-agendas and recognize them for what they are...Techniques. I think that Illusionism is a Technique by Big Model meaning, or perhaps more broadly, the name given to a collection of like minded techniques such as Roads to Rome and Creative Continuity, etc. As such Illusionism is not tied to a particular CA. It is not automatically Sim play.
I think Marco is spot on when he suggests that Illusionism could be attempted in conjunction with Nar play also. I suspect that Illusionism applied to Nar play would probably explain alot of World of Darkness play.
I've long thought that Illusionism's best partner is that particular form of Gamism where the players are really only interested in being transported from challenging encounter to challenging encounter but yet want to have an entertaining story as a back drop to their escapades.
For me, I'm not starting with any assumptions about what still is and isn't part of Simulationism under this definition. Is High Concept Sim even really Simulationism? Don't know. Haven't torn into it. Haven't sat down and isolated what the core concepts of High Concept Sim are and compared them to my definition of simulation as "what if" experiment. Maybe it is, maybe it isn't.
Point being I think its high past time we stopped making a big pile of everything that isn't G or N and then laboring to find a broadly vague definition of Sim to encompass them all. Find a definition of Sim that is as focused and clear a priority as G and N (which I've attempted to do), and then let the chips fall where they may.
On 8/5/2004 at 12:49pm, Marco wrote:
RE: Dramatism and Illusionism
I agree with this almost completely. The idea that the S/D incompatibility is less deep or severe than the S/N incompatibility doesn't ring true to me on any level.
-Marco
On 8/5/2004 at 1:27pm, Caldis wrote:
RE: Dramatism and Illusionism
To me Illusionism and Participationism looks like incoherent play. The gm is free to address premise through his play, by setting up conflicts and manipulating how they turn out, while the players can only react in what they feel their characters appropriate manner would be. One is playing narrativist the rest are playing sim.
That only becomes disfunctional if the players want to be addressing premise and are restricted by the sim nature allowed to them or if they object to the premise addressing the gm is doing.
I always thought the model allowed for blends such as the above and decided the game was primarily sim or narrativist based on how much the players actions ended up addressing premise.
Saying that the model doesnt allow for this mix causes two problems in my mind, one is that sim can never attempt story or drama of any fashion because the gm will always be able to address premise, will have to in setting up a situation unless it is randomly and rigidly created beyond his control. The other is that sim is of very limited appeal, a necessary adjunct of the first problem.
On 8/5/2004 at 1:43pm, Ron Edwards wrote:
RE: Dramatism and Illusionism
Hiya,
Ralph, I was under the impression that we had decided long ago that Illusionism was the effect of a family of techniques, and thus might be considered a technique-category - and not associated with a given CA at all at the definitional level.
Procedurally, however, illusionist techniques tend to be deal-breakers in Gamist or Narrativist play, at least over time when they nearly inevitably become exposed.
As I understand it, that's where the state-of-theory stands - that one does not say "Illusionist play is Sim play," but rather, "Historically, Illusionist techniques find successful applications within Sim contexts."
A) Isn't that the state-of-theory? I think the Glossary entries are consistent with it.
B) Is that essentially what you're saying? In which case you're clarifying what's already being said, which is apparently very necessary, but not pointing out a hole or historically flawed portion of the existing theory, after all.
Best,
Ron
On 8/5/2004 at 5:03pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
That's my understanding, Ron.
John, you bring up an interesting case. I made a very unclear statment - especially when taken out of context as you have done. Simulationism is making decisions such that the world seems objectively real to the participants - or, rather, that the other metagame agendas do not make it seem less so. One way to do this is Illusionism, in which case, the players demand the appearance of autonomy, as though they were active in the objective world. So I was just describing the one way that players get the feeling in question. Note that there are secondary aspects to all of these sub-CAs, so this isn't unusual. This is why we have sub-CAs.
OTOH, if, indeed, players have no power to explore, then they can't be rightly said to be roleplaying at all, can they? That is, if they can't say the least little thing about what their character do, or anything at all, then they're just listening to something like a story from the GM, right? Nobody would mistake this for a RPG.
That said, it's a functional activity for one "player" to have all of the power. I tell stories to my son every night. It's not an RPG, because of the lack of interactivity, but it's a positive activity. Given this, I assume that every power split that occurs is viable and valid.
Anyhow, the point is that for Participationism to be roleplaying at all, means that the player does have some level of control - enough to explore in some way, basically. So, if they do have some control, if they are exploring, then there's potentially that objective universe to explore, even if the GM is doing most of it himself. Simulationism is about the universe seeming to be objective. One way to get this is to allow the players autonomy, to allow the perception of autonomy, or just for the GM to provide it himself. A player always controls every character, doesn't really matter if it's the GM or somebody else in terms of CA. What matters for simulationism is that for the players in question that it makes the world seem like it's objectively extant.
Interestingly, this relates back to Ralph's claims about conflict. It's precisely the conflicts that the players are not allowed to address in Participtionism - if they could, then they could determine plot, which is exactly what GM authority is being used to provide instead. It's precisely play like this (and other sub-modes) that say to me that simulationism isn't at all defined by conflict. That, or Participationism is play without a CA. Which seems to be a contradictory statement. Or you could say that Participationism isn't Role-playing - but then you get into the same sticky areas that we're in with regards to CRPGS and solo RPGs. Is the ability to explore the SIS, even if in only limited form, role-playing?
As always my response to the question is to ask what good it does if you say no? Why not just call it participationism with all that entails in terms of "exceptions?"
Mike
On 8/5/2004 at 7:07pm, Valamir wrote:
RE: Dramatism and Illusionism
Ron Edwards wrote:
Procedurally, however, illusionist techniques tend to be deal-breakers in Gamist or Narrativist play, at least over time when they nearly inevitably become exposed.
Actually, I think Illusionist techniques fit most comfortably with Gamist play when they are used to steer play from one Gamist challenge to the next. I have a feeling that alot of very tactically oriented gamist play is quite functional playing full bore tactical durring periods of combat or other challenges and full bore illusionist to get to the next challenge point.
As I understand it, that's where the state-of-theory stands - that one does not say "Illusionist play is Sim play," but rather, "Historically, Illusionist techniques find successful applications within Sim contexts."
A) Isn't that the state-of-theory? I think the Glossary entries are consistent with it.
B) Is that essentially what you're saying? In which case you're clarifying what's already being said, which is apparently very necessary, but not pointing out a hole or historically flawed portion of the existing theory, after all.
I'm saying quite the opposite. That Illusionist play is diametrically opposed to Simulation as I defined it. I think the core essence of Simulationism is, in fact, Simulation. Simulation can best be seen as an experiment where the PCs act as a catalyst to set elements of the SiS in motion with the player's goal to follow the cascade of ripple effects to their logical conclusion.
If the GM is engageing in Illusionism, then, as Marco's pointed out, this invalidates the simulation. I don't see Illusionism as being any more functional in Sim play than it is in Nar play. In fact, to the 100% degree that you would be abhored to discover the GM using Illusionist techniques in a game you believed to be Narrativist, so would a Simulationist player feel the same.
I think the following: "Historically, Illusionist techniques find successful applications within Sim contexts." is completely incorrect and exists only as the result of the fundamental misdefinition of Simulation that I'm endeavoring to address.
I'm not sure how to make that any more clear than I have. I thought my effort to define Simulationism in my essay was pretty clearly a dramatic break from the current state-of-the-theory. In case its not. I'm convinced that the current state-of-the-theory in regards to the definition of Sim is so deeply wrong and so convolutedly tangled that only by scrapping it in its entirety and going back to basic principles can it be untangled.
The definition of Sim that I've put forth may not be the right one...but it is my attempt to go back to those basic principles and start over.
If it winds up that my definition winds up very close to GDS Sim, I think that's probably not coincidental. Surely the GDS efforts explored and debated Sim play as deeply as we've explored and debated Nar play. Its not unreasonable to assume that they actually were on to something.
Mike Holmes wrote:
Anyhow, the point is that for Participationism to be roleplaying at all, means that the player does have some level of control - enough to explore in some way, basically. So, if they do have some control, if they are exploring, then there's potentially that objective universe to explore, even if the GM is doing most of it himself. Simulationism is about the universe seeming to be objective. One way to get this is to allow the players autonomy, to allow the perception of autonomy, or just for the GM to provide it himself. A player always controls every character, doesn't really matter if it's the GM or somebody else in terms of CA. What matters for simulationism is that for the players in question that it makes the world seem like it's objectively extant.
I think your use of the word "seems" is where I have trouble. I'm not sure why you think its only necessary for the universe to seem objective. I don't think that's at all accurate for the sort of play that I'm identifying as being Simulationist.
Interestingly, this relates back to Ralph's claims about conflict. It's precisely the conflicts that the players are not allowed to address in Participtionism - if they could, then they could determine plot, which is exactly what GM authority is being used to provide instead. It's precisely play like this (and other sub-modes) that say to me that simulationism isn't at all defined by conflict.
Its precisely play like this (and other sub-modes) that says to me that these aren't Simulationism.
This is why we keep going back and forth.
You are starting with a pile of stuff that you want to call Sim (which includes Participationism). You are rightly recognizing that my definition doesn't allow these things to be called Sim and so you are rejecting my definition.
I am saying that that is a backwards way of defining Sim and derives from the erroneous foundation of "If (not G) and (not N) then S"
Only under this fatally flawed definition could such a range of incompatable stuff get all lumped under the Sim umbrella.
My goals in the essay were these
1) Start with a definition of what Sim is...then see what does or doesn't fit into it.
2) Ensure that the definition of Sim parallels that of Nar and Gam. This is important to a) make all three equal, and b) make all Creative Agendas uniform with regards to what it is a Creative Agenda is about.
With this approach I wanted to avoid having Sim be the red headed step child its been since nearly the beginning.
If Creative Agenda's are to all occupy the same level of the model it is important that all Creative Agenda's address the same type of thing. You can't have 1 Creative Agenda that's primarily about Social Contract, and another that's primarily about Techniques, and lump them together in the same box (as an example). What then is the common thread defining what a Creative Agenda is and ensuring that all 3 Creative Agendas are uniformly about the same thing?
Conflict is what I found to be the defining feature of Nar and Gam play. How the players address conflict in the game is what distinguishes N and G. Since we are pretty secure in our definition of G and N and not very secure in our definition of S it seems quite reasonable to define CA in these terms.
So my starting premise then was that Creative Agenda is about the player's response to in game conflict. That's very clearly 100% what Step on Up is about. Its very clearly 100% what Story Now is about.
If S is to occupy the same level in the model as G and N then from my perspective its very clearly what Sim must be about too. Otherwise the CAs don't belong in the same box.
Once you define Creative Agenda as being about the player's response to in-game conflict then Sim falls very neatly into place as a true peer of G and N. It is not some bastard dumping ground for stuff G and N players don't want. Nor is it the base-line of all roleplaying with G and N being just offshoots of it (as Mike's version of Beeg Horseshoe would put it.) In other words it stops being lesser than or greater than G or N and simply becomes, like G or N a very simple and straightforward equal.
The next step for me was simply identifying what that player's response is? If the player's response in G is Step on Up, and the player's response in N is Story Now...what is the player's response in S. For me the best answer seems to be the "Simulation as 'what if' experiment" approach that I've been espousing.
That answer seems to me to be the most clear, concise, and compelling definition of what Creative Agenda's are and what the Simulationism Agenda is that I've seen presented <he says somewhat immodestly, though taking credit only for the presentation and not for the concepts which have been espoused in full or part by many others>
That, or Participationism is play without a CA. Which seems to be a contradictory statement. Or you could say that Participationism isn't Role-playing - but then you get into the same sticky areas that we're in with regards to CRPGS and solo RPGs. Is the ability to explore the SIS, even if in only limited form, role-playing?
I don't see why play without a CA is contradictory at all. Good old Exploration by itself without any excess baggage of a player's meta game agenda (which is what CAs ultimately are) seems like a perfectly valid form of play to me. It also fits into the model as I've presented it seemlessly.
If a CA is a player's response to in game conflict, then play without a CA must therefor mean (for the definition to hold) that the player has no response to in game conflict. It seems to me that Participationism is quite perfectly explained by this. Ultimately the player has no response to in game conflict, because the player has ceded all authority to resolve conflict to the GM. The player's response is to shrug and accept whatever resolution the GM provides.
The difference between Participationism and Tourism then could be seen in the player's level of interest in that resolution. A Participationist is one who is eager and committed to seeing what the resolution of the conflict is, even though they don't really want to be a part of the determination themselves. They cede the act of conflict resolution to the GM because they expect the GM to deliver an exciting result (like an author in a book). Playing through Savage Worlds Evernight setting would be a text book case of this.
A Tourist doesn't really care how the thing resolves or what the end result is because they're just along for the ride, for something to do.
That's where I'm coming from. I'm pretty convinced that its a more functional approach than either the status quo or the variant Beeg Horseshoe. Is that any more clear?
On 8/5/2004 at 8:30pm, ErrathofKosh wrote:
RE: Dramatism and Illusionism
Valamir wrote:
My goals in the essay were these
1) Start with a definition of what Sim is...then see what does or doesn't fit into it.
2) Ensure that the definition of Sim parallels that of Nar and Gam. This is important to a) make all three equal, and b) make all Creative Agendas uniform with regards to what it is a Creative Agenda is about.
With this approach I wanted to avoid having Sim be the red headed step child its been since nearly the beginning.
If Creative Agenda's are to all occupy the same level of the model it is important that all Creative Agenda's address the same type of thing. You can't have 1 Creative Agenda that's primarily about Social Contract, and another that's primarily about Techniques, and lump them together in the same box (as an example). What then is the common thread defining what a Creative Agenda is and ensuring that all 3 Creative Agendas are uniformly about the same thing?
Conflict is what I found to be the defining feature of Nar and Gam play. How the players address conflict in the game is what distinguishes N and G. Since we are pretty secure in our definition of G and N and not very secure in our definition of S it seems quite reasonable to define CA in these terms.
So my starting premise then was that Creative Agenda is about the player's response to in game conflict. That's very clearly 100% what Step on Up is about. Its very clearly 100% what Story Now is about.
I agree with your basic premise of attempting to define Sim in the same manner as the other CA's are defined. And I agree with the need to do so. However, I think that you've made a mistake in choosing conflict as the defining feature of a CA.
IMHO, a CA is defined by what it explores.
I would agree that most of roleplaying explores a conflict of one type or another, but it doesn't have to. This can be difficult to see looking at Nar or Gam play because exploring Challenge and exploring Premise are difficult to do without conflict. Both Challenge and Premise are conflict-full.
Sim play, at first glance, is also full of conflict. But, in my view, this is an illusion perpetrated by historical Sim game play. MOST Sim play is based on exploring situation, some on exploring character and some on exploring setting. How are these elements explored? Usually through setting, character or situation. Therefore, situation is usually present in some form or fashion and situation usually includes conflict.
However, if I engage in Sim play that explores setting via system, I have very little situation and by extension, little conflict.
Thus, I propose that CA's are defined by Exploration. I have seven elements that I can explore: Premise, Challenge, Setting, Character, System, Situation, and Color. I have five elements that I can explore with: Setting, Character, Situation (includes Challenge and/or Premise sometimes, but they are not distinct in this mode), System and Color.
And thus, I have three main CA's, but one, Sim, can be broken down into five "sub-CA's." I propose that while these sub-CA's are more compatible than the main CA's, they still provide conflict between players and are rightly called differing agendas. (A roleplaying spectrum, if you will...)
Fire away!
Cheers
Jonathan
On 8/6/2004 at 4:38am, Marco wrote:
RE: Dramatism and Illusionism
The role of Force in Nar play can be seen when the system imposes cause-and-effect on a character and the players would rather it not (there is a fear check that forces the character to behave in a fearful manner).*
The role of Force in Sim play (under Ralph's definition, which I wholeheartedly support and see, as he says, as quite different than the current status quo in some ways) is when the system (usually the 'GM-decides' part of System) imposes something on the characters that is not cause and effect.
But either way, Force is still in essence railroading which I'm going to re-state here as: taking the game in a direction the players don't want it to go by way of system manipulation ... usually by the GM.**
What this means is the following: if you have a game and you resolve NEVER to let it leave the rails but the PC's never try to leave the rails then the game could count as Narrativist for all anyone will ever care (your rails happened to coincide with the game going exactly where the player wanted it to in order to address premise in the player's preferred fashion).
I'd be skeptical about how long that arrangement would last--but I don't think it'd count as railroaded or force-ful (but maybe illusionist?) in any meaningful sense.
The same may be true of Sim games wherein the GM is willing to breach cause and effect but doesn't ever need to.
Again: how long that arrangement will last depends on the threshold of the players for anti-CA action in their game and the skill of the GM in applying illusory techniques (when it does breach).
But that means that a game where the players "do what the GM expects of them" (assuming they do not do it because the GM expects it but merely because it works out that way) is one where Force isn't necessary.
(and remember, what Force is seems to change from one preferred-CA to another ... and two players in a given game might have very different ideas of what Force is ... and the GM a third--but there you go).
So really, Force is always dysfunctional (under this construct) and is really a sub-set of railroading.
An example in 'Dramatist' play is when the GM plays 'by-the-rules' and an untimely character death results in contravention of the preferred CA that says PC death is only gonna happen during the climax.
The exception cases are, I think, where:
a) the GM is "railroading behind the scenes" but the players are happy. In this case it's perceptual: The players will complain if the causes for the manipulation are known but don't have an issue with the direction the game took. Example: the GM intervenes to save a character during Sim or Gamist play when that character should be dead. The player is happy to live--but will be annoyed if it turns out he 'lived through cheating.''
b) the game is assumed to be Participationism but the contract isn't explicit (i.e. in just about every garden-variety case ever seen). In this case I submit that we really don't know. The players may put up with some manipulation as a sort of "signal-to-noise-ratio" but we never found out if there was ever a case where the "chips were down" and it "really counted."
I wouldn't throw a fit if the GM amped the rider's stats to try to get me on the start of an adventure. I wouldn't *prefer* it--but I wouldn't go looking for conflict and power-struggle with the GM early in a game when little was at stake (which is how I imagine Mike's example).
But I'd certainly object or gracefully bow-out if the GM did that in a case where my chosen option really mattered to me and it was clear the GM was trying to nullify my power of choice for some reason.
In the functional case the GM manipulaitng things is like the moving-clue in Nar play (a presumedly functional case of GM manipulation). Same as Sim. And just as in Nar play if it takes me in a CA-violating direction, it'll be a deal-breaker.
This perspective makes me think that Force "does not play nice with Sim" just as Force "does not play nice with Gam or Nar."
-Marco
* Force in Nar play could also be to force an outcome of a scene against the way that a player's action would dictate. In this case the definition of Force lines up, IMO, exactly with Gamism Force and Simulationist Force in terms of what's annoying the player.
** That is, Force is a sub-set of railroading since railroading can be accomplished quite "ca-legally" by systemic manipulation of *setting.*
On 8/6/2004 at 4:47pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
Ralph, your characterization of my reasoning process is faulty. I'm not starting from any such assumption, but asking the value of changing the current theory. That is, I can tell you what the definition of sim is as I understand it, why it exists as such, and why that includes participationism. I've done do repeatedly. In fact, I could attribute the same sort of motives to your argument. That is, I could say that you don't "get" sim as it stands, so you've created a criteria that you can understand, and forced the rest of the theory to adjust so that it fits the model that you can understand.
But I'll assume that you are arguing from a more rational basis than you would attribute to me.
What your version doesn't address is what value it brings to the model outside of idenitfication. More importantly, you still haven't addressed the problems with your modification to the model that I've brought up.
To reiterate, if I have a player who's playing Participationism, and another who's playing Gamism, I can tell you that they're going to have a CA problem. How is this not the Gamism/Simulationism problem? How does taking Participationism out of the model improve our understanding of the end results of different modes of play being applied.
Also I 100% disagree that Gamism and Narrativism are 100% defined by conflict. I've given examples repeatedly about evidence of play that is not conflict related in terms of determining mode, which don't get refuted, just ignored. If a player can determine mode without conflict, then other GNS analysis can apply to play that's not conflict related. Again, lets say that a particular player decides to have his character in play go to all of the weapon stores in the city to see where they have the best weapons, or the cheapest ones, or some combination. He has no money, so he doesn't buy, but he's exploring in order to have the information later. He says, "Someday I'll have the best sword in the land!" This is very clearly indicative of a Gamism mode of play. Non conflict involved, no repercussions, nothing that you'd call a conflict by your criteria. Yet the player opposite him, wanting narrativism, says, "Dude, you're slowing down the game. That stuff's useless. You're annoying me."
Completely plausible, completely analyzable, having nothing to do with conflict, but with the standard sorts of exploration that occur during play. GNS problems can occur because of this stuff. So how does it help if you eliminate it from being called part of the mode?
Again, if you want to say that conflict punctuates Modes, making them easier to discern at those moments, I'm all with you. But especially with sim, where the CA may tell you that you can't reasonably have a conflict at a given time, I think that it's unreasonable to assume that only conflict is telling.
Yes, I think that the issues of definition of these modes are complex. That said, I think actual idenification is quite easy. Just because the philosophical underpinnings of simulationism are complex doesn't make the model inaccurate. Special Relativity is very complicated, but closer to the truth than relativity or Newtonian Mechanics.
BTW, I use "seems" because given that the universes in question are fictional, they cannot "actually" be objective. In fact from an epistemological POV, nothing is objective. In any case, relative to the real world, the best you can hope for is the feeling of objectivity. This is key, and the problem that I have with some of Marco's POV. He seems to assume that there can be an actual objective world that exists. I'd say that a computer can at least give a steady state illusion of such a world, but you can't get that from a human. There's always the chance that the human is using Author stance, and you don't know it. The best you can get is trust that the human involved isn't channging the world behind the scenes.
In any case, this is not antithetical to simulation per se. That is all simulations are simulacra of reality. As such they have the advantage that the parameters of the simulation can be altered at will. If you really don't want this, then what you want is not a Virtuality, but reality. Again, those who want their Simulation to look as "hard" as reality as possible are "Virtualists." But not all simulationism requires this - just that internal causality be consistent. For instance, if a better way to model something is found, most simulationists will adopt the better model even amidst play, because it's not a question of the methods of determining what happens remaining unalterable as they are in the real world. It's a matter of the rules intending to model an unchanging Virtuality.
Mike
On 8/6/2004 at 8:33pm, Valamir wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: Ralph, your characterization of my reasoning process is faulty. I'm not starting from any such assumption, but asking the value of changing the current theory. That is, I can tell you what the definition of sim is as I understand it, why it exists as such, and why that includes participationism. I've done do repeatedly.
Really? I've yet to see a two or three sentence definition of Simulationism that isn't a) self referential, b) based on Not N, Not G, or c) so vague as to be unuseable; and which defines sim as being something more than just exploration plus more exploration.
The definition in the provisional glossary reads:
Commitment to the imagined events of play, specifically their in-game causes and pre-established thematic elements.
This is pretty unuseable as a definition. Why?
1) Because the first clause is essentially nothing more than Exploration itself and is true of all roleplaying (and thus not a distinctive feature of sim) witness the definition of Exploration from the same glossary
The imagination of fictional events...
What exactly is the difference between "Commitment to the imagined events" and "the imagination of fictional events"? None whatsoever unless one wishes to imply that Exploration doesn't require commitment. So part one of the definition is simply "Simulation requires exploration" which is true of all roleplaying.
2) Because the second clause, is essentially "Simulation requires Internal Causality" which, as we've recently discussed in great detail, is also true of all roleplaying. So far, nothing to uniquely differentiate Sim here.
and 3) Because the final clause about pre-established thematic elements is basically "Simulation requires adhering to genre convention". Not only do I find the idea that all sim adheres to genre convention (or pre-established themes...take your pick which turn of phrase you like better) questionable, its hardly a desire unique to sim.
So if you have another definition that can be concisely given about what feature sets sim play apart from G and N, that isn't simply some variation on "Exploration squared" which I entirely reject as a foundational definition, I'm all ears.
In fact, I could attribute the same sort of motives to your argument. That is, I could say that you don't "get" sim as it stands, so you've created a criteria that you can understand, and forced the rest of the theory to adjust so that it fits the model that you can understand.
And you'd be absolutely right in such attribution. I don't get sim as it stands. Because as it stands it makes very little sense. Nor do I think I'm alone thinking this given the never ending cycle of "what is sim" threads that are perennially returned to. Yes I did create a criteria that I can understand, and I endeavored to frame it as clearly and concisely as I could...because a definition that cannot be understood and cannot be clearly and concisely articulated is useless. But no, I didn't force the rest of the theory to adjust to the sim defintion, quite the opposite. I adjusted the rest of the theory and let the definition of sim fall out of it naturally.
And the kicker is, it works. It holds together from beginning to end, with no black boxes and no convoluted hard to understand explanations.
You can repeat ad infinitum that I haven't given sufficient proof as to why conflict is an essential part of the model, but I am fully satisfied with the fact that it works. Including conflict as the core distinguishing feature causes numerous issues to disappear, numerous vagaries to now be defineable, and numerous black boxes to be opened and exposed to analysis. In short it takes a bunch of key concepts of the big model and ties them all together into a fully functional and seamless whole. For no other reason than that it deserves serious consideration. And unless you can provide an alternative that works equally well, I'm more than comfortable with it.
And while I heard several people suggest that they aren't convinced that conflict is the key to understanding CA, I've yet to hear any compelling reason why it isn't.
The proof that you seem to be desiring to make is that if you can demonstrate that CA can be observed in situations of no Conflict, then my definition must be false. Perhaps. But I've yet to see any such demonstration that actually stands up to scrutiny. So far all such attempts have either a) had an actual conflict buried in them, b) been examples of an isolated resolution point and not of a complete cycle of Conflict, or c) drawing a conclusion about what CA is present that isn't actually supported by the evidence in the example.
What your version doesn't address is what value it brings to the model outside of idenitfication.
Value? Ummm, my essay is full of explaining the value. How about finding a definition of Sim that doesn't allow tons of incompatible play styles to be included under the same umbrella simply because there's no where else for them to go? How about finding a way to explain Creative Agenda in 8 words that doesn't rely on vague phrases or extended explanations and can be understood by someone new to the theory in short order? How about finding a way to actually start to diagnose an Instance of Play from when it begins to when it ends rather than having it be the black box where stuff happens that we can't actually define?
Those all seem pretty valuable to me.
Really Mike, as a supporter of atomic diagnosis of CA I figured you'd recognize the value in having a way to define an Instance of Play that allows it to be as long as an entire session plus (the kind of Instances Ron like to look at...the broad brush over arching conflicts) or as short as a scene or part of a scene (the kind of Instances where your atomic analysis could apply).
More importantly, you still haven't addressed the problems with your modification to the model that I've brought up.
You'll have to bring them up again then. I've addressed every comment that I've seen.
To reiterate, if I have a player who's playing Participationism, and another who's playing Gamism, I can tell you that they're going to have a CA problem.
Can you? I doubt it. In fact, I more than doubt it. I expressly state "no you can't". Especially since I have addressed this more than once already and indicated that I think Participationism and Gamism are fully compatable and that a great deal of traditional tactical gamist play is based on just such a system.
Further, I believe its been established (or at least agreed to by those weighing in so far) that Illusionism is a set of Techniques, not an agenda. If Illusionism is a set of techniques, then Participationism (which is nothing more than Illusionism without the veil) must also be a set of techniques.
Therefor you cannot say that the players are going to have a CA problem. If there is going to be a problem its going to be a technique problem not a CA problem.
How is this not the Gamism/Simulationism problem? How does taking Participationism out of the model improve our understanding of the end results of different modes of play being applied.
In exactly the way I described above. If you see Participationism as a subset of Simulationism then you'll be prone to making statements like you did above, which I think is both conceptually and factually false. But its seems like it should be true under the current model where sim is a vast dumping ground of conflicting concepts.
Step back, define Sim as its own thing equal with its peers of N and G and one immediately recognizes that Illusionism and Participationism are NOT sim concerns. Once disabused of that incorrect notion one can then begin to analyse what they in fact are...
I believe I have already offered 3 directions of discussion that could be pursued to analyse Participationism specifically.
Also I 100% disagree that Gamism and Narrativism are 100% defined by conflict. I've given examples repeatedly about evidence of play that is not conflict related in terms of determining mode, which don't get refuted, just ignored.
I've yet to see any explanations of actual play that is devoid of conflict and which the agenda is clearly in evidence.
That includes this example:
Again, lets say that a particular player decides to have his character in play go to all of the weapon stores in the city to see where they have the best weapons, or the cheapest ones, or some combination. He has no money, so he doesn't buy, but he's exploring in order to have the information later. He says, "Someday I'll have the best sword in the land!" This is very clearly indicative of a Gamism mode of play.
To which I can only say, nonsense. This isn't clearly indicative of anything. There is no evidence whatsoever as to why the player sent the character to search weapons stores for the best weapons. It looks Gamist to you because that's what was in your head when you wrote it. It doesn't look gamist to me. I challenge you to find in the above any compelling evidence that Gamism is clearly the agenda at work here.
In fact, this very type of situation (of the "my character climbs the hill to see what's making the smoke" variety) has previously been used to "prove" that Simulation doesn't require conflict.
This only convinces me more that Conflict is the essential key ingredient. Given the above conflictless situation one could easily explain it as Gamism, Simulationism, or even Narrativism. One can't tell for sure, one can only read into it what one expects to see there.
But I submitt that if you rewrote the situation so that it involved a clear conflict according to the 3 features of conflict I proposed, and outlined the player's responses over the full cycle of that conflict (from recognition through resolution and denouement) that you would be in a much better position to make a definitive statement about which Agenda is at work.
Remember while you insist that you can determine CA outside of conflict that conflict is not simply the point of resolution. I've defined Instance of Play as being the entire cycle of conflict which includes both the build up to and the denouement as well as the climactic moment.
I also think you have a tendency to sling around CA diagnoses with far more conviction than the evidence supports...as in your above example.
No conflict involved, no repercussions, nothing that you'd call a conflict by your criteria. Yet the player opposite him, wanting narrativism, says, "Dude, you're slowing down the game. That stuff's useless. You're annoying me."
Mike, I'm very surprised to see you making such sweeping claims about what a narrativist player would say. You know full well that being a narrativist has nothing to do whatsoever with being annoyed at shopping trips. You have no grounds at all to put words in the mouth of a narrativist player at this point based on what you wrote above.
The narrativist player could just as easily say "Dude, way to demonstrate your character's commitment to the idea that the best warrior is the one with the best weapon. That's a great way to address the premise of what defines a man? What he does or what he has? Can't wait to see that play out"
You should be more careful with your examples.
Again, if you want to say that conflict punctuates Modes, making them easier to discern at those moments, I'm all with you. But especially with sim, where the CA may tell you that you can't reasonably have a conflict at a given time, I think that it's unreasonable to assume that only conflict is telling.
Maybe you're right. But I'm not convinced that conflict just makes it "easier". Rather I think it makes it "possible". As in, outside of situations of identifiable conflict its impossible to determine CA reliably. Surely I've seen nothing in your examples to suggest otherwise.
Does this mean that CA's only exist at the points of conflict and don't exist when there is no conflict? Or does it mean that CA's can only be determined at the points of conflict and exist but are invisible (or indistinguishable) when there is no conflict?
Philosophically I'm inclined to the former, believing that without conflict you have pure exploration, and at the point of conflict you have exploration plus Agenda.
Practically, however, it doesn't really make any difference. Either way you're limited to identifying CA during cycles of Conflict, and unable to do so outside of Conflict.
BTW, I use "seems" because given that the universes in question are fictional, they cannot "actually" be objective. In fact from an epistemological POV, nothing is objective. In any case, relative to the real world, the best you can hope for is the feeling of objectivity.
There is a big difference between
a) expecting a simulation to be as objective as humanly possible given the limitations and constraints of modeling and the conditions under which the simulation is run. and
b) expecting a simulation to be as objective as the GM's whim feels like making it.
Simulationism accepts the former and rejects the latter.
Illusionism requires accepting the latter.
ergo they are incompatable.
On 8/6/2004 at 10:21pm, Marco wrote:
RE: Dramatism and Illusionism
Mike,
You have me wrong on the idea that I think there's a "real" imaginary world out there. I think if you check my writing you'll see I use the words 'commitment to virtuality' or some such.
That's important.
A Nar-inclined player has a *commitment* to addressing premise. That doesn't mean their every action, every noun and verb, or necessairly every scene will address premise.
A gamist has a commitment to challenge. The Gamist probably has a pretty high precedence on cause and effect in the game but that leads to uninteresting challenges then he'll be upset even though it's "fair and by the rules."
If a Sim-player has a commitment to virtuality (and I think he does) then a Sim player and a guy expecting participationism in the same game will cause problems in the same way that your sim player and a gamist player may.
That is:
1. they may NOT have problems if the elements of participationism are not used in a way that violates either's wishes.
2. If the Participationist expects plot-protection for the PC's and the Sim player expects internal-cause-and-effect let-the-dice-fall-where-they-may and there is an episode which results in a "meaningless" PC death then there *will* be exactly the same sort of intra-CA problem that is usually attributed here to inter-CA problems.
But, as Ralph notes: in the case of #1 there may be no conflict.
Why is that?
The reason is this. If we define Participationism as a commitment to story under the GM's aegis then we have done two things.
1. We have linked Participationism to story in such a way as to make it a GDS Dramatist phenomena. Irrevocably so in fact. The GM who is participationist is then *telling* a story. Not satisfying another CA.
2. In doing so the status quo means it CANNOT fit either Nar or Gamist by definition. Because there are only three bins it must therefore be Sim-ist. It can't be a technique since if it's to be functional then it has to be Sim-only. A gamist who loses "for the story" will be mad as will a Narrativist who wins for the GM's story when he tried to lose for premise (for example).
The GNS language used here answers the question for us without allowing any examination of whether or not Participationism fits under Sim. It has to. There's no where else for it to go.
But does it fit?
If we assume that 50% of Sim is "pure" sim or "pinball sim" then certainly Particiaptionism doens't fit there.
It only fits (I think, maybe) in High-Concept Sim? Right? That's the Dramatist lobe?
And if it's clear that the pin-ball sim player will have an objection of the exact severity and nearly identical nature to the Gamist or Narrativst objection ("My rightful input was squelched for someone else's concern--a concern I do not share") then what we have is not merely a scope issue but actually an agenda one.
For Gamism competition vs. Step-on-up is, IMO, scope--intra-part competition is simply expanding the scope of whom do we compete against.
For Narrativism, for example, the existence of directoral power or not is a scope issue: how much input will I have over the results of my actions (or how much input into the story).
But for Participation vs. Virtuality the issue isn't scope--it's one of intent. It's a question over what the GM's commitment to play is.
Participationism is only functional under one CA. Dramatism (High concept Sim, if we want to keep that--but, IMO, it doesn't make sense and is ugly).
Now, if we step back and make Particiaptionism a technique as Ralph suggests then Participationst Gamist play is possible. In this case the essence of Participationism is a commitment to a plot flow that follows a branching structure hinging on the outcome of challenges.
Win one? You get "transported" to another challenge in another scene. Lose it? Again you are "transported" to the next (a different one). In this case while there may be a story involved, the story does NOT relate to whether the characters succeed or not--that's up in the air ... and so the Gamist and the Participationist can happily coincide.
But it depends on where you slice it.
I greatly favor the Dramatist designation becasuse, in this case, the Participationist-Gamist game can simply be seen as the GM adding color to the priority (challenge) rather than intimating that "telling a story" is the GM's highest goal in play.
Put another way: does how the players get from one challenge to another *really* matter that much? Compare to the sorts of gyrations one must go through to do plot-protection in most games (dice fudging, dues ex machina, etc.)
-Marco
On 8/8/2004 at 5:09pm, Caldis wrote:
RE: Dramatism and Illusionism
Marco wrote:
I greatly favor the Dramatist designation becasuse, in this case, the Participationist-Gamist game can simply be seen as the GM adding color to the priority (challenge) rather than intimating that "telling a story" is the GM's highest goal in play.
Put another way: does how the players get from one challenge to another *really* matter that much? Compare to the sorts of gyrations one must go through to do plot-protection in most games (dice fudging, dues ex machina, etc.)
-Marco
The only problem I see with Dramatism as a creative agenda is the consideration of the players rather than the gm, whats their creative agenda? To me it seems pretty passive, they are not trying to create story they're just following along for the ride. Under Ralph's view of the model they have no creative agenda, they're willing to let the GM pursue his agenda they just explore.
On 8/9/2004 at 1:59am, Marco wrote:
RE: Dramatism and Illusionism
Caldis wrote:
The only problem I see with Dramatism as a creative agenda is the consideration of the players rather than the gm, whats their creative agenda? To me it seems pretty passive, they are not trying to create story they're just following along for the ride. Under Ralph's view of the model they have no creative agenda, they're willing to let the GM pursue his agenda they just explore.
Well, Calids, if we make the 4th lobe then the CA would be 'Dramatism.' It'd be like what Mike was describing. Rather than a commitment to "what if?" the players are (I'd think) playing with a commitment to cooperate with the GM (and this may even involve co-creating the story, I would think) but the commitment is on keeping things interesting and moving in some direction rather than a real "what-if?" style play. Premise might get addressed and challenges will be overcome but not as a priority or driving force (again, this is conjecture).
If "what-if?" would be boring or a dead end then the GM would probably manipulate things behind the scenes (illusionism) to produce a happier game.
Similarily the player might create major story structures but would be careful to to give the GM too much of a headache ("I'm going to do some major stuff next week, here's an email, get ready for it.") And the GM would probably get a lot of say and, I would think, veto power (although in functional play I would assume it'd rarely be used).
But if the GM was at a loss then illusionism would be a legitimate failsafe rather than a betrayal.
I also think that in Dramatism there's sometimes more of a commitment to the transcript of story produced by play (i.e. it won't involve a meaningless or frustrating PC death) than other CA's. Certainly Virtuality has no commitment to the story produced by transcript, for example.
But, really, while I think it solves some problems I'm not certain it wouldn't create more--so I don't have a strong emotional attachment to it.
I just know that much of the sort of play that gets described as Sim doesn't have much in common with Virtuality--and what Ralph describes does.
-Marco
On 8/9/2004 at 6:17am, John Kim wrote:
RE: Dramatism and Illusionism
Marco wrote: Well, Calids, if we make the 4th lobe then the CA would be 'Dramatism.' It'd be like what Mike was describing. Rather than a commitment to "what if?" the players are (I'd think) playing with a commitment to cooperate with the GM (and this may even involve co-creating the story, I would think) but the commitment is on keeping things interesting and moving in some direction rather than a real "what-if?" style play. Premise might get addressed and challenges will be overcome but not as a priority or driving force (again, this is conjecture).
I'm not sure if I understand how you are proposing to define "Dramatism". Are you saying that Dramatism would include only those instances of play where the players are cooperating with the GM on story? Why wouldn't we keep the label "Participationism" for this?
As we defined it in the rgfa Threefold, Dramatism was broadly defined as pursuing "story" as a goal -- which meant whatever the participants themselves defined as the best story. It is, in my opinion, inclusive of most of what gets labelled "Narrativism" here, as well as most of Illusionism and Participationism.
I think that part of the problem is with definitional wars. On rgfa, posters who identified with drama resented the idea of being classified in the same group linear-plot games (similar to Illusionism and Participationism in Forge terms). On rgfa, Simulationist-leaning posters were essentially dominant after more prominent Dramatist-leaning posters dropped out. On The Forge, the reverse happened and the unpopular linear-plot games were classified with Simulationism.
Having a fourth lobe makes some sense to me, but I'd prefer that it not be called "Dramatism" if it is going to clash with the Threefold definition of Dramatism. I think it is confusing enough having clashing definitions as it is.
On 8/9/2004 at 12:02pm, Marco wrote:
RE: Dramatism and Illusionism
John Kim wrote:
I'm not sure if I understand how you are proposing to define "Dramatism". Are you saying that Dramatism would include only those instances of play where the players are cooperating with the GM on story? Why wouldn't we keep the label "Participationism" for this?
As we defined it in the rgfa Threefold, Dramatism was broadly defined as pursuing "story" as a goal -- which meant whatever the participants themselves defined as the best story. It is, in my opinion, inclusive of most of what gets labelled "Narrativism" here, as well as most of Illusionism and Participationism.
I think that part of the problem is with definitional wars. On rgfa, posters who identified with drama resented the idea of being classified in the same group linear-plot games (similar to Illusionism and Participationism in Forge terms). On rgfa, Simulationist-leaning posters were essentially dominant after more prominent Dramatist-leaning posters dropped out. On The Forge, the reverse happened and the unpopular linear-plot games were classified with Simulationism.
Having a fourth lobe makes some sense to me, but I'd prefer that it not be called "Dramatism" if it is going to clash with the Threefold definition of Dramatism. I think it is confusing enough having clashing definitions as it is.
Ah--yeah--total agreement. Total. I was using Dramatism as a place holder. I'd really be happier with Virtuality and ... I guess Participationism is good too (although in a minute I'll address that).
I don't know exactly what the 4th lobe would be. My stab at it was top-of-my-head. I just know that there's a deep difference between playing with a story structure (or just "things have to be kept interesting and moving") as priority and a serious commitment to what-if.
I also know that the line gets blury in practice because no one wants to be bored so these what-if scenarios have to occurr in situations that are intrinsically interesting (your on the city's secret paranormal SWAT Team) or highly player directed (where you can go and get what you want if it doesn't come to you).
But over all, I think there's a very real and big divide between how the GM and players make decisions (and it's along the lines of Actor and Author stance for the players and Illusionism and ... Virtuality for the GM, I expect).
As for Participationism: I have heard of games where the players utterly submitted their power of choice to the GM--I don't think that's what was going on in Mike's game.
I think that there's a very definite threshold wherein the GM can get away with that kind of manipulation, even in "participationism." Specifically, so long as the players are kept happy.
They may get unhappier faster if other people have different ideas about what makes a good game (different CA's)--but any time the rails show I suspect it's a dysfunction that everyone would rather they avoid.
What's different between that and Virtuality is that if the rails *ever* show with a game with a strong commitment to Virtuality then the players are gonna be disolusioned and may revolt.
In this sense the GM is Participating too. The game may be heavily one-sided (GM-sided) but it might not. After all, if a compotent illusionist GM is told by a player "I am going to open a bar and start making money" the compotent GM will not "blow it up" (a cliche, apparently)--but rather will integrate that into plot ideas. Those ideas will still have, in this case, a higher commitment to story structure than what-if or Premise or challenge--but it is hardly the single tyranny of the GM over the players in a functional case.
In other words: it still isn't just "The GM's story with the players adding color."
NOTE: The above is based on my own, limited, experiences with Illusionism. I don't gravitate toward that style of play. I don't make decisions that way as a GM, and I'd be upset to find someone else covertly making decisions that way if I was a player.
-Marco
On 8/9/2004 at 4:29pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
Valamir wrote: I've yet to see a two or three sentence definition of Simulationism that isn't a) self referential, b) based on Not N, Not G, or c) so vague as to be unuseable; and which defines sim as being something more than just exploration plus more exploration.I'm not even sure where Ron got that definition. It seems very much to be a shortening of some of the concepts of the Sim essay, without considering other parts. I don't like it, either. How about:
The definition in the provisional glossary reads:
Commitment to the imagined events of play, specifically their in-game causes and pre-established thematic elements.
Simulationism is prioritizing exploration.
That's not self-referential, not a rejection of N or G (if so, then the definitions of N and G have the same problem), and it's not vague in the least. It means that when the player has a decision to make his agenda will be to consider the explorative or "what if" value to come up with his decision. Not neccessarily "what if I attack?" but also "What if I go over the hill? What will the character encounter?" And not just in terms of the results, but in terms of it being a simulation. That is, he considers the validity of his inputs as well to make the whole seem objective. Meaning that the player will only have the character go over the hill if it seems like "what the charcter would do." Not retroactively as an explanation for any other motive, neccessarily, but as the primary motive. This is important, the mode indicates that the player is as interested in setting up the feel of objectivity as he is in the outcome. Again, it's not just that it's all internally causal, but that it seems as if the causality comes from the world, and not from the player (again, as always, "seems", because the causality does come from the player).
So part one of the definition is simply "Simulation requires exploration" which is true of all roleplaying.Yes, but simulation doesn't simply require exploration, but in "committment" what's implied (or what should be there) is that it's a commitment to making it seem all the more "real" by eliminating the appearance of external motives. This is not a negative definition. The player takes the extra step to ensure that the action seems not just plausible, but as though it's coming from the character, and not himself. The GM strives to make his judgements seem as though they come from a reading of the world, and not from his own agenda (even though this is an agenda itself, yes).
Yes I did create a criteria that I can understand, and I endeavored to frame it as clearly and concisely as I could...because a definition that cannot be understood and cannot be clearly and concisely articulated is useless.How so? Again, Special Relativity doesn't fit your definition, but it's still very useful. In any case, the definitions of Sim that I've seen are far easier to understand than that. I'm not against making the theory easier to understand, that's a laudable goal. But if that's the only goal, then the new version should have all of the functionality of the previous version.
The proof that you seem to be desiring to make is that if you can demonstrate that CA can be observed in situations of no Conflict, then my definition must be false.To be precise, yes, observable, but that implies also that the theory would pertain. That is, for instance, one might be able to use it to determine incoherence. Basically I'm saying that if the theory is still useful in the ways it always has been when it comes to analyzing non-conflict play, then I can't see limiting the definition so.
Value? Ummm, my essay is full of explaining the value. How about finding a definition of Sim that doesn't allow tons of incompatible play styles to be included under the same umbrella simply because there's no where else for them to go?Will you then do the same for Gamism and Narrativism? GNS never said that playing in one of the three modes will eliminate the possibility of style clash within the mode. Ron has always been very explicit about that. There's no way that looking at three categories of play can ever narrow play definitions down to the point where all of the variations will be compatible with each other. In terms of conflict (and GNS is not only about conflict, I agree), GNS only points to the overall breakdown that's most likely to cause problems because of the mutual exclusivity of decisions that must perforce occur during play. That is, while sub-modes can get along without conflict indefinitely (despite otherwise having the potential for conflict), the main three modes can't. Eventually something will happen to reveal the mode, and then the conflict will occur if there are different agendas.
How about finding a way to explain Creative Agenda in 8 words that doesn't rely on vague phrases or extended explanations and can be understood by someone new to the theory in short order? How about finding a way to actually start to diagnose an Instance of Play from when it begins to when it ends rather than having it be the black box where stuff happens that we can't actually define?First, to reiterate, of course simplicity is a good goal, just not at the sacrifice of other parts of the theory. I don't think the black box exists - can you give me an example?
Those all seem pretty valuable to me.
Really Mike, as a supporter of atomic diagnosis of CA I figured you'd recognize the value in having a way to define an Instance of Play that allows it to be as long as an entire session plus (the kind of Instances Ron like to look at...the broad brush over arching conflicts) or as short as a scene or part of a scene (the kind of Instances where your atomic analysis could apply).
In terms of the atomic diagnosis, I think that's really what's going on here in a lot of ways. That is, I see the way to go as leaving the notions of "agenda" behind entirely, and moving on to the atomic, while you seem to be trying to stick the old labels on the atomic model. To keep them separate, that's why I've been advocating the whole "little G" or other alternate naming scheme to talk about what we're getting at here. Because, yeah, if you want to look at individual decisions to see if they do or do not have value in terms of doing analysis of play, then I'm right there with you. I agree, certainly, that much play that is "just exploration" is not valuable in terms of these analyses (other than to note their existences), and that we can talk in those terms.
But GNS is about agendas, not atomic instances, other than they can be deduced from many of them over time. So it seems to me like you're just advocating the atomic model, but striving to use Ron's terms.
I think we're going to have to agree to disagree. Participationism seems clearly to me to be the abdication of power to the GM for the purpose of assuring that all the "right" decisions will occur. Yes, Participationism is a set of techniques, but using Ron's "Skewers" I think it's pretty obvious what the intent of the techniques are.To reiterate, if I have a player who's playing Participationism, and another who's playing Gamism, I can tell you that they're going to have a CA problem.
Can you? I doubt it. In fact, I more than doubt it. I expressly state "no you can't". Especially since I have addressed this more than once already and indicated that I think Participationism and Gamism are fully compatable and that a great deal of traditional tactical gamist play is based on just such a system.
Further, I believe its been established (or at least agreed to by those weighing in so far) that Illusionism is a set of Techniques, not an agenda. If Illusionism is a set of techniques, then Participationism (which is nothing more than Illusionism without the veil) must also be a set of techniques.
Therefor you cannot say that the players are going to have a CA problem. If there is going to be a problem its going to be a technique problem not a CA problem.
I've yet to see any explanations of actual play that is devoid of conflict and which the agenda is clearly in evidence.This is a circular argument. A is not evidence, because it has no conflict, which was to be proved. I think that no matter what evidence I provide, that you'll just say that it's not, but I'll try again. What if the player said, "I'm going looking at swords, because it nourishes the inner gamist in me." Would that suffice?
That includes this example:
<snip example>
To which I can only say, nonsense. This isn't clearly indicative of anything. There is no evidence whatsoever as to why the player sent the character to search weapons stores for the best weapons. It looks Gamist to you because that's what was in your head when you wrote it. It doesn't look gamist to me. I challenge you to find in the above any compelling evidence that Gamism is clearly the agenda at work here.
In fact, this very type of situation (of the "my character climbs the hill to see what's making the smoke" variety) has previously been used to "prove" that Simulation doesn't require conflict.
This only convinces me more that Conflict is the essential key ingredient. Given the above conflictless situation one could easily explain it as Gamism, Simulationism, or even Narrativism. One can't tell for sure, one can only read into it what one expects to see there.
But I submitt that if you rewrote the situation so that it involved a clear conflict according to the 3 features of conflict I proposed, and outlined the player's responses over the full cycle of that conflict (from recognition through resolution and denouement) that you would be in a much better position to make a definitive statement about which Agenda is at work.
Remember while you insist that you can determine CA outside of conflict that conflict is not simply the point of resolution. I've defined Instance of Play as being the entire cycle of conflict which includes both the build up to and the denouement as well as the climactic moment.But you insist that, without the resolution, that you can't tell the nature of the Instance. So, while you include "conflictless" play in theory, you insist that at some point there be a conflict. But I can imagine play without a conflict, and it would very much shout Sim. Why? Because of the three modes Sim is the only one in which there isn't a pressing need to get to conflict. The need for conflict in sim is "as it would occur."
It was a plausible example. Don't be absurd, of course this isn't the only response. But it's a possible response. That's all I have to prove. Not that incoherence will always be in evidence here, just that it might. That there is potential value in this sort of analysis.No conflict involved, no repercussions, nothing that you'd call a conflict by your criteria. Yet the player opposite him, wanting narrativism, says, "Dude, you're slowing down the game. That stuff's useless. You're annoying me."
Mike, I'm very surprised to see you making such sweeping claims about what a narrativist player would say. You know full well that being a narrativist has nothing to do whatsoever with being annoyed at shopping trips. You have no grounds at all to put words in the mouth of a narrativist player at this point based on what you wrote above.
The narrativist player could just as easily say "Dude, way to demonstrate your character's commitment to the idea that the best warrior is the one with the best weapon. That's a great way to address the premise of what defines a man? What he does or what he has? Can't wait to see that play out"
As in, outside of situations of identifiable conflict its impossible to determine CA reliably. Surely I've seen nothing in your examples to suggest otherwise.Again, I don't think I need to prove "reliably" either. Whether or not it's easy to apply is beside the point, I think. That is, I think in some of these cases it will be easy. In others it will be too hard to accomplish. But if there's even one point at which the idenitfication can occur, then it seems to me that your conflict requirement is ancillary.
There is a big difference betweenI agree that these are very different. But no different than Gentleman Gamism vs. Powergaming. Or any other sub-modal conflict that you can come up with. They're just less mutually-exclusive (meaning that they can occasionally exist side by side) than the three basic modes.
a) expecting a simulation to be as objective as humanly possible given the limitations and constraints of modeling and the conditions under which the simulation is run. and
b) expecting a simulation to be as objective as the GM's whim feels like making it.
Simulationism accepts the former and rejects the latter.
Illusionism requires accepting the latter.
ergo they are incompatable.
Mike
On 8/9/2004 at 4:31pm, Ron Edwards wrote:
RE: Dramatism and Illusionism
Thanks Mike. I needed that post.
Best,
Ron
On 8/9/2004 at 5:05pm, Valamir wrote:
RE: Dramatism and Illusionism
Simulationism is prioritizing exploration.
That's not self-referential, not a rejection of N or G (if so, then the definitions of N and G have the same problem), and it's not vague in the least. It means that when the player has a decision to make his agenda will be to consider the explorative or "what if" value to come up with his decision.
This is the sticking point Mike. Pretty much everything else we disagree on derives from this.
You see this as a functional definition.
I see this as completely, utterly, 100% useless as a definition.
My definition may not be 100% the way to go either. But it was predicating on throwing the above 100% away and starting over. I realize that you, Ron, and others (myself included) have spent many many hours and thousands of words on the mental gymnastics required to try and get this definition to work. But it doesn't. It doesn't work.
Why do I say so strongly that it doesn't work?
1) You say its not self referential, but in fact the entirety of the definition is self referential. All roleplaying is built on a foundation of exploration. All roleplaying must be committed to all of the elements of exploration. Can you say that a sim player cares more about Setting than a Nar player? Can you say that a Sim player cares more about Situation than a Gamist player? Can you say that a Sim player cares more about Character, or Color or System? No. No you can't. You can find examples where that is the case. But you can find the same examples among Nar and Gamist players too.
If you can't say that a Sim player cares more about setting, character, situation, color, and system, then saying "Prioritizing Exploration" is utterly meaningless. Exploration *IS* setting, character, situation, color, and, system. There is no point at which a Sim player can "prioritize" any of these things to a greater degree than a Nar or Gam player. Its a nonsensical statement.
Same with that other bugaboo "internal causality". Important for all modes, not exclusive to Sim.
2) You say that it is not a rejection of G or N but your very next sentence, is a rejection of G and N. You say "It means that when the player has a decision to make his agenda will be to consider the explorative or "what if" value to come up with his decision"
There are only 2 possible interpretations of this sentence.
a) that when a player has a decision to make, his agenda will be to ONLY consider the explorative "what if" factors...in which case this is absolutely a Not N, Not G definition...or
b) that when a player has a decision to make, his agenda will be to include consideration of the explorative or "what if" value to come up with his decision...in which case such a statement is 100% applicable to G and N too and not at all definitive of S. G players and N players also consider the explorative value when making decisions, because G and N player also value Setting, Character, Situation, Color, and System.
How you can conclude that this isn't vague in the least is beyond me. Its so vague as to be completely useless. There is absolutely no roleplaying in the world that doesn't fall under this definition. If this is your definition than ALL roleplaying is Sim.
...which I understand is the arguement you like to take with the Beeg Horseshoe...and which I don't disagree with. I just prefer not to misuse the idea of Simulationism as being what is at the arch of the horseshoe. What is at the arch of the horseshoe is not Simulationism. Its Exploration.
The reason it keeps getting confused with Simulationism is because of erroneous definitions like the above which treat Simulationism and Exploration as veritable synonyms. They aren't.
Exploration is the base of the horseshoe...Narrativism and Gamism are the arms, and Simulationism is a third equal lengthed arm...(making the horseshoe into a pitchfork if you will).
Pretty much everything you've written about the Beeg Horseshoe I am in near complete agreement with. As long as you do a find/replace and replace your use of Simulationism with Exploration and return Simulationism to being a legitimate Agenda with its own goals independent of the baseline goals of exploration which all Agendas share.
Any definition of Simulation that is basically a restatement of Exploration is without value.
Edited to Add: Ron, I'm not sure what to make of your last post. Was that pretty much a "me too" or is there something you wanted to add that Mike's post help clarify for you?
On 8/9/2004 at 5:12pm, Ron Edwards wrote:
RE: Dramatism and Illusionism
Just a "me too," Ralph. Nothing major.
Best,
Ron
On 8/9/2004 at 5:37pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
First, in the Beeg Horseshoe, it's my point precisely that the bend of the shoe is Exploration. I say that about a jillion times in the big thread on that. I say that this correllates to Ron's definition of Simulationism as far as I can tell, if you have to put simulationism on the Beeg Horseshoe. But That's exactly why the model exists, so that I don't have to do that.
But it's also the point of the Beeg Horseshoe that all CAs that I've actually seen in action (no matter how I'd like to theorize about "conflictless" play) have conflict. But it's also the point of Beeg Horseshoe, that this is either Gamism or Narrativism when it happens. What you seem to be proposing is a third "prong" to the horseshoe. Which is what I'd object to.
Think about it this way. Ron says that narrativism, when it gets down to it, is being interested in the ramifications of a conflict, emotionally. Well, if I'm getting "Jazzed" about "what if" isn't that emotional? Put another way, give me an example of a "sim" conflict. I propose that conflict as a sorta literary term refers to what interests the player. If it doesn't, then as you say it's the "inconsequential" wood-carving case. Which is "just exploration."
Which is (to put the positivist spin on it so that MJ doesn't object), the player ensuring that the exploration is interesting by not marring it by going back down the prongs to boardgaming, or storytelling. That is, the positivist puts the arch of the horseshoe at the top, and makes going up to the top an act of creativity instead of an act of pusilanimously backsliding down to the bottom as one might assume. (Of course MJ may now point out the usual, that by making this different from the other two that it still marginalizes the activity in some way).
Anyhow:
There are only 2 possible interpretations of this sentence.You can say the exact same thing about the other two modes. In fact, you can say this about anything. That is, if I positively say that something is X when that's known to be mutually exclusive from Y and Z, then saying it's X automatically means that I've said that it's not Y and Z. Hence, if I say that I'm prioritizing player challenge, I'm saying I'm not doing Sim or Nar. You don't leave me with a way out. Nor does your own definition work. Because in saying that a player is doing "what if" with the conflict, he can't be doing Gamism or Narrativism.
a) that when a player has a decision to make, his agenda will be to ONLY consider the explorative "what if" factors...in which case this is absolutely a Not N, Not G definition...or
Can't be a criteria, or the whole model falls apart. That is, I agree that there should be a positivist angle to each description, but I've given one that's as good as the other two.
Mike
On 8/9/2004 at 6:43pm, Valamir wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: First, in the Beeg Horseshoe, it's my point precisely that the bend of the shoe is Exploration. I say that about a jillion times in the big thread on that. I say that this correllates to Ron's definition of Simulationism as far as I can tell, if you have to put simulationism on the Beeg Horseshoe. But That's exactly why the model exists, so that I don't have to do that.
Thanks for clarifying that. It certainly has seemed to me that you've been using the terms completely interchangeably.
But it's also the point of the Beeg Horseshoe that all CAs that I've actually seen in action (no matter how I'd like to theorize about "conflictless" play) have conflict. But it's also the point of Beeg Horseshoe, that this is either Gamism or Narrativism when it happens. What you seem to be proposing is a third "prong" to the horseshoe. Which is what I'd object to. [/qupte]
So given that:
we can agree that the bend in the horseshoe is exploration,
we can agree that all CAs involve conflict
we can agree that when conflict happens you move out of exploration and into the prongs.
What exactly is your objection to having 3 prongs instead of 2?
and if, as you note above, "that all CAs you've seen in action have conflict" what is your objection to defining CAs as being the player's response to that conflict? That seems to be the distinguishing feature we've both hit on that differentiates a CA from exploration.
I'm finding it harder and harder to determine what it is you're actually disagreeing with.
Think about it this way. Ron says that narrativism, when it gets down to it, is being interested in the ramifications of a conflict, emotionally. Well, if I'm getting "Jazzed" about "what if" isn't that emotional?
No more than getting jazzed about step on up is emotional, and you agree that that's not narrativism.
It seems to me that once we agree that it is conflict that moves us out of the base of exploration and into the prongs, then it must be the approach to that conflict that differentiates one prong from another.
That approach to conflict (or what I called "the player's response to conflict" in my essay) is Story Now for N-play. Step-on-up for G-play.
Why is it difficult to imagine a third approach to conflict that is neither N, nor G, nor just Exploration alone?
Why is it difficult to imagine that this third approach to conflict does not involve the emotional mano-a-mano engagement of step on up, nor the emotional addressing of premise engagement of story now; but rather the more clinical fascination with "what happens" of Discovery.
Why is it difficult to imagine that what all three of these things have in common, what sets them apart as Agendas that go beyond basic exploration is the requirement of proactive engagement on the part of the player?
When a player is interested in the resolution of situation on a visceral step on up basis to the point that they view conflict as an opportunity to demonstrate their prowess and actively seek out such opportunities, that's Gamism. When they aren't so interested, then its just the resolution of situation through system of basic exploration.
When a player is interested in the resolution of situation on an emotional thematic basis to the point that they view conflict as an opportunity to address premise and actively seek out opportunities for Story Now, that's Narrativism. When they aren't so interested, then its just the resolution of situation through system of basic exploration.
When a player is interested in the resolution of situation as a commitment to furthering the experiment of "what if" to the point that they view conflict as an opportunity for Discovery to "see what happens" and actively seek out such opportunities for the purpose of setting them in motion that's Simulationism. When they aren't actively pursueing opportunities to act as a catalyst to conflict and are just dealing with adversity as it comes up, that's just the resolution of situation through system of basic exploration.
You can say the exact same thing about the other two modes. In fact, you can say this about anything. That is, if I positively say that something is X when that's known to be mutually exclusive from Y and Z, then saying it's X automatically means that I've said that it's not Y and Z.
But that's not what's happening.
You can define gamism as Exploration plus something else without reference to N or S.
You can define narrativism as Exploration plus something else without reference to G or S.
Because both of them have actual meaningful definitions. The fact that they are also mutually exclusive and can be defined as Not N, Not S; or Not G, not S is irrelevant, because they don't have to be defined that way.
Only S cannot currently be defined as Exploration plus something else.
Only S can only be defined with the Not N, Not G property of being the third element of the mutually exclusive triad.
My desire is to a) acknowledge that this definition is insufficient as it currently stands, b) avoid simply defining it out of existance by replacing it with Exploration at the base of the horseshoe and not leaving a prong for it as your approach seems to be, and c) come up with a valid "Exploration plus something else" definition for S.
On 8/9/2004 at 6:45pm, ErrathofKosh wrote:
RE: Dramatism and Illusionism
Valamir wrote: You say its not self referential, but in fact the entirety of the definition is self referential. All roleplaying is built on a foundation of exploration. All roleplaying must be committed to all of the elements of exploration. Can you say that a sim player cares more about Setting than a Nar player? Can you say that a Sim player cares more about Situation than a Gamist player? Can you say that a Sim player cares more about Character, or Color or System? No. No you can't. You can find examples where that is the case. But you can find the same examples among Nar and Gamist players too.
If you can't say that a Sim player cares more about setting, character, situation, color, and system, then saying "Prioritizing Exploration" is utterly meaningless. Exploration *IS* setting, character, situation, color, and, system. There is no point at which a Sim player can "prioritize" any of these things to a greater degree than a Nar or Gam player. Its a nonsensical statement.
I disagree. What is Challenge? What is Premise? SITUATION. Thus N and G players prioritize Situation. Sure, maybe they emphasize setting or character in their situation. But it's still all about situation. In S, situation is present, but it's not always the most important part of play. In fact, one of the big reasons it occurs in Sim is to help the player explore character or setting or even the system. The Dream includes situations, but it is not all situation. Challenge is situation. Premise is situation.
I think the mix up occurs between what is explored and what is being used as a tool to explore with. Do N and G players use setting and character and system to explore their chosen situation? Yes, they do. Do they explore anything but situation? No they don't. Do S players explore setting via system, or character? Often. I haven't yet seen otherwise.
Cheers
Jonathan
On 8/9/2004 at 6:45pm, Marco wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: I
Simulationism is prioritizing exploration.
That's not self-referential, not a rejection of N or G (if so, then the definitions of N and G have the same problem), and it's not vague in the least. It means that when the player has a decision to make his agenda will be to consider the explorative or "what if" value to come up with his decision. Not neccessarily "what if I attack?" but also "What if I go over the hill? What will the character encounter?" And not just in terms of the results, but in terms of it being a simulation. That is, he considers the validity of his inputs as well to make the whole seem objective. Meaning that the player will only have the character go over the hill if it seems like "what the charcter would do." Not retroactively as an explanation for any other motive, neccessarily, but as the primary motive. This is important, the mode indicates that the player is as interested in setting up the feel of objectivity as he is in the outcome. Again, it's not just that it's all internally causal, but that it seems as if the causality comes from the world, and not from the player (again, as always, "seems", because the causality does come from the player).
Emphasis added:
The player in the participationist game may make decisions specifically to help the story along rather than for what-if reasons. If this, indeed, is a distinguishing factor then we can let that out of Sim altogether.
Really, the difference will be seen when the player does "what his character would do" and the GM alters things to prevent it from happening or being effective and the player comes back into line. In practice, in functional play, the player will not keep banging his head into the wall. The player will cooperate with the GM as much as possible.
At this point the character may well do things for reasons other than "what I think he would do."
But looking deeper at the definition, I think my question becomes (and Ralph touches on this) "Why is the player focused on exploration and what, exactly is being explored?"
In participationism what exactly is being explored? As with the question of "where's the conflict when the player sets up and authors his own conflict?" I think the construct of of participationism lets out any real quality of 'exploration' of the five different elements. What you are exploring is (sort of) the 'story' (maybe the GM's story--but not necessiarily limited to one person's input).
The second question is why the Virtualists (or participationist) is exploring whatever they are exploring.
I think Ron says that's to celebrate it--but that doesn't feel like Virtuality play to me. I believe that Ralph is on the money when he says it has something to do with experiencing in-character challenges or drama as it would really happen in the fictional world.
The participationist does not want to explore these issues as they would really happen. The participationist only explores those issues or elements as they would make a good story.
As I'd said before I see this split as being no less fundamental than Gamism vs. Narrativism. If there's no way to show that the style-clash is less fundamental than the agenda-clash, why not make it a 4th prong?
If you say the two styles (virtuality and participationism) are the similar because in both cases the experience *seems* like one is in the world then I think what you are talking about is playing from Actor Stance which Vincent says he can play Narrativist comfortably from in the Stances thread (i.e. you can do that from any CA).
It doesn't look like a reasonable distinguishing factor to me.
Finally: Mike, you say this:
Think about it this way. Ron says that narrativism, when it gets down to it, is being interested in the ramifications of a conflict, emotionally. Well, if I'm getting "Jazzed" about "what if" isn't that emotional? Put another way, give me an example of a "sim" conflict. I propose that conflict as a sorta literary term refers to what interests the player. If it doesn't, then as you say it's the "inconsequential" wood-carving case. Which is "just exploration."
Emphasis added.
This is very interesting to me--I don't know where this is from but I don't see all the rest of Narrativism implied in here (after all, I can be emotionally involved in a conflict where the decisions are being made for me. I can be emotionally involved in a conflict and not have personal credit with my peers riding on how I address that conflict. I can be emotionally involved in a conflict and not be doing anything that I think would equate to Story Now ... I think).
But if we are going to try to rope that off for Nar play then, it seems, any GDS Simulationism (Virtuality) would become Narrativist play if the players are strongly emotionally involved and (as would logcially be the case) focused on the issue.
That seems a very strange conclusion.*
It also means that Simulationist play is either railroaded/Forceful or purely an intellectual exercise.
I've seen posts here to that effect but I've found them weak. I wouldn't think them widely accepted.
-Marco
* One could say that disads like GURPS Greed mechanically exercise Force that makes the play not Narrativist. That might be true for some play but not, I think, the vast majority of it since even if a character in GURPS is greedy and could be compelled to take some aciton, there's an infinite spectrum of moral issues the character may face that don't interact with those rules at all--and the GM certainly can't be employing Force in virtuality play in the manner of the examples I've seen here.
On 8/9/2004 at 6:55pm, Valamir wrote:
RE: Dramatism and Illusionism
ErrathofKosh wrote: I disagree. What is Challenge? What is Premise? SITUATION. Thus N and G players prioritize Situation. Sure, maybe they emphasize setting or character in their situation. But it's still all about situation. In S, situation is present, but it's not always the most important part of play. In fact, one of the big reasons it occurs in Sim is to help the player explore character or setting or even the system. The Dream includes situations, but it is not all situation. Challenge is situation. Premise is situation.
I think that's a basic synecdoche, Jonathan.
You are certainly correct that there is ample evidence of Sim players dialing setting or character higher than situation or Nar players dialing situation higher than setting or character.
But I don't see that as definitional by any means.
One could find examples of Sim players dialing up Situation or Nar players dialing up setting.
In fact, it is almost always situation that is being Simulated in sim play. One doesn't simulate being a noble knight. One simulates being a noble knight doing something. Doing something requires situation.
Which dial happens to be cranked higher at the time I think is primarily a matter of personal preference although there is some influencing trends based on Agenda and also on the Techniques being employed (which may be being employed for no better reason then they are the only ones the group knows).
On 8/9/2004 at 7:50pm, ErrathofKosh wrote:
RE: Dramatism and Illusionism
Here's what I read from the glossary:
Challenge
The Situation, i.e., adversity or imposed risk to player-characters of any kind, in the context of Gamist play. It's the imaginative arena for the Creative Agenda of Step On Up. See the Gamble and the Crunch.
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.
Explain to me how these do not transfer into in-game situation. How can you have either Premise or Challenge without situation? If there were no situation what would the G player have to surmount? What would the N player have to address?
Valamir wrote: In fact, it is almost always situation that is being Simulated in sim play. One doesn't simulate being a noble knight. One simulates being a noble knight doing something. Doing something requires situation.
True, but you're using the situations to explore being a knight in S, not playing a knight to overcome challenges or address human issues (exploring G or N agendas). In S you use situation to explore, in N and G you use everything else to explore situation.
That's why I think the idea of defining CA's by conflict is flawed. Sure, most of the time S is explored via conflict, but it doesn't have to be. I could explore a setting via my character. (a la MJ) In N and G, (some kind of) conflict is what's being explored. In S conflict is only used as tool to reveal my character or the setting.
On 8/9/2004 at 8:23pm, Valamir wrote:
RE: Dramatism and Illusionism
Explain to me how these do not transfer into in-game situation. How can you have either Premise or Challenge without situation? If there were no situation what would the G player have to surmount? What would the N player have to address?
You can't have Premise or Challenge without Situation. You also cannot have Sim without Situation. All 5 elements are present in all Agenda. They may have different priority rankings, and there may be trend or tendency for how to rank those elements in priority based on Agenda (which is what you're seeing), but that tendency is not definitional.
In S you use situation to explore, in N and G you use everything else to explore situation.
You are mistaking "often times it works like this" with "it always works like this"
You can use Character or Setting to explore Situation in Sim play. I did this frequently with Pendragon. The situation I wanted to explore was the tension between young knights (chivalry, romance, poetry) and old knights (battle proven, war veterans, learned in battle tactics rather than table manners). The tools I used were the setting (there is a built in generational tension in Pendragon) and my character (an old knight) with the other players characters (sons of previous characters and thus young knights). I wasn't exploring my character using situation. My character was just a proxy for his generation.
That may not be as common as the direction you're referring to, but it is certainly easy enough to do and thus can't be a deciding factor in what's sim and what's Nar.
There may be trends and tendencies with how the elements of Exploration are prioritized, but personal preference and the needs of an individual game will far out weight those trends in actual play.
On 8/9/2004 at 9:01pm, ErrathofKosh wrote:
RE: Dramatism and Illusionism
No you can't have a CA without situation. You must have all 5 elements. I agree with that.And I'm not saying that that you can't explore situation in S or that you always have to use situation to explore in S.
What I'm not convinced of:
That G and N can explore all the elements.
I think they are concerned with primarily exploring situation, other explored elements are secondary or being used as tools of exploration.
If you can give a good Premise about setting, I'd like to see it. But, make sure it's exploring setting, not using setting to explore.
SO, if you want, you can say that I define two things by what they explore and throw everything else under a third category. But I see similarity in that category, not discord.
Cheers
Jonathan
On 8/9/2004 at 9:11pm, Valamir wrote:
RE: Dramatism and Illusionism
I think they are concerned with primarily exploring situation, other explored elements are secondary or being used as tools of exploration.
If you can give a good Premise about setting, I'd like to see it. But, make sure it's exploring setting, not using setting to explore.
I don't think that's all that hard to find either.
Alyria is the first example that comes to mind. Very much a premise game, and the premise is very much embedded in the setting. You will find the premise in the Arc, in the Web, in the Blessed, in the Dragons and Cultists, in the numbered etc. Situation and Characters are formed in the first session of play specifically to be a tool to reach into the setting and hit the premises embedded there. So I'd definitely say this was using Situation to explore Setting, not using Setting to explore Situation.
I'd say its very easy to do the same thing with Zero, Puppetland, Little Fears and other like games where the premise is very much part of the setting itself. Not that its required. You could easily do it the other way in these games too. That's my point. There is no "Agenda X means always this way and Agenda Y means always that way" statement you can make.
Its a subtle distinction, however. Do you have a setting without premise and then the situation gives the premise. Or do you have a setting with embedded premise and then the situation is the key to unlocking access to it. Very subtle. Too subtle I think to be basing major differences in Creative Agenda on.
So again, I think you are committing major synecdoche with your position. Not that your position doesn't have some insight. Those are certainly useful trends to notice and discuss what they mean. But its a mistake to think those tendencies are requirements, IMO.
On 8/10/2004 at 4:09pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
Valamir wrote:I think it's fictional. That is, I think that the phenomenon that exists is orthogonal to conflict. That's also the point of Beeg Horseshoe, that there are two axes, one about conflict, and one about versimilitude (or fecundity, or whatever you wanna call it). Which is not to say that they aren't inter-related, but that it's best not to think of them as such. Because they do represent different qualities. To be precise, I think that people only stay down on the arch of exploration, and don't address conflict in any special way. Basically BH says that sim doesn't exist, or that it must be "just exploration." Where "just exploration is actually positively protecting the other axis.
So given that:
we can agree that the bend in the horseshoe is exploration,
we can agree that all CAs involve conflict
we can agree that when conflict happens you move out of exploration and into the prongs.
What exactly is your objection to having 3 prongs instead of 2?
and if, as you note above, "that all CAs you've seen in action have conflict" what is your objection to defining CAs as being the player's response to that conflict? That seems to be the distinguishing feature we've both hit on that differentiates a CA from exploration.Again, BH says that conflict can happen on the arch. It's just looking at is as more exploration rather than in terms of one of the other two agendas. Again, maintaining that special RPG quallity, and not backsliding into boardgames or storytelling. Again, some people would call this simulationism.
Think about it this way. Ron says that narrativism, when it gets down to it, is being interested in the ramifications of a conflict, emotionally. Well, if I'm getting "Jazzed" about "what if" isn't that emotional?
No more than getting jazzed about step on up is emotional, and you agree that that's not narrativism.
Indeed, it's easy to see the difference between Gamism and Narrativism. Excited about two different things related to conflict. It's precisely my point that when you say that a player is interested in the ramifications of an act, that it's not "sim" in this case. Because to be interested "outside" the character is to not be playing sim. Or, rather, when you talk about seeing "what if" how can what excites a person not be what the "moral" ramifications are, or who wins of loses? What's the third thing? Just the technical result? Well, I agree that this is interesting, but as someone who's really into that mode, I can tell you that it's just as exciting when "what if?" is "What if I go over that hill?" It's the same thrill. If I'm particularly[/] excited about a conflict, and I'm neccessarily about all, then it's because it's player challenge, or theme based.
Again, it's precisely my point that when you're prioritizing exploration, that conflict is not in any way special. Or, rather, that when push comes to shove, that we all play Gamism and Narrativism, and that exploration support is orthogonal to these.
It seems to me that once we agree that it is conflict that moves us out of the base of exploration and into the prongs, then it must be the approach to that conflict that differentiates one prong from another.Yep, that's why Beeg Horseshoe calls that the Conflict Axis, yes. But it's a Horseshoe, not a trident. If I thought there was a third mode that was the same as the other two, I wouldn't have needed to come up with Beeg Horseshoe at all.
Why is it difficult to imagine a third approach to conflict that is neither N, nor G, nor just Exploration alone?Not hard to imagine, just not an agenda. As you say, "just exploration."
When a player is interested in the resolution of situation as a commitment to furthering the experiment of "what if" to the point that they view conflict as an opportunity for Discovery to "see what happens" and actively seek out such opportunities for the purpose of setting them in motion that's Simulationism. When they aren't actively pursueing opportunities to act as a catalyst to conflict and are just dealing with adversity as it comes up, that's just the resolution of situation through system of basic exploration.How are these two things observably different? What's the use of defining them as a different in terms of GNS? Since the exploration part isn't agenda, then there's no new conflict to be discovered here. All you do is remove the ability to see that this exploration could be analyzable as one of the other three agendas, or visible enough as such to cause a GNS problem, or any of the other uses of GNS.
But, again, you still seem to reject that exploration can be determined as part of a mode of play, so we're at an impasse here.
You can define gamism as Exploration plus something else without reference to N or S.
You can define narrativism as Exploration plus something else without reference to G or S.
Because both of them have actual meaningful definitions. The fact that they are also mutually exclusive and can be defined as Not N, Not S; or Not G, not S is irrelevant, because they don't have to be defined that way.
Only S cannot currently be defined as Exploration plus something else.
Only S can only be defined with the Not N, Not G property of being the third element of the mutually exclusive triad.
My desire is to a) acknowledge that this definition is insufficient as it currently stands, b) avoid simply defining it out of existance by replacing it with Exploration at the base of the horseshoe and not leaving a prong for it as your approach seems to be, and c) come up with a valid "Exploration plus something else" definition for S.
Why? Why must there be S? Or, rather, why must S be something other than prioritizing exploration? Or, rather, why does there have to be an actual third agenda, if that's how you want to look at it? Yes, I agree there's a third phenomenon that exists, but my point, over and over has been that it's not the same as the other two. And the need to define it as such to make it "equal" is not neccessary. You're looking for a neat parallelism here where not exists in practice.
(From another POV, saying that S is "Exploration with an additional committment to doing that exploration in such a way as to make it seem more "real." Which might fit your paradigm. It's all semantics anyhow.)
But it's simply not neccessary for Sim to be stated in such a way that its defined similarly to the other modes for it to be a valid mode of play. I like sim, and play that way a lot. The way I see it, that doesn't mean that I don't also play with narrativism, just that on occasion I go out of my way to "protect" the simulation so that it feels more real. Again, I reject that "what if" is really what's going on here, that can exist, but is ancillary (it would be, at best, a sub-mode). It's a complex subject, but it's not about "discovery" neccessarily, but about taking extra steps to ensure that the world has a feeling of existance.
But where conflict is special, it's Gamism or Narrativism.
Mike
On 8/10/2004 at 4:26pm, Sean wrote:
RE: Dramatism and Illusionism
So Mike...
When a scientist is working out her discoveries, is that Step on Up, or Premise Now?
Yeah, yeah, I know, science isn't gaming. But I guess I just don't see why it's unreasonable to think that some people might just be interested in answering 'what if' or 'what is going on here' or 'what's behind that hill' type questions as a matter of pure curiosity.
So my question is: if so, then why isn't this a third CA for you? I especially see this with detailed game worlds, the curiosity angle overwhelming the others.
If not, then why not?
Or if I've set things up wrong, what am I missing?
One possible answer: you write - "To be interested 'outside' the character is to not be playing sim." Why not? Aren't all interests ultimately outside the character? And aren't you identifying sim more generally with immersive roleplaying here, which is only one variety of Sim?
I guess I just don't see why pure (player) curiosity can't be a motive for in-game action involving exploration of internal cause (and content).
Do you subscribe to a psychological theory that says pure curiosity is not a genuine human attitude?
On 8/10/2004 at 4:42pm, ErrathofKosh wrote:
RE: Dramatism and Illusionism
Valamir wrote: [Its a subtle distinction, however. Do you have a setting without premise and then the situation gives the premise. Or do you have a setting with embedded premise and then the situation is the key to unlocking access to it. Very subtle. Too subtle I think to be basing major differences in Creative Agenda on.
How does the situation giving the premise and premise embedded in setting differ? It seems to me that you are making the distinction between a game with Premise given beforehand and a game where Premise is determined just prior to or in-game. Premise is still setting and character interacting to inform the players about human issues.
The way I currently see it, in G and N character, setting and situation are at the fore. (and I still think that situation is the most important part of that) Thus, there is always conflict in these Agendas. Indeed, the types of conflict present are characteristic of these CA's. Thus, in that respect I agree with you.
However, in S I don't see a need to always emphasize those three elements. (Just to be clear, I know they are still present.) I think system and setting, for instance, can be prioritized without a need for conflict.
On a totally different tangent, I'm considering proposing a model that isn't about player motivations on the level of creative agendas, but based on player's "exploratory intent." Look for a new thread in the near future, as I geniunely want imput in this area.
Cheers
Jonathan
BTW, Ralph, I appreciate the effort you've made to help me understand your view. I still have a lot of thinking to do on this issue...
On 8/10/2004 at 4:48pm, Valamir wrote:
RE: Dramatism and Illusionism
I guess we are at an impasse Mike
I see you and I agreeing on 80% of the important stuff. Then I see a big huge glareing hole in your material that I think I have the other 20% to fill and you're not interested in filling it because you don't see that it exists.
Basically you're taking the "third prong" and just squishing it back down to the base of the horseshoe so once again "Simulation" is a big mixed up jumbled up mess of conflicting stuff...only now you're calling the mixed up jumbled up mess Exploration instead of Sim.
To which I can only shrug and say I'm 99% certain you're wrong.
I'm not 99% that my variant is right. But I am 99% certain yours is wrong. Because alls you've done is shuffled around the labels and not really addressed any of the issues. Same mistakes different geometric shape. The Beeg Horseshoe threads were instrumental as a source for my essay, they take a different angle than the original Big Model and so illuminate different stuff, but in the end I find BH incomplete and missing the boat on Simulation.
So maybe at some point we'll pick up the discussion again. But until then, I don't find your definition of Exploration / Simulationism to be any more functional then the one in the glossary.
On 8/10/2004 at 5:00pm, Valamir wrote:
RE: Dramatism and Illusionism
How does the situation giving the premise and premise embedded in setting differ? It seems to me that you are making the distinction between a game with Premise given beforehand and a game where Premise is determined just prior to or in-game. Premise is still setting and character interacting to inform the players about human issues.
As I said a subtle difference. My point isn't that the distinction is one that needs to be made, but one that since it can be made disproves that there is any set prioritization of Explorative elements by agenda.
I'll try an over simplified example.
Situation: "your character discovers that at birth his mother named him Richard" Is there a premise in that Situation? Not really. Not an obvious one.
But now lets pretend we're playing Alyria an the character is one of the Numbered. A vast population of people who are born, live, and die in a rigid caste structure where everyone wears masks with nothing but a number to identify them. The Named are rebels. The Named are radical thinkers, the Named are dangerous individualists...small voice of freedom crying in the wilderness, or dangerous subversives who'll destroy a cherished way of life. That's a huge premise built into the setting.
Revisit our Situation now and we can easily see how that seemingly pointless situation really is a gateway into the premise that's part and parcel of the setting.
This is different from a Situation driven premise like is typically found in Sorcerer. The default setting for Sorcerer is a vague "modern day". Its very clear that Demons don't really exist...so you don't even have any "modern day + demons" imagery to riff off of.
The Premise of Sorcerer then, is entirely found in the situation that is superimposed over a setting that is primarily a blank canvas (in standard play). The situation of the character's relationships on the back of their sheet. The situation of relationship map the GM brings to the game. The situation embedded in the kickers. That's where the premise is to be found.
That's how I see the distinction anyway.
But in any case, my key point is simply that there is no required order of prioritization of the 5 exploration elements based on Agenda.
On 8/10/2004 at 5:41pm, Marco wrote:
RE: Dramatism and Illusionism
I think that ultimately, so long as illusionism is kept in Sim then there's going to be a fundamental area of the model that doesn't make sense. I believe Ralph's model works if we assume that Sim players are chasing "what-if" questions and realize that illusionist techniques work against that goal.
The idea that the model is somehow stronger for not addressing what is a fundamental disagreement in play-goals (albeit, yes, one that wasn't acknowledged here first) seems essentially incorrect to me.
Functional illusionism may be a technique and not a 4th agenda--however, the idea that illusionism as force is not as out of step with Sim-agendas as Nar-agendas (or Gamist ones) means that there is something about Sim-play that rather than being Exploration-squared is just really "seems like exploration"--something a massive number of Sim players don't identify with, IMO.
What makes this clear is that illusionism *is* functional in a certain mode of play. We call it Participationism. I'd say GDS calls it Dramatism.
In Participationist play the players could be said to be exploring story (as in, how, keeping with literary structures and working so that the transcript of play is something like a published work can we develop the situation). The priority however, is not what would happen from these starting conditons (that might lead to an untimely death)--although as with all CA's, the development of play must seem logical--but as with other actual named agendas the internal processes that the players go through are different and even alien to each other's.
This difference in thought processes is not I think the difference between step-on-up and competition amongst gamist players (a scoping issue of who-do-we-compete-with?). I think it's way more fundamental than that.
I don't think I'm the only one (GDS was largely based on that divide) and the thread discussing the differences was dropped pretty quickly.
-Marco
On 8/10/2004 at 9:25pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
Valamir wrote: But I am 99% certain yours is wrong. Because alls you've done is shuffled around the labels and not really addressed any of the issues. Same mistakes different geometric shape. The Beeg Horseshoe threads were instrumental as a source for my essay, they take a different angle than the original Big Model and so illuminate different stuff, but in the end I find BH incomplete and missing the boat on Simulation.I'm not surprised by that assessment, because BH was an attempt to do precisely what you are also trying to do (however unsuccessfully). That is, simply make the material easier to understand. I said specifically in that model that it doesn't change anything from the current model. Because I think the current model is correct no matter how hard it is to understand. I was merely trying to give a new perspective on the same things.
I think that any attempt to make simulationism a mode that somehow matches Gamism and Narrativism is doomed to failure. Because Simulationism is fundamentally different than the other two. Those two are about how conflict is addressed, and sim is about how well you hide that fact. Separate, though inter-related concerns.
Mike
On 8/10/2004 at 9:43pm, Valamir wrote:
RE: Dramatism and Illusionism
I think that any attempt to make simulationism a mode that somehow matches Gamism and Narrativism is doomed to failure. Because Simulationism is fundamentally different than the other two. Those two are about how conflict is addressed, and sim is about how well you hide that fact. Separate, though inter-related concerns.
Yup that's the key difference.
I completely agree that what-you're-defining-as-simulation is fundamentally different. I don't agree that what-I'm*-defining-simulation-as is fundamentally different. I firmly believe that what-I'm-defining-simulation-as is every bit about how conflict is addressed as G or N is.
*noting that "I'm" hardly the first one to conceive of Simulation in these terms.
On 8/10/2004 at 9:53pm, ErrathofKosh wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: Those two are about how conflict is addressed, and sim is about how well you hide that fact. Separate, though inter-related concerns.
Mike
I'm curious as to what you mean "sim is about how well you hide that fact." The fact that conflict is addressed in all play? Or is it something I missed? Please elaborate.
On 8/10/2004 at 10:30pm, Caldis wrote:
RE: Dramatism and Illusionism
I think that in sim there is more going on than just trying to answer the "what if" questions. The fact that one person controls how the simulation runs, and what the conflicts that allow the "what if" questions are, makes the scientific merit of the experiment questionable. There are plenty of assumptions that come into play with a sim agenda that really muddy the waters.
The first assumption is that there will be conflict or at least something that gets the players involved in the situation faced. This is inevitable everyone plays hoping to find something of interest no matter what their creative agenda. Players arent stupid they will be looking for the interesting things so it wont be hard to justify their characters latching on to whatever signs of conflict the gm sends their way. On the other side of the coin gm's arent stupid either they tailor the situation towards what the players signal they are interested in. I dont think it's a far stretch from this to participationism, it's a totally plausible result given the traditional style of play where the gm controls almost everything.
The other assumption that usually takes place is that a totally unfair situation will not come up. Dragons dont attack without warning in the middle of the night, the village doesnt get surrounded by an army of genocidal warriors. In situations such as these there are always escape routes for the characters even if realistically there shouldnt be, otherwise they dont come up. It's just a matter of degree in comparing this to an agreement that characters dont get killed in meaningless moments, whether through dice fudging or allowing fate points or drama points or whatever.
To me this means that sim is about something more than just finding out "what if", it's finding out "what if" with several caveats and addendums to the question. If people were really interested in answering what if they would remove the human input that muddy's the water. The game would be randomized entirely so that other factors couldnt spoil the validity of the simulation. Characters would be randomly generated, with traits and features that would determine their actions in the situations they faced. Yet games arent like that, over times games have become less and less like that. By allowing human input into how the simulation plays the question no longer is "what if" it's "what do you think would happen if" and that allows for interesting stories to develop within sim through participationism and even illusionism.
On 8/10/2004 at 11:16pm, Valamir wrote:
RE: Dramatism and Illusionism
Caldis wrote: I think that in sim there is more going on than just trying to answer the "what if" questions. The fact that one person controls how the simulation runs, and what the conflicts that allow the "what if" questions are, makes the scientific merit of the experiment questionable.
I disagree pretty profoundly with that. I think it demonstrates the sort of thinking that has been incorrectly attached to Sim over the past couple of years. In other words, yes you are correct by current-status-quo definition of sim. No, that's incorrect by my proposed definition of sim.
I tried to stress in my essay, that a sim player is one who looks for opportunities for their character to be a catalyst for conflict.
The GM in a sim game does NOT control what the conflicts are. That is anathema to a sim...except to the extent that certain conflicts are built into the initial set up of the game (i.e. "This will be a game about Jedi who are being hunted by the Empire pre Rebellion")
Part and parcel of what dedicated sim players had been harping on for some time is that players in a sim game must be free to respond as they wish. The player in a sim game has the ability to turn situations into conflicts based on what they do.
The other assumption that usually takes place is that a totally unfair situation will not come up. Dragons dont attack without warning in the middle of the night, the village doesnt get surrounded by an army of genocidal warriors. In situations such as these there are always escape routes for the characters even if realistically there shouldnt be, otherwise they dont come up. It's just a matter of degree in comparing this to an agreement that characters dont get killed in meaningless moments, whether through dice fudging or allowing fate points or drama points or whatever.
Again, I don't see this as being true of Sim at all. Sim requires that the elements of Exploration remain true to their nature. If it is part of a dragon's nature to attack without warning in the middle of the night, then NOT having that happen will be a breach of Sim expectations.
Deus ex Machina escape routes or character plot immunity are also viewed negatively by sim players.
Part of the sim player's ability to have their character act as a catalyst for conflict in games that typically don't allow overt director stance is Author their character into situations based on their understanding of how things should work. If the world doesn't work accoring to these expectations (without a good ingame reason why) than dysfunction arises.
This sort of thinking, Caldis, is why various Sim players have been harping for years that the Forge's definition of Sim is broken. When you can quite naturally throw out a series of things that are "sim" to you...that in reality are diametrically opposed to the very philosophy of sim...then the definition we've grown used to using for Sim is very very broken.
If people were really interested in answering what if they would remove the human input that muddy's the water. The game would be randomized entirely so that other factors couldnt spoil the validity of the simulation. Characters would be randomly generated, with traits and features that would determine their actions in the situations they faced. Yet games arent like that, over times games have become less and less like that. By allowing human input into how the simulation plays the question no longer is "what if" it's "what do you think would happen if" and that allows for interesting stories to develop within sim through participationism and even illusionism.
Randomization is one approach. Check out any of a number of early sim heavy game designs that sought to do just that. Objectivity through random charts was a common theme in alot of games.
However, that's not the only approach. There is also the objectivity of individual experts willingly cooperating to bring about honest simulation. Yes, that means you can have a 100% free form game using 100% drama mechanics that is 100% compatable with the Sim CA (as I've defined it).
I've seen wargamers player out an entire Napoleonic battle with thousands of miniatures with no written rules other than a time, distance, and figure scale and a list of what the various items used for terrain represented (depth of water of the creek, height of fence, etc.) Based solely on their own individual expertise of Napoleonic army capabilities they ordered their units around, fought a battle, adjucated casualties with no dice, no tables, no anything but their own pure negotiated system.
That's an extreme in the other direction, but the point being, that human input is not automatically considered to be too subjective to trust. In fact, the whole role of Game Master in RPGs stems directly from the role of referee in many minis and board wargames who was expected (like a sports referee) to be as objective as humanly possible.
A big part of the reason why traditional roleplaying has ceded so much authority to the GM and limited player input to actor stance is precisely in order to support the needs of Simulationist gamers. Since RPGs originated with simulationist wargamers, they carried their assumptions about how to organize an effective simulation with them. If RPGs had originated with improv actors, I bet today GM-less play would be considered old school traditional and the idea of appointing a single player as GM with near autonomous powers would be fringe radical.
On 8/11/2004 at 12:30am, Caldis wrote:
RE: Dramatism and Illusionism
Valamir wrote:
I tried to stress in my essay, that a sim player is one who looks for opportunities for their character to be a catalyst for conflict.
The GM in a sim game does NOT control what the conflicts are. That is anathema to a sim...except to the extent that certain conflicts are built into the initial set up of the game (i.e. "This will be a game about Jedi who are being hunted by the Empire pre Rebellion")
But how can the conflicts not be controlled by the GM? In the example you give the GM decides what Imperial forces are on the planet the players begin, what they are doing, how powerful the force hunting the Jedi is. He sets the scene. All he can know about what should happen in the setting is that by the time the first movie starts all Jedi should be dead. Since that is the case the first scene could realistically be the pc's on a small shuttle about to be blasted by a star destroyer. That would give an answer to the "what if" question but I doubt it would be fulfilling to the players.
Part and parcel of what dedicated sim players had been harping on for some time is that players in a sim game must be free to respond as they wish. The player in a sim game has the ability to turn situations into conflicts based on what they do.
Then there is something going on besides trying to answer a what if question. That desire to turn situation into conflict is not answering a what if question it's formulating one, and to me thats a seperate creative agenda from one that is trying to answer the question. If players are creating conflict based on their desires and not on what should realistically be happening within the situation then it doesnt fit your definition of simulationism.
If they are creating conflict by their action then as long as the GM sees it as feasible they do. There is nothing inherent in sim that disallows it, instead it allows for both player and gm initiated conflict depending on the social understanding of the group.
Again, I don't see this as being true of Sim at all. Sim requires that the elements of Exploration remain true to their nature. If it is part of a dragon's nature to attack without warning in the middle of the night, then NOT having that happen will be a breach of Sim expectations.
Yet it is always the judgement call of whoever controls the dragon on what it's nature is, or if it has the chance to make the attack, or if it is silent enough to not be noticed. Either you define everything beforehand and allow dice to determine the likelihood of such actions taking place or you allow someone to decide and then the situation is warped based on their bias.
This sort of thinking, Caldis, is why various Sim players have been harping for years that the Forge's definition of Sim is broken. When you can quite naturally throw out a series of things that are "sim" to you...that in reality are diametrically opposed to the very philosophy of sim...then the definition we've grown used to using for Sim is very very broken.
I dont see how they are diametrically opposed. The only difference that I see is that in one form of play the GM's judgement is allowed more free reign than in the other. If you can accept that the GM will make a realistic call in allowing the player to create conflict why can you not accept that he can make the same call in creating conflict himself? He still uses the same methods to determine outcome of the conflict, determining what should realistically happen. I think they are two sides of one coin.
I've seen wargamers player out an entire Napoleonic battle with thousands of miniatures with no written rules other than a time, distance, and figure scale and a list of what the various items used for terrain represented (depth of water of the creek, height of fence, etc.) Based solely on their own individual expertise of Napoleonic army capabilities they ordered their units around, fought a battle, adjucated casualties with no dice, no tables, no anything but their own pure negotiated system.
That's an entirely different kettle of fish. They are experts on a predefined well researched subject, roleplaying games are entirely imaginary. Try having those experts try and decide who would win a fight between King Kong and Godzilla and see if you can get a result that anyone would consider scientifically valid. Or better yet have one side control Napoleon's army at any of his battles and the other side the imaginary army of Varbang who's makeup and numbers can be entirely decided upon by that side. Referee's can not be impartial if they are also playing the game. Whatever the Varbang side chooses is showing their bias, either they want to test a fair fight or a lopsided battle.
On 8/11/2004 at 2:10am, Marco wrote:
RE: Dramatism and Illusionism
Caldis wrote: I think that in sim there is more going on than just trying to answer the "what if" questions. The fact that one person controls how the simulation runs, and what the conflicts that allow the "what if" questions are, makes the scientific merit of the experiment questionable. There are plenty of assumptions that come into play with a sim agenda that really muddy the waters.
I disagree with this. By the same logic I can say that any game that does not involve directoral power in the hands of the players cannot be Narrativist. After all, since one person controls the results of all the actions then it's only the GM that answers the Premise question.
Clearly a GM may assign consequences--even unexpected consequences--without defeating the Narrativist agenda. How is this possible? It's possible because the Narrativist GM makes his decisions based on the player's response to the premise question.
If the Premise is 'Egoism costs me friends' (phrase as a question to suit. This is, I have been told, an Egri example) and the GM willy-nilly has the character's friends all standby him as cardboard cut-outs of buddies even after egrigious displays of egoism on the part of the PC then the GM is defeating the player's agenda. "Doesn't matter what you do," says the GM, "the outcome is up to me--I control those NPC's."
When you apply the same thinking to Sim you get what Caldis describes: someting like GDS Dramatism.
The fact is, in virtuality--"what-if"--style play the GM will be asking him or herself "what would really happen here?"
That's what makes it distinct from other styles.
Want to know how big the Imperial force hunting the Jedi would be? It's true: there may be no real way to know--but if you ask yourself "what do I think it would really be?" you are playing Virtuality.
If you ask yourself "what's fair?" or "what would make the best story?" or "what's the most interesting answer" then you are moving to ... something else. Participationsim? Dramatism? Maybe Gamism?
But there's a serious difference here. Let's look at examples.
The first assumption is that there will be conflict or at least something that gets the players involved in the situation faced.
I think it's a fair assumption that the game will involve the players and some situation. But let's say the players are a paranormal swat-team ... like Hellboy ... and the situation is: they're sent on a mission. Are we reaching here?
Let's say the players all quit the force (unlike Hellboy they're not prisoners)--does the Virtuality GM stop them? No--he or she doesn't--not if it's not what the GM thinks would happen. The situation may be unavoidable: Sauron is invading the whole world. It may be personal. Either way, the players aren't guaranteed to interact under virtuality.
The other assumption that usually takes place is that a totally unfair situation will not come up. Dragons dont attack without warning in the middle of the night, the village doesnt get surrounded by an army of genocidal warriors. In situations such as these there are always escape routes for the characters even if realistically there shouldnt be, otherwise they dont come up.
Well, no. Few games may begin with the players in a town surrounded by a genocidal army with no way out--but that doesn't mean it won't happen during the game. The very common case is where the players screw up and the cops get called and surround the building and ... there's no escape hatch.
Why not? Because it's not *realistic* for there to be one--meaing only "the GM doesn't think there'd be one." The GM may greatly *want* there to be one. The GM may consider this un-fun--but they triggered the silent alarm and the GM thinks that "what would really happen" is that the cops show up.
Oh--and the cops are unfair in terms of being a matched fight. I can attest.
All he can know about what should happen in the setting is that by the time the first movie starts all Jedi should be dead. Since that is the case the first scene could realistically be the pc's on a small shuttle about to be blasted by a star destroyer. That would give an answer to the "what if" question but I doubt it would be fulfilling to the players.
If the GM sets the game in a time where the PC's should be dead then the logistics of PC survival should be worked out before the game starts. If I want to play a mideval knight in your modern-day game then I should presumably spend the session roleplaying in a coffin?
What we're missing here (and the only place I even mildly want to clarify and expound on something Ralph said--this nigh-complete agreement getting spooky) is this:
Ralph:
The GM in a sim game does NOT control what the conflicts are. That is anathema to a sim...except to the extent that certain conflicts are built into the initial set up of the game (i.e. "This will be a game about Jedi who are being hunted by the Empire pre Rebellion")
It is my experience that what-if play can start from a fairly "tight" situation which does seem to impose conflicts on the players. There is a reason I wrote up my most recent game in the Actual Play forum. I believe it relates to these topics.
In this case the conflict, as Ralph astutely notes, is built into the initial set up. If there's no logical reason for the initial set up to follow the players then it has to be discarded. The GM doesn't *control* what the conflicts are in the sense that if Sauron is about to march, the PC's can still decide to run as far from Mordor as possible and decide to live their lives as rug-merchants in some other land--and it'll take a while for Sauron to find them. The GM doesn't force them to destroy the ring.
As Ralph also notes:
This is the same problem that comes up with Sim again and again. The style Caldis is describing (make sure there's an escape hatch, make sure the fights are balanced, etc.) doesn't match up with virtuality as I know it.
-Marco
On 8/11/2004 at 4:26am, Valamir wrote:
RE: Dramatism and Illusionism
But how can the conflicts not be controlled by the GM? In the example you give the GM decides what Imperial forces are on the planet the players begin, what they are doing, how powerful the force hunting the Jedi is. He sets the scene.
But that's not a conflict, that's just a situation.
Its what the players choose to have their characters do that creates the conflict.
Do they say "screw this, the odds are impossible and I never liked this planet much anyway...lets go to Tatooine and gamble on the pod races"? If so then they've turned their back on this situation and decided not to make a conflict out of it. Something they must be free to do in a Sim.
Do they say "we're some of the most wanted men in this sector. Lets turn ourselves in to the authorities in exchange for them leaving the peaceful people of this planet alone."? If so then they've now begun to frame the parameters for what the conflict will be.
Do they say "we're heading into the hill country where will train some flappy eared Jamaicans in guerrilla warfare tactics and make the Empire bleed until they withdraw off world"? If so they've come up with a completely different conflict from the same situation.
That's the power a Sim player has to frame their own conflict. That's what it means to make ones character the catalyst for conflict.
That desire to turn situation into conflict is not answering a what if question it's formulating one, and to me thats a seperate creative agenda from one that is trying to answer the question.
Nope, its the same one. They are seperate parts of the same thing. That's why I described Simulation as an experiment. Like any experiment first you decide what the experiment is...then you run it. Like any wargame, first you decide what variant scenario you want to test. Then you run it. In an RPG first you decide what Conflict you want to set in motion. Then you run it.
There is a one sided version where you aren't interested in what conflict to set in motion, you're just moving pieces around to see what happens for no other reason than to enjoy doing it. Its called exploration.
And that's the crucial difference why I so strongly disagree with Mike that Exploration and Sim are the same thing.
In Exploration you may get the same thrill from answering the "what if" question. But you have no desire to choose the "what if" that gets asked. You're perfectly willing to be spoon fed situations to run through because its in the running through them that joy is found. This is why participationists don't mind Force, and Illusionists don't mind Force as long as they don't have it shoved in their face.
But for a simulationist that first part, the desire to not just see what happens when a situation gets resolved...but to have the power to choose which conflicts to get involved with, is crucial. Its why Force doesn't work. Its why they don't play nice together.
And its not just a minor variant. Its about as fundamentally philosophically different as you can get.
Its also a very very proactive endeavor. Just like G and N are.
I
On 8/11/2004 at 1:44pm, contracycle wrote:
RE: Dramatism and Illusionism
If so then they've turned their back on this situation and decided not to make a conflict out of it. Something they must be free to do in a Sim.
Indeed. And if they are free to do so, who is to say they do not exercise that freedom? And that leads to the prospect that a large part (or all) of sim play chooses not to make conflicts. Which has more or less already been suggested in the idea that simn is conflict avoidant. At the very least, if Sim requires the freedom to decline conflict, then its value as a diagnostic feature vanishes.
Nope, its the same one. They are seperate parts of the same thing. That's why I described Simulation as an experiment. Like any experiment first you decide what the experiment is...then you run it. Like any wargame, first you decide what variant scenario you want to test. Then you run it. In an RPG first you decide what Conflict you want to set in motion. Then you run it.
I find this difficult to conceptualise. Specifically, I find this experimental behaviour difficult to conceptualise, let alone identify in actual play. I'd like to ask for examples of how you would see this sort of thing play out.
While I do agree that it is probable that there is a certain similarity between sim and scientific praxis, I'm not sure its safe to assume an identity. Could I not also claim that the fascination with cause and effect, working parts, and the potential for a reputation as a giant-killer make an attractive case for science as Gamism?
However, I simply have not encountered anything that I can construe as a sim player setting up an experiment. I've never had a sim player propose that play be directed toward a specific end to achieve a specific, informative, result. At least, not in a sense any more profound than the players control over their character being used to look over the next hill.
The nearest I can come to sim-as-experiment would be a recent event in which the player I identify most confidently as exhibiting a sim agenda had been reading about Venice and opined that it would be cool to play a character "who came from there". Thats it. I can see this as exploration - I can't see it really as an experiment, because it is not meaningfully bounded, or quantified, or measured. What strikes me most about simmers is there willingness to go wherever I send them, rather than a proactive attempt to formulate a theory and test it out.
Can you describe for us how you expect this proactive sim behaviour to appear in actual play?
On 8/11/2004 at 2:42pm, Valamir wrote:
RE: Dramatism and Illusionism
contracycle wrote:
Indeed. And if they are free to do so, who is to say they do not exercise that freedom? And that leads to the prospect that a large part (or all) of sim play chooses not to make conflicts. Which has more or less already been suggested in the idea that simn is conflict avoidant. At the very least, if Sim requires the freedom to decline conflict, then its value as a diagnostic feature vanishes.
Correct assertion. Incorrect conclusion. Of course they are free to decline conflict. And when they do they are engaging in raw fundamental roleplaying which we call Exploration and which is the foundation for all of the agendas. I fail to see how that isn't completely obvious at this point.
Now whether you choose to look at a sequence of Exploration, Exploration, Exploration, Sim, Exploration, Sim, Exploration as being Exploration punctuated by simulationist agenda or take the whole process and say that overall the sequence on a whole exhibits simulationist behavior doesn't really matter much.
But what you can't do is pull out an episode of Exploration and say "this is sim". No, its Exploration. It could be exploration as part of an overall Sim agenda, or it could be exploration as part of a Gamist or Narrativist agenda. Its just exploration, and exploration is held in common by all three. When we enter into a cycle of conflict we will see decisions being made that indicate an underlying agenda at work. In the absence of such a conflict existing and our ability to observe the player's response to said conflict, alls we have is Exploration.
I find this difficult to conceptualise. Specifically, I find this experimental behaviour difficult to conceptualise, let alone identify in actual play. I'd like to ask for examples of how you would see this sort of thing play out.
I think you're finding difficult only because you're looking for something unusual to jump out at you. I can't offer that. Functional Sim play looks quite ordinary. Just as with any other agenda there is no magic sign that says "hey we're playing sim now'.
I've given several examples already. But any occassion where the GM is establishing a situation and the players choices as to how to engage that situation is creating a conflict has the potential to be Sim. The setting up of the experiment can be witnessed in nothing more than the choice of which conflict to engage in.
When faced with an Imperial Invasion of a planet, do the Jedi's attempt to flee? If so then the players have set up the experiment "Lets see if we can escape from an entire Imperial army". Do the Jedi's attempt to launch guerilla raids from the hills? If so then the players have set up the experiment "Lets see what a group of insurregents backed by a couple of jedi can do to thwart an entire Imperial army". Do the Jedi's attempt to surrender in exchange for the army leaving the planet? If so then the players have set up the initial experiment of "Lets see if our negotiations, jedi powers, and the desire of the commander to win accolades for capturing us will convince him withdraw" followed by the experiment "Lets see if we can escape from Imperial captivity now that we've surrendered".
Each of these decisions by the players is a valid and plausible approach by their character to the situation the GM offered. But each is a very very different scenario of conflict. They aren't simply choosing these conflicts from a menu of "choose you own" conflicts offered by the GM in a branching scenario. The freedom of action required in sim play means the players have completely constructed these conflicts themselves from the raw material of the situation at hand. Given that they could do anything, their choices are creating the arena of the conflict...they are setting up the experiment.
Gamist, and Narrativist players often make the same kind of choices in determining which arena of conflict to pursue. That's part and parcel of the first part of my definition of Conflict...there must be a situation and the player must be committed to seeing that situation change.
This decision to engage in a conflict is what moves us away from raw Exploration and towards a Creative Agenda. The "proactive" part is what distinguishes Sim from Exploration. Not Sim from the other agendas. Its then in all of the decisions that are made over the course of that conflict cycle that will determine whether the agenda behind this conflict is a G, N, or S one.
On 8/11/2004 at 2:46pm, Marco wrote:
RE: Dramatism and Illusionism
While it's concivable that there might be sessions in which "nothing happens"--perhaps the players just conceptualize the characters sitting home and being bored ... or captured in a prison cell, unable or unmotivated to escape, and the group decides to play out every minute of it for some reason, I think these are extreme edge cases rather than any kind of norm.
And I think that if, truly, nothing is happening (there is no conflict, no adversity, etc.) then they might be said to be agenda-less or dysfunctional.
I think the relevance of the science experiment to the creative agenda may create some confusion (from the phenomena as I see it). For one thing, science is usually dispassionate in theory--but in practice I expect most scientists are emotionally invested in their results ("I just invented anti-gravity!"). I don't think this analogy bends quite the way people are bending it for roleplaying.
I don't see play as a science experiment exactly: for me, the what-if nature of the play is the methodology by which decisions are made--and my primary motivations are in character.
The primary goal of play is still entertainment (i.e. no one will be thrilled if the session is boring or collapses to anti-climax) but that is the risk that's taken because the value of play derrives from a mind-set that allows that to come to pass (as opposed to Participationist play where that is not allowed to come to pass).
What you're suggesting here:
Indeed. And if they are free to do so, who is to say they do not exercise that freedom? And that leads to the prospect that a large part (or all) of sim play chooses not to make conflicts. Which has more or less already been suggested in the idea that simn is conflict avoidant. At the very least, if Sim requires the freedom to decline conflict, then its value as a diagnostic feature vanishes.
Is that the players promptly avoid play of any sort and essentially do just about nothing.
In some cases (Sauron is marching and my character is in denial about taking the ring to Mt. Doom) that will simply heighten the tension--deciding not to decide is still a choice. The problem is still mine and won't go away.
In other circumstances the decision to avoid conflict--if no new conflict is found (a rich character retreats to his mansion and stays in bed all day, refusing contact with friends or family) is going to be something very like zilch-play which, as I said, seems a serious edge-condition.
-Marco
On 8/11/2004 at 3:11pm, contracycle wrote:
RE: Dramatism and Illusionism
Valamir wrote:
I think you're finding difficult only because you're looking for something unusual to jump out at you. I can't offer that. Functional Sim play looks quite ordinary. Just as with any other agenda there is no magic sign that says "hey we're playing sim now'.
OK. But then the problem is that we don't seem to have anything to discuss; we are looking at the same stuff and interpreting it in different lights. to me, the ordinary sim play you describe has not relationship to conflict and looks not much like experimentation. So at the moment, all I can say is that I think you are wrong.
When faced with an Imperial Invasion of a planet, do the Jedi's attempt to flee? If so then the players have set up the experiment "Lets see if we can escape from an entire Imperial army". Do the Jedi's attempt to launch guerilla raids from the hills? If so then the players have set up the experiment "Lets see what a group of insurregents backed by a couple of jedi can do to thwart an entire Imperial army". Do the Jedi's attempt to surrender in exchange for the army leaving the planet? If so then the players have set up the initial experiment of "Lets see if our negotiations, jedi powers, and the desire of the commander to win accolades for capturing us will convince him withdraw" followed by the experiment "Lets see if we can escape from Imperial captivity now that we've surrendered".
I concede that all those sentences parse correctly, but I do not agree that they are meaningfull. The bulk look primarily like gamist challenge to me - an "experiment" about some insurgents backed by rebel jedi looks a helluva lot like strategy and guts to me - so much so that it already appears to have exited Exploration into one of the prongs of the horseshoe. As such, it is by no means a convincing example of experimental sim play, in my eyes. that is why I really want specifics; I don't think its adequate to rephrase challenge as experiment, because a challenge is necessarily in some doubt like an experiment. I agree it can be done, but it is not meaningfull or helpful.
Each of these decisions by the players is a valid and plausible approach by their character to the situation the GM offered. But each is a very very different scenario of conflict. .... Given that they could do anything, their choices are creating the arena of the conflict...they are setting up the experiment.
The fact that character actions contribute to the content of the SIS does not, it seems to me, justify describing them as experimental, nor as indication that challenge is significant. I might choose between crossing the road over here, or crossing it over there, but this choice does not seem to me to indicate that I have nows formulated an experiment.
I guess a big part of why I object to the experimental phrasing is that an experiment to me is purposeful activity. I think you need to have some idea of what the outcome would or should be. Going down to the woods to see whats there is not an experiment, its exploration. Testing the lethality of falling off cliffs is an experiment within Ex-Sys, I think, because there is a pre-existing expectation which the experiment will confirm or deny.
I don't see exploration as experiment, and I dont see meaningfull experimentation with any frequency in play, as far as I am aware. When I do see it, I suspect its often gamists trying to turn a gamble into a crunch.
This decision to engage in a conflict is what moves us away from raw Exploration and towards a Creative Agenda. The "proactive" part is what distinguishes Sim from Exploration. Not Sim from the other agendas. Its then in all of the decisions that are made over the course of that conflict cycle that will determine whether the agenda behind this conflict is a G, N, or S one.
From where I sit, this proactive part has yet to be shown or identified or even properly described. Seeing as I do not recognise the phenomenon that is alleged to arise when sim, motivated by conflict, goes proactive, I also do not see the necessary role of conflict.
On 8/11/2004 at 3:44pm, Valamir wrote:
RE: Dramatism and Illusionism
Hey Gareth, I'm not gonna go around and around with you on this. Its a freakin' analogy. Its one that resonates with me. If it doesn't with you because you have a different perception of what an experiment is...fine. Frankly nothing in your last post seems any more compelling to me than mine did to you.
It isn't all that important to the point of my essay.
But I will point out that your willingness to ascribe gamist motives to a single sentence of conflict set up...is horrendously misguided. Leaping to snap Agenda conclusions invariably causes more grief and confusion than anything.
On 8/11/2004 at 5:33pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
The question I have, Ralph, is whether or not this mode of play as described can be shown to exist. I see sim as something that I do, and have no problem with the definition for as is. MJ seems to be the only real advocate for sim as something else who has examples of play that back this. That is, he's the "vocal" person rejecting the definition. Possibly Marco as well, but he's got a much more central position, I think.
The problem with MJ's points is that I think he's defining a phenomenon, but that it's not a mode because it doesn't represent a type of play that conflicts with the other two on the level that modes do. If at all. That is, "what if," discovery, these are not "the dream" to use Ron's term. These are additional to the dream. Now, you're calling these additions a mode (implying that the basic exploration is not one). The point is that the friction between the modes of gamism and narrativism both with simulationism is in terms of players not being willing to, in certain circumstances, go "beyond" exploration to do the things in question. That is, the priority is not to damage exploration by doing these other things.
Where's the mutual exclusivity of "What if" and N or G? Without talking about dysfunctional My Guy play, where is the asking of this question that bothers the G and N players? This is not a phenomenon that I'm aware of. Yes, it's a phenomenon that some players want this - it's just not a mode in GNS terms.
Mike
On 8/11/2004 at 6:21pm, Marco wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote:
Where's the mutual exclusivity of "What if" and N or G? Without talking about dysfunctional My Guy play, where is the asking of this question that bothers the G and N players? This is not a phenomenon that I'm aware of. Yes, it's a phenomenon that some players want this - it's just not a mode in GNS terms.
Mike
What-if (Virtuality) won't (intentionally) produce story and can't (IMO) be said to be "story now." That conflicts with N.
What-if won't guide you (consistently) to interesting challenges for the group. There can be anti-climax, avoidance, etc. That conflicts with G.
What-if won't (necessiarily) get you a good story in the transcript of play (a proposed value of participationism).
-Marco
On 8/12/2004 at 7:49am, contracycle wrote:
RE: Dramatism and Illusionism
Valamir,
But I will point out that your willingness to ascribe gamist motives to a single sentence of conflict set up...is horrendously misguided. Leaping to snap Agenda conclusions invariably causes more grief and confusion than anything.
I said it LOOKED LIKE IT to me, I didn't say I was ready to sacrifice my children on an altar to demonstrate my faith that it was. If you can show in more detail why its is not strategy andf guts, I am more than willing to engage in that description.
Marco:
What-if (Virtuality) won't (intentionally) produce story and can't (IMO) be said to be "story now." That conflicts with N.
What-if won't guide you (consistently) to interesting challenges for the group. There can be anti-climax, avoidance, etc. That conflicts with G.
What-if won't (necessiarily) get you a good story in the transcript of play (a proposed value of participationism).
All of those seem a like like default sim to me, which will also not purposefully produce story and may discount challenge. So the term virtuality here, as characteristic of "what if", seems itself indistingishable from bog standard sim.
And it is unremarkable that sim doesn't server other agendas; so in this regard, the alleged exlcusivity of What If with N and G is only because... its sim by another name.
There is nothing inherent to the asking of what if questions that cannot appear in G and N (and I think it must appear in G); questionining, explorative behaviour is common in all modes.
On 8/12/2004 at 11:24am, Marco wrote:
RE: Dramatism and Illusionism
contracycle wrote:
Marco:What-if (Virtuality) won't (intentionally) produce story and can't (IMO) be said to be "story now." That conflicts with N.
What-if won't guide you (consistently) to interesting challenges for the group. There can be anti-climax, avoidance, etc. That conflicts with G.
What-if won't (necessiarily) get you a good story in the transcript of play (a proposed value of participationism).
All of those seem a like like default sim to me, which will also not purposefully produce story and may discount challenge. So the term virtuality here, as characteristic of "what if", seems itself indistingishable from bog standard sim.
And it is unremarkable that sim doesn't server other agendas; so in this regard, the alleged exlcusivity of What If with N and G is only because... its sim by another name.
There is nothing inherent to the asking of what if questions that cannot appear in G and N (and I think it must appear in G); questionining, explorative behaviour is common in all modes.
Well, yes, they do look like Sim--but What-if is, IME, contradictory to either using illusionist techniques or playing in a game where illusionist techniques are acceptable. That was what started this thread.
And there *is* clearly a mode where using/playing-with those techniques are acceptable.
I think your last paragraph proves that no mode need be absolute (certainly what-if type thinking will appear in all modes)--but if it's a predominat tool for the GM and/or a predominant expectation of the players then you get "Virtuality."
If you expect the GM to keep things moving, keep things interesting, and/or tend a story as a predominant agenda then you get Participationism.
If you lump them both together you get a plethora of "What is Sim?" threads.
-Marco
On 8/12/2004 at 2:09pm, Mike Holmes wrote:
RE: Dramatism and Illusionism
Marco wrote: What-if (Virtuality) won't (intentionally) produce story and can't (IMO) be said to be "story now." That conflicts with N.That's the same sort of tautological argument that Ralph is railing against. "What if" doesn't allow story now, so it's another mode. Why? Why doesn't "what if" allow story now? I propose that any "experiment" to have an "impact" on the player, falls under the sort of decision that Ron describes all the time as narrativism. See the section of the essay labeled something like, "What, I'm playing Narrativism?" Ron makes the description so wide that I really can't see any decision not falling under either that, or gamism.
What-if won't guide you (consistently) to interesting challenges for the group. There can be anti-climax, avoidance, etc. That conflicts with G.
What-if won't (necessiarily) get you a good story in the transcript of play (a proposed value of participationism).
And I really think this is what's going on. There are two goals with conflict - either you want to "win" (address player challenge) or you want to create theme in Ron's broadest sense. "Simulationism" relates to how willing you are, when the chips are down, to break a certain level of suspension of disbelief creating technique in order to get to this point.
People keep thinking that when I say this that I'm saying that G and N don't have plausibility or aren't based on exploration. Which I say is wrong. Because in most cases, you have conguence. The only time you can "tell" which mode is being employed, is when the gamism motive "shows" or the narrativism does, or there is a conspicuous absence of these (which, again, is likely to come about during actual conflcits but I posit can occur during any part of play - "about conflict" does not mean "only discernable with conflict").
Further, it's precisely my supposition that all games have some level of Simulationism, if you see it as support for exploration. That is, the only "conflict" between these things are when push comes to shove, and you go from a high level of plausibility (in terms of visibility of player intent) to a slightly lower one, not to a lack of plausibility. There is a certain level of plausibility that all groups have as a threshold which they will not dip below. The rule with an agenda is not that you shouldn't remain as plausible as possible all the time (in fact, most decisions are this plausible, and congruent), but that when you need to you can go as low on the plausibility scale as the threshold will allow. Beyond that, players get crinkled noses and dissaproving looks.
Simulationism, then is just having a very high threshold. Such that you can't see the Gamism or narrativism often if at all. Not that the motives aren't there. Just that you aren't allowed to go below that threshold that makes them invisible. Which is, yes, visible itself, and for a player in another mode is problematic.
These are the places where the GNS conflicts occur. Any model that doesn't consider where the conflicts actually exist, what makes the modes problematic with each other, or at least substantively different, is another sort of model entirely, and has all the ancient problems that the lack of mutual exclusivity (or, more precisely, the eventual need to be decided during an "instance" of play) bring about. Namely that everything becomes analyzable as an equal hybrid, and then you have the idea that you can create a game without conflicting modes of play, yadda, yadda.
Mike
On 8/12/2004 at 6:15pm, Marco wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote:That's the same sort of tautological argument that Ralph is railing against. "What if" doesn't allow story now, so it's another mode. Why? Why doesn't "what if" allow story now? I propose that any "experiment" to have an "impact" on the player, falls under the sort of decision that Ron describes all the time as narrativism. See the section of the essay labeled something like, "What, I'm playing Narrativism?" Ron makes the description so wide that I really can't see any decision not falling under either that, or gamism.
What-if won't (necessiarily) get you a good story in the transcript of play (a proposed value of participationism).
Emphasis added.
If Story-Now means "player is emotionally involved with an experiment" then it's even more miss-named then I'd thought. I admit, I don't really know what Story Now means, if not Author Stance ("story on purpose") or something to do with player meta-game support concerning the creation of premise--but if what-if thinking on the GM and player's part leads to Story Now then I believe that, along with your proposition, the definition of Narrativism could be greatly simplified.
And I really think this is what's going on. There are two goals with conflict - either you want to "win" (address player challenge) or you want to create theme in Ron's broadest sense. "Simulationism" relates to how willing you are, when the chips are down, to break a certain level of suspension of disbelief creating technique in order to get to this point.
This is sort of the Beeg Horshoe with Simulationism as your HL index in CTI? Maybe something like that? I have some sympathy for that idea, really.
But I think the models are mixing in several things:
1. Where the value of play to the participant comes from.
2. Methods/priorities of decision making of the participants (perhaps most importantly the GM).
3. Stances the player wants to use.
What a person values from play and how they go about getting there can be two very different things. I value something I would identify as story (meaning a certain complexity of plot and a general rise of action to climax in a way that allows for character development or at least emotional resonance)--but I don't want to go about it through Participationist-style thinking (which would guarantee that I get that)--so I'm willing to take the risk that it doesn't happen "perfectly" ... or even ... at all.
To describe how this works from an "agenda" standpoint will need something like your two-axis system or it'll get pushed down under a given style (Sim?) where there are massive discrepancies with other stuff in the same style and the similarities are, IMO, trivial compared to the differences between them.
People keep thinking that when I say this that I'm saying that G and N don't have plausibility or aren't based on exploration. Which I say is wrong. Because in most cases, you have conguence. The only time you can "tell" which mode is being employed, is when the gamism motive "shows" or the narrativism does, or there is a conspicuous absence of these (which, again, is likely to come about during actual conflcits but I posit can occur during any part of play - "about conflict" does not mean "only discernable with conflict").
Some big proponents of Nar play have said effectively that plausibility (or something approaching that ... attention to the way a given phenomena really works?) will be sacrificed for better story. I don't believe this is or should be a defining feature of anything (neither good writing nor of good RPG sessions) -- but as far as that statement goes, I would say it's out there in the discussion (although I wouldn't attribute it to you).
Further, it's precisely my supposition that all games have some level of Simulationism, if you see it as support for exploration. That is, the only "conflict" between these things are when push comes to shove, and you go from a high level of plausibility (in terms of visibility of player intent) to a slightly lower one, not to a lack of plausibility. There is a certain level of plausibility that all groups have as a threshold which they will not dip below. The rule with an agenda is not that you shouldn't remain as plausible as possible all the time (in fact, most decisions are this plausible, and congruent), but that when you need to you can go as low on the plausibility scale as the threshold will allow. Beyond that, players get crinkled noses and dissaproving looks.
Simulationism, then is just having a very high threshold. Such that you can't see the Gamism or narrativism often if at all. Not that the motives aren't there. Just that you aren't allowed to go below that threshold that makes them invisible. Which is, yes, visible itself, and for a player in another mode is problematic.
These are the places where the GNS conflicts occur. Any model that doesn't consider where the conflicts actually exist, what makes the modes problematic with each other, or at least substantively different, is another sort of model entirely, and has all the ancient problems that the lack of mutual exclusivity (or, more precisely, the eventual need to be decided during an "instance" of play) bring about. Namely that everything becomes analyzable as an equal hybrid, and then you have the idea that you can create a game without conflicting modes of play, yadda, yadda.
Mike
This describes where certain GNS conflicts occur-but I don't think it describes where modes of decision making occur and, as I said, I think these are as severe and consequential (if not moreso) than the differences between the three described agendas.
So while I think some bases get covered with three GNS bins, some don't--and while people can say "that's accounted for because of intra-style differences" I don't know that that's marginalizing the Virtuality/Participationism difference which is as predominant, IME, as any people-game-for-different-reasons schism going: in other words, to not include it as a top-level issue is, model-wise, incorrect (IMO).
A model that doesn't identify that issue as a major one is, essentially, a blurry lens when it comes to clarifying certain problems.
-Marco
On 8/12/2004 at 10:51pm, Lee Short wrote:
RE: Dramatism and Illusionism
Mike Holmes wrote: The question I have, Ralph, is whether or not this mode of play as described can be shown to exist. I see sim as something that I do, and have no problem with the definition for as is. MJ seems to be the only real advocate for sim as something else who has examples of play that back this. That is, he's the "vocal" person rejecting the definition.
There's a reason for this. The view of simulationism which Ralph objects to (properly, IMO) is pervasive here at The Forge. I would suggest that any actual GDS simulationist who shows up here very quickly comes to the conclusion that his play style is clearly not understood and that he faces an overwhelming amount of work to make it understood. Unless he's a glutton for punishment, he will either quickly leave the Forge or at least keep out of the GNS discussions. That was my experience here, and from email discussions I know that I am not alone.
On 8/13/2004 at 12:21am, Caldis wrote:
RE: Dramatism and Illusionism
Marco wrote:
The fact is, in virtuality--"what-if"--style play the GM will be asking him or herself "what would really happen here?"
That's what makes it distinct from other styles.
This is where GNS differs from GDS (at least the GDS I'm acquainted with from rgfa), it's not about what the people are thinking or how they are making decisions it's about the observable behavior that develops. What's observable is not a search for what would really happen but a committment to the SiS that requires a level of plausibility of the events. Not a search for the most realistic result but one that doesnt cause disbelief in the imagined reality.
I think it's a fair assumption that the game will involve the players and some situation. But let's say the players are a paranormal swat-team ... like Hellboy ... and the situation is: they're sent on a mission. Are we reaching here?
Let's say the players all quit the force (unlike Hellboy they're not prisoners)--does the Virtuality GM stop them? No--he or she doesn't--not if it's not what the GM thinks would happen. The situation may be unavoidable: Sauron is invading the whole world. It may be personal. Either way, the players aren't guaranteed to interact under virtuality.
Let's look at your example then. The Hellboy swat team have quit the force, the gm decides the most realistic outcome is the government will have them black balled and they are unable to find any free lance work or any situations of conflict. The players decide that it's most realistic that their characters will not turn to crime so they either have the choice of returning to the Hellboy team or moving to mundane occupations like bartenders, labourers or accountants.
The what if question is answered but I dont think the play is fulfilling to anyone. There is an inherent feature of the social contract that we are coming together to play out an interesting situation, to accomodate that either the players will have to participate with the gm's plot or the gm will bend his view of what's realistic and participate in the players choices and allow for new conflicts to develop even if they shouldnt.
If the GM sets the game in a time where the PC's should be dead then the logistics of PC survival should be worked out before the game starts. If I want to play a mideval knight in your modern-day game then I should presumably spend the session roleplaying in a coffin?
I dont think this willingness to allow the unrealistic pertains only to before play. I think it's allowed during play as long as what is brought up has a plausible reason, not the most realistic but plausible. I read your latest example of play in the Actual play forum and I think it's an example of this. When your players asked the native tribe to help even though they had tried to end the world it doesnt seem like the most realistic result, a plausible one but not the most realistic.
Now it may seem like I'm defending the status quo and to an extent I am. I believe the definition of sim is a valid one and it describes an accurate break in creative agendas, ones that can cause arguments. I do however think that there are other lines that can cause just as much conflict between players. Virtuality vs. Participationism is one such break, for gamists the player who is competing against his fellow players in a group that is playing as a team against the gm is another such break.
Mike's new 3d model may be a better representation but I'm not entirely sure yet, still mulling it over.
On 8/13/2004 at 1:14am, Marco wrote:
RE: Dramatism and Illusionism
Caldis wrote:
This is where GNS differs from GDS (at least the GDS I'm acquainted with from rgfa), it's not about what the people are thinking or how they are making decisions it's about the observable behavior that develops. What's observable is not a search for what would really happen but a committment to the SiS that requires a level of plausibility of the events. Not a search for the most realistic result but one that doesnt cause disbelief in the imagined reality.
GNS and GDS are about a lot of things in this arena. Ultimately if I can use GNS terms to express a goal or preference (which, clearly, I can) and I can use GDS terms to do the same (which, clearly, I can) then the distinction you are drawing isn't especially important.
If I tell you I want Narrativist play from the group--or GDS Simulationist play from the group, you can parse what I mean either way and whether you measure a response to that request as observed-behavior, intent, or mode of thought, the information content communicated is of the same type.
Let's look at your example then. The Hellboy swat team have quit the force, the gm decides the most realistic outcome is the government will have them black balled and they are unable to find any free lance work or any situations of conflict. The players decide that it's most realistic that their characters will not turn to crime so they either have the choice of returning to the Hellboy team or moving to mundane occupations like bartenders, labourers or accountants.
The what if question is answered but I dont think the play is fulfilling to anyone. There is an inherent feature of the social contract that we are coming together to play out an interesting situation, to accomodate that either the players will have to participate with the gm's plot or the gm will bend his view of what's realistic and participate in the players choices and allow for new conflicts to develop even if they shouldnt.
Well, Caldis, you can assert that a virtualist GM would do something to intervine or would break the commitment to Virtuality but I could as easily argue that a Narrativist GM will eventually rope a character back "into line" for the "sake of the Narrative." If a player decides to have his character jump off a cliff the consequences will also "break the social commitment to situation being interesting" but no GM will save him.
If you don't see these as the same thing, consider this: for the same reasons you don't quit your job in real life, the virtuality character might not quit their job with the government: because doing so would, likely, suck.
If the GM steps in to make sure it doesn't suck then the players say "well, I can do whatever I want and it doesn't matter because there's no downside ... unless we stump the GM ... but that's okay. If he's stumped then he'll just prevent us from doing something that stumps him."
And that kind of social contract (Participationism) gets lumped with Virtuality and it's a major blind spot.
Consider this: GDS essentially lumped something like Participationism with Narrativisim. If I told you that the two forms of play were baiscally identical but for, oh, some minor style variations would you agree? I doubt it.
I dont think this willingness to allow the unrealistic pertains only to before play. I think it's allowed during play as long as what is brought up has a plausible reason, not the most realistic but plausible. I read your latest example of play in the Actual play forum and I think it's an example of this. When your players asked the native tribe to help even though they had tried to end the world it doesnt seem like the most realistic result, a plausible one but not the most realistic.
I agree that, ultimately, no one will ever really know what "really would've happened." All decisions will fall somewhere on a spectrum of plausibility and two hard-core virtualists could decide to spend their days arguing over which Kaiju would really beat which.
But that's missing the point: the mode of play is about commitment to "what I think is plausible" vs. "what I think would be a good story" (in the rawest of GDS terms).
In your case of the Jedi, you state that he should be dead so the player will get two seconds of in-game play before he's vaporized. If the GM is damn sure that's what would happen then the character's a no-go. If the GM thinks the character is plausible (maybe under "some condtions" then it's a go).
But if you factor out the gray areas and the congruence and get to a point where the GM has to decide between story and 'reality' then there's as big a difference as a player who decides between 'reality' and 'Premise.'
Now it may seem like I'm defending the status quo and to an extent I am. I believe the definition of sim is a valid one and it describes an accurate break in creative agendas, ones that can cause arguments. I do however think that there are other lines that can cause just as much conflict between players. Virtuality vs. Participationism is one such break, for gamists the player who is competing against his fellow players in a group that is playing as a team against the gm is another such break.
Mike's new 3d model may be a better representation but I'm not entirely sure yet, still mulling it over.
My problem with saying that V-vs.-P isn't the N-vs-G is, to date, other than asserting it's true, I don't see any argument for it.
I see some trivial similarities in modes of GNS Sim (and, honestly, I see more similarities between Nar and Participationism than I see with Virtuality and Participationism) but I see far more dramatic differences.
-Marco
On 8/13/2004 at 7:26am, contracycle wrote:
RE: Dramatism and Illusionism
Well, Caldis, you can assert that a virtualist GM would do something to intervine or would break the commitment to Virtuality but I could as easily argue that a Narrativist GM will eventually rope a character back "into line" for the "sake of the Narrative." If a player decides to have his character jump off a cliff the consequences will also "break the social commitment to situation being interesting" but no GM will save him.
Marco, I think you have grossly misunderstood Caldis argument. The point was that strict adherence to alleged "virtuality" (if such a thing exists), or more accurately IMO, the simulation, it can still lead to play that is Not Fun. And what we see in practice - certainly in my experience anyway - is that when even committed Sim players face the choice between a simulation of something boring, and a quick metagame negotiation to do something more interesting, they adopt the latter. Otherwise, we should be seeing games like Watching: The Paint Dry and Watching: The Grass Grow.
That is not at all you interpretation, which assumes a large degree of intent: you claim that it is the GM forcing them back into line. Where does this emerge from Caldis description?
And that kind of social contract (Participationism) gets lumped with Virtuality and it's a major blind spot.
Why? I mean, is virtuality an actually accepted, observable phenomenon yet? Not to me - I can't distinguish it from bog standard sim, on the characteristics given. OTOH, I do think that participationism falls under sim, and I agree with Mike that the participationist mode of engaging with the Sim CA is contradictory to Gamism, and I would expect to see a classic GNs conflict under those conditions.
Quite a big chunk of the rest of your argument makes no sens eto me at all I'm afraid, swerving as it does from sim to gam to narr and alleged virtuality and referencing GDS... I do not follow, and it seems awfully as if you are arguing your conclusion.
On 8/13/2004 at 11:09am, Marco wrote:
RE: Dramatism and Illusionism
contracycle wrote: Marco, I think you have grossly misunderstood Caldis argument. The point was that strict adherence to alleged "virtuality" (if such a thing exists), or more accurately IMO, the simulation, it can still lead to play that is Not Fun. And what we see in practice - certainly in my experience anyway - is that when even committed Sim players face the choice between a simulation of something boring, and a quick metagame negotiation to do something more interesting, they adopt the latter. Otherwise, we should be seeing games like Watching: The Paint Dry and Watching: The Grass Grow.
That is not at all you interpretation, which assumes a large degree of intent: you claim that it is the GM forcing them back into line. Where does this emerge from Caldis description?
Emphasis added.
Contracycle,
When Caldis says this:
to accomodate that either the players will have to participate with the gm's plot or the gm will bend his view of what's realistic and participate in the players choices and allow for new conflicts to develop even if they shouldnt.
(Emphasis added)
That's precisely what I'm responding to. Neither needs to happen. There is a third alternative. The situation and setting (usually what was referrd to by you, I think, as both foreground and background) is designed to be pregnant with interest (both intellectual and emotional and relevant to the players and the characters)--and the players/characters interact with both fore-ground conflicts and back-ground environment. It won't be with the GM's "plot" (a word that, IMO, regretabbly, means, on The Forge a pre-determined outcome)--there won't be a 'plot.'
And the GM doesn't have to bend his situation/interpertation of "reality"--the players will explore avenues that seem interesting simply because they're consistently portrayed that way or logically ought to be (one might resonably expect an elite paranormal private investagor's life to be interesting if not blackballed entirely). This is why Mike's Middle Earth example is probably not well suited to a Virtuality game where a high tempo of play (quickly occurring interesting events) is preferred: a sparsely populated fantasy world with no intrinsic starting-situation beyond "here you are on the map" is not the best bet for finding out "what-if" when the players want constant action.
If, in the fairly extreme situation* of the Hellboy scenario, the players might decide that since quitting the team will result in them being blackballed and they aren't willing to turn to a life of crime, what they will do instead, perhaps, is do a great job, advance in rank, and then change their organization from the inside. They might also decide to "frag their commander" or perform some "intentional incompetence"--or otherwise address whatever issue is making them want to quit.
If the players are driven to want to quit and there's no good option for them then we have a failed game that may not be deemed dysfunctional by the participants (it may not blow up in an argument). Next time, I'll say, let's make characters who believe in the organization we can't reasonably quit or easily change--or let's make it one that we as players can get behind. But what Caldis is proposing is that this change will happen during the game to salvage it. It doesn't--not under a strong commitment to virtuality.
What we see in practice is a situation and setting that is chosen for it's intrinsic interest (to players and characters) and the PC's and GM play around in that experiment. That's front-loaded. You don't play "guys on the other side of the planet with no relation to the interesting stuff that's going on." But neither are you constrained to follow the GM's plot.
The third solution (and, IME, the actual one) is that the players work from internal causes with a what-if mentality (expected by the players, enacted on the part of the GM) making decisions to react to and act on the world. Because there's a lot of inherent interest (just exactly the same way that Narrativist play has Premise--and, I'd say that the "interest" is precisely the same in engrossing Sim--human experience type stuff, intellectually interesting stuff too) the game doesn't become Drying Paint: The Watching.
But if you think I've misunderstood, ask Ralph. He started the thread and he noted that exactly the kind of thought Calids proposes ("The players must agree to play in the GM's plot or the GM must bend his idea of what's realistic to make things more interesting") is exactly what I'm saying doesn't fit with a very discernable form of gaming.
Quite a big chunk of the rest of your argument makes no sens eto me at all I'm afraid, swerving as it does from sim to gam to narr and alleged virtuality and referencing GDS... I do not follow, and it seems awfully as if you are arguing your conclusion
I'm not surprised you say that. Having had PM conversations with you, it's clear we don't see eye-to-eye on many things. But if you consider that there is no good term for what I am describing in GNS other than virtuality and no good term for what GDS calls Dramatism in your lexicon, that might illustrate how the language you prefer to use doesn't really suit you here.
-Marco
* Note: this is, IMO, an example of 'moving the goal posts.' In the original example I had the players decide to quit as a viable example of how they could avoid the GM's plot. I'd said "look, unlike the movie, in this case the character's aren't prisoners so they can decide not to engage with this plot."
Here that has been "examined" and re-cast as a non-viable alternative (being hunted by their former employers, which was the situation removed from example A, has been replaced with an equally absolute and dire "black balling.")
Well, let's just assume they were prisoners like in the movie then. Then their choice about engaging with the situation is either determined at char-gen time/the start of the game ("You're in prison, that's the situation") and choices not to engage become matters of personal response ("I prefer not to") rather than major mutations to story-arc events.
But the choice is still there.
On 8/13/2004 at 11:25am, contracycle wrote:
RE: Dramatism and Illusionism
Marco wrote:
That's precisely what I'm responding to. Neither needs to happen. There is a third alternative. The situation and setting (usually what was referrd to by you, I think, as both foreground and background) is designed to be pregnant with interest (both intellectual and emotional and relevant to the players and the characters)--and the players/characters interact with both fore-ground conflicts and back-ground environment. It may not be with the GM's "plot" (a word that, IMO, regretabbly, means, on The Forge a pre-determined outcome)--there won't be a 'plot.'
How is this not existing GNS Sim?
If, in the fairly extreme situation* of the Hellboy scenario, the players might decide that since quitting the team will result in them being blackballed and they aren't willing to turn to a life of crime, what they will do instead, perhaps, is do a great job, advance in rank, and then change their organization from the inside. They might also decide to "frag their commander" or perform some "intentional incompetence"--or otherwise address whatever issue is making them want to quit.
It seems to me you want it both ways; you want play to explore What If, but when certain What If's are likely to be dull, then others are selected that are more interesting. So this is not really the exploration of a what if at all; its the avoidance of one.
But what Caldis is proposing is that this change will happen during the game to salvage it. It doesn't--not under a strong commitment to virtuality.
But, A) it does in my experience, and B) your response is that it does, because instead of quitting you propose they find something more interesting, or restart with a new social contract specifying that the particular "what if... we quit" is not to be explored. So this does not appear to show the claimed commitment to virtuality. If the players were all committed to virttyuality, they should have stuck with the black-balling to fully explore the What If.
I'm not surprised you say that. Having had PM conversations with you, it's clear we don't see eye-to-eye on many things. But if you consider that there is no good term for what I am describing in GNS other than virtuality and no good term for what GDS calls Dramatism in your lexicon, that might illustrate how the language you prefer to use doesn't really suit you here.
But I do have a good term for Dramatism in my lexicon: Participationism.
And I can't see the need for the term virtuality if it cannot be described by features that distinguish it from GNS sim.
Here that has been "examined" and re-cast as a non-viable alternative (being hunted by their former employers, which was the situation removed from example A, has been replaced with an equally absolute and dire "black balling.")
But, if that is what alleged Virtuality produces, then that is what virtuality produces, isn't it? If the presumption is strict adherence to in-game cause and effect, then that blackballing by the employers may well be a naturally arising effect. There is no need to presume at all the GM is being coercive here; the GM is just running the model to its logical conclusion, arguably. Certainly, that was the scenario given.
On 8/13/2004 at 1:28pm, Caldis wrote:
RE: Dramatism and Illusionism
Marco wrote: Well, Caldis, you can assert that a virtualist GM would do something to intervine or would break the commitment to Virtuality but I could as easily argue that a Narrativist GM will eventually rope a character back "into line" for the "sake of the Narrative." If a player decides to have his character jump off a cliff the consequences will also "break the social commitment to situation being interesting" but no GM will save him.
I'm not arguing that the GM would break the commitment to the virtuality, I'm just arguing that the commitment to virtuality isnt what has been described. It's not an attempt to discover what is the most realistic outcome, not a scientific simulation trying to provide an answer, but one where plausibility is required to give the virtuality an air of realism and the possibility of being true.
I'm not saying that play cant grind to a halt under virtuality because realism demands it. I'm saying if there is a plausible out, even if it's not the most realistic, then it's an acceptable venue to take the exploration.
Consider this: GDS essentially lumped something like Participationism with Narrativisim. If I told you that the two forms of play were baiscally identical but for, oh, some minor style variations would you agree? I doubt it.
Actually given my understanding of what GDS was looking at I can agree with that, or rather that they both flow from the same quadrant of the GDS triangle. They both want Drama and from my understanding of GDS it's all about the intent behind the decisions made during play so they could be lumped together. However the difference where GNS is concerned is the resulting play, does the player get to actually make decisions that create drama. These are slight differences but they have huge consequences and make a vast difference if you are talking GNS or GDS, you arent really talking about the exact same thing.
But that's missing the point: the mode of play is about commitment to "what I think is plausible" vs. "what I think would be a good story" (in the rawest of GDS terms).
In your case of the Jedi, you state that he should be dead so the player will get two seconds of in-game play before he's vaporized. If the GM is damn sure that's what would happen then the character's a no-go. If the GM thinks the character is plausible (maybe under "some condtions" then it's a go).
But if you factor out the gray areas and the congruence and get to a point where the GM has to decide between story and 'reality' then there's as big a difference as a player who decides between 'reality' and 'Premise.'
I agree with all of that, maybe I'm picking nits but the change of the word realistic to plausible makes all the difference to me. The goal of simulationism isnt to answer a scientific 'what if' question it's to play out situations that have an air of believability to them so the experience feels real.
My problem with saying that V-vs.-P isn't the N-vs-G is, to date, other than asserting it's true, I don't see any argument for it.
I see some trivial similarities in modes of GNS Sim (and, honestly, I see more similarities between Nar and Participationism than I see with Virtuality and Participationism) but I see far more dramatic differences.
Try looking at it this way.
Under GNS all gamists are concerned with the challenges that come up in the game.
The simulationist is concerned with the plausibility of the game and that what happens feels believable.
All narrativist players want to be creating drama.
Participationists are engaging in a game where believability of the result is just as important as it is to the Virtualist, the only difference is in who controls the flow of the plot.
On 8/13/2004 at 1:29pm, Marco wrote:
RE: Dramatism and Illusionism
contracycle wrote:
How is this not existing GNS Sim?
It is GNS Sim--a subset of it (Virtuality) which is lumped in with Participationism and GNS declares the two similar. And they are, in the same way that Participationism and Narrativism are similar, i.e., trivially.
It seems to me you want it both ways; you want play to explore What If, but when certain What If's are likely to be dull, then others are selected that are more interesting. So this is not really the exploration of a what if at all; its the avoidance of one.
Well, it seems that way because the goal-posts were moved. I said "Quitting is viable--and the GM's situation involves not-quitting, so quitting is a functional avoidance of that situation, and we explore quitting."
Caldis moved the goalposts back to "quitting is not a functional solution" so the players go elsewhere. The idea that any idea the players come up with must be functional and interesting is Participationism of a sort (one that's likely to be very taxing for the GM).
The situation that presumes that the players explore quitting in a boring manner is as follows (this is the most-likely fit from what I've been given as I presently see it):
1. The situation apparently allows them to quit (they can "resign their commissions").
2. The players do quit.
3. The GM, essentially without warning, has them be blackballed to the point where only a life of crime is viable (I would question the feasibility of this as a player--it sounds railroady to me--but I'll assume it's reasonable in the game).
4. The players try various things, roleplay out the downward spiral of hopelessness of not being able to find work, and eventually the characters and players give up, and we move to another game.
I have seen that happen--but the sailent points are:
Point 3: the GM either springs this on the players with no warning (in which case it is questionable that it follows from internal causes) or warns them that "if you quit the government will never forgive you and is all powerful in controlling your employment."
That warning alone smacks of Participationist thinking (what if the characters leave the country and start Ghostbusters UK?)--but if the warning is given (and the closer to actual-play situation is "Sauron is *unbeatable* unless you destroy the ring--and he will sieze the world and cast it into misery and dispair.") the idea that the players decide to go through with it it means that they have interest in that outcome.
Note: complete surprises are possible (who knew the Government could and would do that--but it's clearly consistent that they could and makes sense that they would)--and that's an area that is risked in Virtuality gaming, IME.
But, A) it does in my experience, and B) your response is that it does, because instead of quitting you propose they find something more interesting, or restart with a new social contract specifying that the particular "what if... we quit" is not to be explored. So this does not appear to show the claimed commitment to virtuality. If the players were all committed to virttyuality, they should have stuck with the black-balling to fully explore the What If.
Well, in your experience if it happens (A) then it's not a high commitment to Virtuality. It's more like Participationism ... or something.
But I do have a good term for Dramatism in my lexicon: Participationism.
And I can't see the need for the term virtuality if it cannot be described by features that distinguish it from GNS sim.
Well, I didn't come up with it. I didn't even latch on to it first. I didn't start this thread and I didn't propose Mike's 3D model. So, you know, if I'm alone in thinking there might be a place for it that's news to me.
But, if that is what alleged Virtuality produces, then that is what virtuality produces, isn't it? If the presumption is strict adherence to in-game cause and effect, then that blackballing by the employers may well be a naturally arising effect. There is no need to presume at all the GM is being coercive here; the GM is just running the model to its logical conclusion, arguably. Certainly, that was the scenario given.
The GM isn't being coercive--what's unclear is why the players chose that course of action in the face of such sanctions. If the conflict in the game is "you work for an agency that makes you do terrible things" (a viable conflict) then one would expect that it would be hard to quit such an agency--or an easily resolved situation.
If the situation is: Magician Balroth has robbed the mid-town bank again and the players are like "Screw that, remember that great adventure when the team was in San Francisco--let's go there and set up shop" then the players do, indeed, avoid the conflict with Balroth and do their own thing and it seems unlikely that the players and characters would think such a thing was likely to be profitable (both to the characters and players in this instance) if the agency used terrible sanctions against those who did quit.
In other words, wherever you set the goalpost will inform your answer: but you have to acknowledge what you are doing when you set it or you'll be confused.
-Marco
On 8/13/2004 at 1:45pm, Marco wrote:
RE: Dramatism and Illusionism
Caldis wrote:
Try looking at it this way.
Under GNS all gamists are concerned with the challenges that come up in the game.
The simulationist is concerned with the plausibility of the game and that what happens feels believable.
All narrativist players want to be creating drama.
Participationists are engaging in a game where believability of the result is just as important as it is to the Virtualist, the only difference is in who controls the flow of the plot.
I think I responded to a lot of your (good) post in my answer to Contracycle. I'll look back over that in a minute though.
I want to look at this quoted bit first.
I think Participationists want drama as well--half of them, anyway--and believability may very well be sacrificed for it. The question is who sets the standard for believibility--and it's clearly each participant--but if the standard is "what the game-mechanics say would happen" then plot-protection stands in opposition to believability. This isn't hypothetical: this is a clear cut case in many games and many arguments.
If the transcript of play is held up (it must seem plausible) then, yes, there will be a lot of congruence between that and Virtuality--but note:
Contracycle says that Dramatist play is best described in GNS as Participationism. So does John Kim--and so do I.
But the key aspect to Dramatism is Drama--and the need for it. Virtuality may well lack drama: The players investigate avenue A, it's not dramatic for long stretches, if it fails to yield results they try avenue B.
Under Dramatism, I think Illusionists techniques will be used to make sure Avenue A does work.
If the Narrativist player wants to be "creating drama" (a somewhat lite but, IMO, reasonable shorthand for this discussion). We get to a question of who defines "create."
If the players see a strong GM hand (with some illusionist techniques) as assisting their creation of drama (and, remember, we don't know if this is The Moving Clue or Force yet ...) then the similarity is more pronounced between Participationism and Narrativism. In this case the GM may be simply using Force as a boundary which says "I'm not sure I can deliver a good experience past this threshold" and the players go "well, shucks--but it's good to have seatbelts when driving"--with a really talented GM there might never be Force and there would be lots of congruence--but the difference is in the GM's role and social contract ability to make the call to step in as a failsafe.
Obviously where you stick Participationism will depend on how some thresholds and variables are defined--but wherever you stick Participationist play you're going to be putting it next to someone who doesn't identify with it's core concepts if you just have three GNS bins.
-Marco
On 8/13/2004 at 1:58pm, Marco wrote:
RE: Dramatism and Illusionism
Caldis wrote: I'm not arguing that the GM would break the commitment to the virtuality, I'm just arguing that the commitment to virtuality isnt what has been described. It's not an attempt to discover what is the most realistic outcome, not a scientific simulation trying to provide an answer, but one where plausibility is required to give the virtuality an air of realism and the possibility of being true.
I'm not saying that play cant grind to a halt under virtuality because realism demands it. I'm saying if there is a plausible out, even if it's not the most realistic, then it's an acceptable venue to take the exploration.
This may or may not be true depending on whether you are looking at theory, practice, or some combination of both (and who's head you're inside). If I'm running a game for a player who I think needs escapism after suffering a real-life tragedy then hell yes, I will do whatever I can to be entertaining--so clearly a plausible out is better than the most-realistic and an "obvious dues-ex," so, yeah.
But there's a line here in more normal conditions that's hard to draw, IMO.
As I said: one will never *really* know what the "most realistic" event would be--and certainly if two people disagree (a player and a GM for example) then I think it's fair to say that one person may convince another of his or her point of view.
So you could say you wind up doing whatever the most persuasive player says would happen--and call it Persuasiveism--but I think that's getting away from a core point:
I think the difference is how decisions are made. One can argue that this isn't GNS and therefore both modes should be together since they'll (in some sense) look the same--I think that's a huge mistake. I've seen arguments like that--but if someone makes one then they're arguing that, in this case, a weakness in the theory is actually a feature.
The basic, intense incompatibility of both styles is a well documented phenomena. It isn't merely a scoping issue as step-on-up and competiton is in Gamism (IMO).
An Illusionist GM will do things to preserve interest and pacing and such that a Virtualist GM won't do.
I think that's the key issue and the key difference.
This is just as a Gamist GM (or Simist-Participationist GM) will do things that a Narrativist GM won't do. Same magnitude, similar issues.
-Marco
On 8/13/2004 at 3:12pm, contracycle wrote:
RE: Dramatism and Illusionism
Marco wrote:
It is GNS Sim--a subset of it (Virtuality) which is lumped in with Participationism and GNS declares the two similar. And they are, in the same way that Participationism and Narrativism are similar, i.e., trivially.
Shrug. I see them as more than trivially similar.
Caldis moved the goalposts back to "quitting is not a functional solution" so the players go elsewhere. The idea that any idea the players come up with must be functional and interesting is Participationism of a sort (one that's likely to be very taxing for the GM).
I don't see how that is moving the goalposts. Your whole argument is that with a high commitment to "virtuality", the chips fall as they will. Caldis extenbded your example in which the result the virtuality mandates is one that presents problems for continued play. This is exactly what we would expect to see in a game in which "virtuality" was the primary driver.
3. The GM, essentially without warning, has them be blackballed to the point where only a life of crime is viable (I would question the feasibility of this as a player--it sounds railroady to me--but I'll assume it's reasonable in the game).
Right - and here you are assuming baselessly that this is without warning, and an act of GM malice. You are warping the given scenario - the scenario that was proposed was precisely meant to elucidate what happens when the in-game continuity in virtuality produces a result that is perhaps not fun. You seem to be trying to dodge that by introducing a malicious motive to the GM.
The discussion of who gives the warning when appears moot to me. I'd expect players in a Con-X game, in line with genre conventions, to understand that "you can't leave the agency". That is a strong trope in quite a lot of adventure fiction, and I see no reason to presume that Caldis proposition is perverse in this regard.
Well, in your experience if it happens (A) then it's not a high commitment to Virtuality. It's more like Participationism ... or something.
No - its Sim. Its not participationism becuase they are not being lead by the GM's story - thats exactly why they were free to quit. In my experience with sim play, if the simulation produces a result that is not fun, play will break and a new arrangement will be made.
Well, I didn't come up with it. I didn't even latch on to it first. I didn't start this thread and I didn't propose Mike's 3D model. So, you know, if I'm alone in thinking there might be a place for it that's news to me.
Fair enough. But I understand you to be arguing in favour of its introduction.
The GM isn't being coercive--what's unclear is why the players chose that course of action in the face of such sanctions.
Yes, sure - but you;re argument was that virtuality was the play wtyle in which internal continuity was king, and everyone has that as their primary interest. So the question in response is: what happens when that internal continuity makes play no fun? You can't keep changing your own example and imposing further conditions on it to keep avoiding dealing with that question. And without that distinction, virtuality does not need to be thought to exist.
Imagine all the characters got arrested and imprisoned. Most sim players would probably say OK these characters are good as dead, or skip time till they are released, perhaps. I would have thought that according to the argument you present for virtuality, if the players were committed to virtuality, they would desire to play out their prison sentences. That is the naturally arising outcome of the simulated game environment, and authentic cause and effect, and according to the description of virtuality proposed, the players should seize on it with both hands.
But I have never seen that happen.
On 8/13/2004 at 3:25pm, contracycle wrote:
RE: Dramatism and Illusionism
Marco wrote:
But the key aspect to Dramatism is Drama--and the need for it. Virtuality may well lack drama: The players investigate avenue A, it's not dramatic for long stretches, if it fails to yield results they try avenue B.
IMO that distinction is only apparent, not real. I think that Participationism, as described, also includes some aspects similar to high concept sim. The key point about it is that it is the GM making the decisions, not that the GM necessarily makes drama-based decisions.
So for example, the classic clash between a Gamist player and a participationist GM is when the GM wants to have the characters captured and incapacitated, and the gamist player foils the capture or immediately escapes.
Now the GM may say that they wanted to enforce this action because of virtuality (thats what would happen given the initial conditions) or because of Dramatism (thats what needs to happen to make this entertaining).
Regardless of the GM's motive, the players are mostly along for the ride - until the gamist throws a spanner in the works. At which point people accuse them of being a munchkin and not being "realistic" (if 'virtuality' is a public virtue) or not going with the story (if story is a public virtue).
So it seems to me that Virtuality and Dramatism are too sides of the same Participationist coin.
On 8/13/2004 at 3:51pm, Marco wrote:
RE: Dramatism and Illusionism
contracycle wrote: I don't see how that is moving the goalposts. Your whole argument is that with a high commitment to "virtuality", the chips fall as they will. Caldis extenbded your example in which the result the virtuality mandates is one that presents problems for continued play. This is exactly what we would expect to see in a game in which "virtuality" was the primary driver.
It's moving the goal posts because I'd explicitly said "the players are not prisoners (as in Hellboy)"--if the players "are not prisoners" but will be "as good as dead" if they leave then I think that you might as well say they are prisoners.
The problem comes about when you actually see this happen (or don't see it happen as the case may be.) Let's look at your next quote.
Right - and here you are assuming baselessly that this is without warning, and an act of GM malice. You are warping the given scenario - the scenario that was proposed was precisely meant to elucidate what happens when the in-game continuity in virtuality produces a result that is perhaps not fun. You seem to be trying to dodge that by introducing a malicious motive to the GM.
The discussion of who gives the warning when appears moot to me. I'd expect players in a Con-X game, in line with genre conventions, to understand that "you can't leave the agency". That is a strong trope in quite a lot of adventure fiction, and I see no reason to presume that Caldis proposition is perverse in this regard.
(Emphasis added)
I'm not assuming malice at all. My thought was that the PC team was a lot like a real modern-day SWAT team that combats the paranormal. You can quit and go freelance--if you want. By the time you make it something else, it's something else. Maybe it's a bad example--I don't know what happens if you quit Conspiracy-X? Do they have some magical blackballing capability? Do they kill you? Do you know what happens if you quit?
If you know then it's moot. If you don't know and the player asks, what will you say and how will you make the determination?
If the players knew, coming in, that quitting was a seriously challenged option then having them quit would be an implicit statement of a wish to explore that serious challenge.
If quitting isn't a serious challenge then quitting means they are choosing to explore some other situation (being freelancers).
The problem arise when you indeterminantly exchange one for the other--or where the players mistake one for the other ("Hey, I thought we could just up and quit!?")
You say that Caldis can assume that--but that was what I was specifically letting out with my "they're not prisoners bit."
And this is exactly the sort of situation that I'd expect would either get cleared up in play (the GM warns them that there will be serious reprocussions to their quitting). They might quit anyway--but they know what they're doing.
If nothing in the environment would communicate to them that they are making a huge mistake then a) that's rare in real life--wouldn't the agency warn them? and b) it's the sort of problem that can happen in Virtuality but not in Participationism. It's a key, driving difference.
No - its Sim. Its not participationism becuase they are not being lead by the GM's story - thats exactly why they were free to quit. In my experience with sim play, if the simulation produces a result that is not fun, play will break and a new arrangement will be made.
Well, firstly, under traditional GNS participationism is Sim.
Secondly, at some point play will break, clearly. It depends on what your tolerance for not-fun is, how not-fun it is, and why (exactly) it's not-fun. A player can run into horribly furstrating adversity and groove on it--so it's not a matter of in-game consequneces alone.
I don't know too many gamers who do like that, however--and there's some axis of goal-oriented play and character-identification that isn't sufficiently covered by the decision-making paradigm alone that addresses the value of play ... but yes, eventually the play will break.
But before that happens, IME, the players will try other stuff.
Now: note--Calids, in the text I bolded, and, I think, the text you refered to, talked about the players participate with the gm's plot--this is what I argued against.
The players doing *something else* is not the same as "participating in the GM's plot."
I've no problem with the players getting a negative feedback and doing something else--but I do have a problem with that being described as participation in the GM's plot (at least the way that's meant here).
Where this is distinct from Participationism is that if the player isn't grooving on the negative feedback it will still be there up to and including the breaking of the game because it's "what would happen."
Under Participationism if the player isn't grooving on negative consequences then something will happen to keep play interesting and moving without the player needing to change course (or, alternatively, the player may, indeed, need to return to the GM's rails).
Fair enough. But I understand you to be arguing in favour of its introduction.
More accurately, I'm using it because people react badly to "GDS Sim" which is what I'd rather use. Virtuality was introduced because people see it as a real phenomena under GNS (it wasn't presented as a challenge to the model, IIRC, and, indeed, I do not think it does--I think it's the lumping Participationism in GNS Sim with Virtuality that creates problems).
Yes, sure - but you;re argument was that virtuality was the play wtyle in which internal continuity was king, and everyone has that as their primary interest. So the question in response is: what happens when that internal continuity makes play no fun? You can't keep changing your own example and imposing further conditions on it to keep avoiding dealing with that question. And without that distinction, virtuality does not need to be thought to exist.
Imagine all the characters got arrested and imprisoned. Most sim players would probably say OK these characters are good as dead, or skip time till they are released, perhaps. I would have thought that according to the argument you present for virtuality, if the players were committed to virtuality, they would desire to play out their prison sentences. That is the naturally arising outcome of the simulated game environment, and authentic cause and effect, and according to the description of virtuality proposed, the players should seize on it with both hands.
But I have never seen that happen.
I haven't seen that happen either (playing out every moment of a lengthy jail sentence). I've seen games end in massive police battles that both the GM and players wished hadn't happened, however.
That's the difference: if the GM intervines to provide an escape route through the line of cop-cars then we have a good candidate for Participationism. If not, a good candidate for Virtuality (assuming the deciding factor was how the GM makes decisions about such things and the game is otherwise somehow classifiable as Sim).
But those are two very different modes of play. As different, IMO, as Participationism and Narrativism.
-Marco
On 8/13/2004 at 4:00pm, Marco wrote:
RE: Dramatism and Illusionism
contracycle wrote: So for example, the classic clash between a Gamist player and a participationist GM is when the GM wants to have the characters captured and incapacitated, and the gamist player foils the capture or immediately escapes.
Now the GM may say that they wanted to enforce this action because of virtuality (thats what would happen given the initial conditions) or because of Dramatism (thats what needs to happen to make this entertaining).
Right--and this is exactly the problem with GNS Sim (as in Exhibit A). If the GM is participationist and claims "virtuality" as a reason for in-game events then he's lying or self-deceiving. If the GM determines that the events are what would "really happen" then the GM is, by definition, not a participationist GM who "wants to have the players captured and incapacitated."
The GM doesn't want the PC's captured. The GM wants to run things as they would happen. Or, perhaps, the GM would prefer captured characters--but won't accuse a character who fights his way out of it of being out of line--as it turned out, what really happened is "you can't catch Neo with a butterfly net, even though that would've been really cool if you could."
The failure to distinguish between the two very different mind-sets is a key weakness in GNS (as you present it here, anyway). How do I specificy that I'd like one vs. the other when talking to a GM? Or when making a game?
The fact that you can't see the difference is telling: if you have only GNS as a tool and you're you (Ralph seems to see the difference) then the conversation is broken. All you can give you from my request is what excuse I want you to use with your railroading.
So it seems to me that Virtuality and Dramatism are too sides of the same Participationist coin.
This is essentially what GDS said of Narrativism (instead of Virtuality) and it wasn't any more correct there.
-Marco
On 8/13/2004 at 4:02pm, Valamir wrote:
RE: Dramatism and Illusionism
Hey guys,
I'm having an extraordinary amount of trouble figuring out what this latest conversation that gone on for the last couple of pages is even about.
Generally when a discussion between 2 people winds up being mostly a debate about what a 3rd person did or didn't say...its a clear sign that the topic has run its course.
If I'm wrong and there is some key issue here that is worth grappling with, then please start over in another thread so we can all follow along in the discussion.
But I'm thinking this thread is just about run out of usefullness...
On 8/13/2004 at 6:21pm, Lee Short wrote:
RE: Dramatism and Illusionism
I think Ralph's contention is correct, and the current definition of Sim is broken. In matter of fact, the definition is written such that Sim has become a ghetto for what doesn't fit in Nar & Gam, rather than a coherent play style in its own right -- which it should be.
As an example of what's wrong with the definition, consider the game Theatrix, which is Sim under the present GNS definition. Here's some text from David Berkman, one of the Theatrix authors, on how to run the game:
Race Bannon, ace pilot, wants to Immelman turn, barrol role between the tightly packed squadron of German bi-planes heading his way, avoiding loads of fire as he goes, and hook the blimp on the other side of that mess with a dangling line and hook as passes over it. Anyone else would be dead, dead, dead, but Race has a pilot Skill of 8.5, with a specialty in his own heavily modified Sopwith Camel, which he is currently flying. The description of the action is done with such flourish, and the eventual consequences of it are interesting, exciting, and, for your adventure, necessary. So you are heavily inclined to provide a success. I would also be heavily inclined to demand a Plot Point for this outrageous stunt, spent into the Descriptor 'Ace Pilot', and despite very much wanting to provide a sucess, I would hand over a failure of the Plot Point weren't spent. Why? Because Race is hogging the spotlight here. This is a Plot Point moment, and I ought to be sure that this act is within character conception (that it is Race's moment as opposed to some other character's, ie. he has the Descriptor), and that Race has saved a Plot Point to carry it off with (ie., that he has allowed others their moment in the sun, saving something aside for this moment, *his* moment).
Now I ask you: does this sound anything like "Internal Cause is King"? No, it doesn't, and there's really no commonality between this playstyle and a playstyle which really values internal cause as king. The fact that these are both lumped together as Sim in GNS terms is a flaw in the definition, and this is what Ralph is trying to fix (I think).
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I think a big problem is that internal cause and internal plausibility often seem to be conflated. Much of the time I see the words 'internal cause' here on the Forge, what the author really means is 'internal plausibility'.
The distinction here is not trivial, and is of utmost import when discuss Simulationism. It's the difference between "what is the single thing my character would do?" and "what are the set of things my character might do?" These are not the same question, and to a real simulationist the former is paramount He may not always have The Right Answer, but he at least makes the effort. He may not have the all information he needs to answer the question, but he does the best he can with what information he has.
Caldis understands the difference, he just draws different conclusions than I do:
I'm not arguing that the GM would break the commitment to the virtuality, I'm just arguing that the commitment to virtuality isnt what has been described. It's not an attempt to discover what is the most realistic outcome, not a scientific simulation trying to provide an answer, but one where plausibility is required to give the virtuality an air of realism and the possibility of being true.
Other than use of the problematic word 'realistic', "an attempt to discover what is the most realistic outcome" is exactly what simulationism is about. Anything else is, at least, a mixture of simulationism and some other creative agenda (no caps). Pure sim is indeed quite rare. The definition of sim should nevertheless refer to sim in its pure state.
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I disagree with Ralph as to what distinguishes Sim from garden-variety Exploration. IMO, what distinguishes Sim from Exploration is that in Sim, you never settle for "plausible enough": only the most plausible will do. In Exploration, lesser degrees of plausibility are perfectly acceptable.
On 8/14/2004 at 9:16am, contracycle wrote:
RE: Dramatism and Illusionism
Valamir wrote:
If I'm wrong and there is some key issue here that is worth grappling with, then please start over in another thread so we can all follow along in the discussion.
Yes, forgive me for contributing to your thread, I can see now that doing so was unpardonably gauche.
On 8/16/2004 at 3:54pm, ErrathofKosh wrote:
RE: Dramatism and Illusionism
In general I think the policy at the Forge is that when the originator of a thread asks for it to be closed, it is closed...
On 8/16/2004 at 10:28pm, Ron Edwards wrote:
RE: Dramatism and Illusionism
Hey,
It's closed now. For future reference, the initiator of the thread may request the closure of the thread, and others are to respect that request by restraining themselves until I say one way or the other.
In very nearly all cases, the request is judged OK by me. I only say "No, keep going" if the thread-initiator is apparently trying to slam the door in order to have the last word. This has happened only once, I think.
Best,
Ron