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Topic: Effects of One True Way on roleplaying experience
Started by: Green
Started on: 10/5/2004
Board: RPG Theory


On 10/5/2004 at 6:55pm, Green wrote:
Effects of One True Way on roleplaying experience

In a lot of online roleplaying communities, the concept of the One True Way to Roleplay gets a lot of criticism, but it's more or less based on the idea that what people do in their own games is their business. However, what has never been discussed more thoroughly is how the One True Way affects the individual's enjoyment of roleplaying. What have been your encounters with the One True Way? How have they influenced your perceptions and experiences with roleplaying?

My own experiences can be found in this thread and this thread.

Forge Reference Links:
Topic 113828
Topic 123779

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On 10/5/2004 at 7:15pm, Alan wrote:
RE: Effects of One True Way on roleplaying experience

Hi Green,

What is the One True Way?

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On 10/5/2004 at 7:54pm, Green wrote:
RE: Effects of One True Way on roleplaying experience

Alan wrote: What is the One True Way?


Put very succintly, it's the belief that in order to be "True Roleplaying," there are certain behaviors and activities that must be present (or absent) in order for it to count as real (or at least meaningful) roleplaying. IMO, the One True Way often mistakes the tools and structure of particular games for the essence of roleplaying.

This can also apply to particular systems. For instance, if someone thinks that the only valid way to play D&D is in games where the PCs adhere to the party structure, the focus is on going on adventures, and and PCs get tougher and more skillful based upon how many monsters you fight and kill, then that is holding a One True Way attitude towards D&D.

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On 10/5/2004 at 11:02pm, Alan wrote:
RE: Effects of One True Way on roleplaying experience

Hi green,

That's what I suspected you meant. I think many of us have run into "the one true way" - but each one true way is different.

Ron uses the term "synecdoche" which means mistaking an example for the whole. If you search "synecdoche" on these forums, you'll find lots of comments about it.

Also check out the provisional glossary in the Articles section.

I think the general consensus of Forge posters is that there is no "one true way."

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On 10/5/2004 at 11:23pm, Eero Tuovinen wrote:
RE: Effects of One True Way on roleplaying experience

Alan: I think Green knows that. The question is, although illusionary the notion might be, how does it affect the play experience? Is the player who is gripped by the One True Way happier for it? How about the people who have to play with him?

In my experience, the One True Way can originate from different reasons, and it's results can thus be different as well. Consider:
1) I'm playing as I am and don't like other ways because I'm defending the style I really like, and pressuring others to support my Agenda.
2) I'm playing as I am because I don't know any other way to play. I conceal my ignorance by concervative and intolerant actions, and am socially insecure.

Likewise, there is after all only little difference between synecdoche and preference, and it's important to understand that the One True Way can be a tool of social combat, with no rpg connotations at all. It might be that the player just wants to differentiate himself as a member of rpg elite, or he may feel a need to preserve the style of play he prefers.

Both are fundamentally phenomenons of a social level, and not limited to roleplaying games at all. They will only happen in play surroundings that threaten either the agenda or the identity of the player. Remove that threat by communication and empathy, and you remove the need for the blinders.

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On 10/6/2004 at 12:17am, Green wrote:
RE: Effects of One True Way on roleplaying experience

But the question remains: How does it affect the roleplaying experience both for proponents of the One True Way (past or present) and for those who have to play with him or her?

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On 10/6/2004 at 12:53am, Noon wrote:
RE: Effects of One True Way on roleplaying experience

It sounds more like the question is what happens when you run into roleplay dogma.

Were basically talking belief here. Belief is the sort of thing that get's you +2 to hit in D&D because the listener(s) believed in the value of your description (of your attack).

Scale this idea up to not just a to hit roll, but the whole game. What happens when you run into someone with particular beliefs? Especially if they are the GM? And given that, although roleplay revolves around negotiation, you can not negotiate someone out of a dogmatic belief right on the spot (thus play crashes into the immovable dogma).

When it isn't crashing play/negotiation, their belief system is going to affect the reward mechanisms of the game.

This can actually be quite stimulating...when someone deeply believes in something, their belief is almost tangible in the same way that their belief wont change or move. Combine this with the game world and it makes that game world quite tangible and real.

Thus you get GM's who can run compelling games, but can also have the biggest arguements. Ah, that night we were all told we suck...sorry, just engaging nostalgia for a mo.

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On 10/6/2004 at 3:25am, greyorm wrote:
RE: Effects of One True Way on roleplaying experience

Green wrote: But the question remains: How does it affect the roleplaying experience both for proponents of the One True Way (past or present) and for those who have to play with him or her?

I have personal experience with this as a player in a game with another player who believed that "certain things must be..." in roleplaying, that there was no reason not to have them, and without them, the whole experience wasn't (not sure...perhaps "fantasical").

When someone believes games can/should/must only be/contain certain things, it can really cause a rift in a group when you do not agree with that individual and still try to play games with them.

In the example situation, I was talking about running an Arthurian fantasy setting for the next campaign. She mentioned wanting to bring her current character "over" into the world. There's where we hit the snag: while I had no problem with the character as a character, she wanted it to be THAT character, complete with memories, beliefs, homeland, etc.

Basically, she wanted to her Dragonlance character to "somehow end up" in my Arthurian setting. I grimaced at the idea. I've never been much of a fan of setting crossovers, though I've allowed them before. In this case, my concern was more aesthetic regarding the setting's integrity.

When I mentioned that AD&D-standard planar portals and world-hopping simply didn't happen in this setting, since it wasn't part of the myth/lore of medieval Arthurian England, she became incensed, and spent an hour trying to convince me that since this was an RPG, anything could happen, and that you could make anything work, that it could be a "one time thing".

I didn't argue that was false or impossible or wrong, but I did try to explain how the setting's integrity would be compromised by its inclusion -- that it was just out-of-place for the genre and so I did not want to include it. She maintained this was ridiculous, because "you can do anything in a story."

I was also a GM for this individual in a different game, and after this incident, her role-playing "attitude" changed in my game, perhaps she was trying to prove restrictions (or any restrictions) in an RPG were wrong.

It was also difficult to play in the current game with her, and she did her best to make snide comments towards me under the guise of just the usual kidding, though these were always things she knew bothered me (such as calling me by my given name, a sore point long established in this group).

Unsurprisingly, she left the group I ran my game with when we planned to start a new campaign, though she stayed with the other group we were both in as players, which folded later anyways for different reasons (mainly software troubles -- we were trying to switch to play via NWN).

Certainly, the "One True Way" in this example wasn't about rule systems, as it so often is (ie: "The rules HAVE TO differentiate skills!" or "The results HAVE TO model realistic probabilities!"), but I think it is definitely a case of it regarding Color rather than System.

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On 10/6/2004 at 5:56pm, bcook1971 wrote:
RE: Effects of One True Way on roleplaying experience

I think each group's One True Way reflects their history. It's the summation of a hundred little refinements of SC and system.

It affects the role-play experience by allowing the group to get into the flow channel and stay there. So that's all good. The downside is loss of flexibility. Also, once the group has mined that meme to its depths, if they continue to hold course, either life changes or having done everything will trend them out of the habit. That's just an is thing, as in, the way it is.

How does it affect those who have to play with him or her? This question presupposes some conflict as to approach. Maybe the situation is that a new guy has joined the group. Or you're at a con and some guy is saying, "That's not how we do it."

In the first case, the new guy can be like a vitamin B shot and really shake things up. This new influence may even drive out entrenched demagogues. On the other hand, the newbie may have to level (or devolve) to the group. This may involve aspirations for play being squelched, in which case, he has to decide if what he's getting is worth hanging around for.

With the con case, the most you can do is say, "Look left. Look right. Meet the new 'we.'"

Another case worth noting is the guy whose purpose in play is to experience the group evolving. Obviously, this guy is going to have to traffic in groups, because if he keeps refining the same one, he'll wittle down to a nerve and either be excised, or the group will go off like a bomb. If you're this guy, take it from another agitator: go out and meet new people.

I think, in general, good tonic for One True Way is to speak in a forward and plain manner about what you expect--not as entitlement, but rather, as hopes. If no one knows what you're in for, they can at best accomodate you through inference. Give them (and yourself) a chance! Let people know what you're after.

And be open to what's going on. The group you're in may not be best suited for playtesting unpublished indie titles with lots of distributed prep, but they me be great for plot snooping and dramatic IC dialogue.

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On 10/7/2004 at 2:08am, Noon wrote:
RE: Effects of One True Way on roleplaying experience

Hi Greyorm,

I didn't argue that was false or impossible or wrong, but I did try to explain how the setting's integrity would be compromised by its inclusion -- that it was just out-of-place for the genre and so I did not want to include it.

I'm curious. Did you say you yourself didn't want to include it? Or did you mostly explain how the settings integrity would be compromised?

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On 10/7/2004 at 5:00pm, greyorm wrote:
RE: Effects of One True Way on roleplaying experience

Noon wrote: I'm curious. Did you say you yourself didn't want to include it? Or did you mostly explain how the settings integrity would be compromised?

I said both, actually: I didn't want to include it because the setting integrity would be compromised; that I wouldn't enjoy GMing the setting in such a situation (as I specifically wanted to do Arthurian fantasy), and thus I wouldn't do so.

I also asked if she thought a 50-ton warmech straight out of Battletech would be out of place in a traditional Arthurian fantasy setting, and she replied it would not, because it was an RPG and "anything can happen."

I then tried to explain it from the perspective of writing a book: if you are creating a story, you tend to stick to a certain theme in the work, there are certain restrictions placed on setting and events in order to produce a particular type of "mood" or "atmosphere"; for example, how constant slapstick comedy would be out-of-place in a gothic horror setting, such as Ravenloft.

Her response was that RPGs weren't books, which was both a correct assessment, yet so completely missed the point I was making with the comparison (which had nothing to do with whether or not it was or was not a book). It was at that point I felt she was entrenched and simply not interested in understanding the "why" and I don't recall if she left with some flippant comment about my stance, or if I simply gave up trying to explain my position to her at that point.

This discussion, BTW, happened in full view of the rest of the group shortly after one of our sessions had ended. The GM of the game messaged me to tell me he agreed with the position I had taken, after she had left, and we had a short discussion about it.

I don't know if it makes a difference, but the player in question was the sort who presented herself as the "bad girl" of the group, with occasional displays of the "too cool for you" attitude that goes with such territory; and other than those occasional displays she was an alright person. I wonder if OTW is more common with such personality types?

Hope that answers your curiousity, Callan!

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On 10/7/2004 at 5:37pm, Marco wrote:
RE: Effects of One True Way on roleplaying experience

greyorm wrote:

I then tried to explain it from the perspective of writing a book: if you are creating a story, you tend to stick to a certain theme in the work, there are certain restrictions placed on setting and events in order to produce a particular type of "mood" or "atmosphere"; for example, how constant slapstick comedy would be out-of-place in a gothic horror setting, such as Ravenloft.


I read this and I wondered if you were one of the people who understood a player protesting "My character wouldn't do that!" (which some people here think is a completely legitimate/logical way of communicating) or if you were one of the people here who I'd read as saying they didn't understand that sentiment or thought it was an illogical statement.

I think there are two types of one-true-way-ism.

The first is that role-playing *has* to 'be' a certain way. A player recently told his wife "Now! now! No meta-gaming."--and I stepped in and explained that using ooc knowledge wasn't necessarily a problem (for me, as the GM) and that I endorsed it in this sense (she wanted to get her character and his character to share information).

He thought about that and agreed with me. It was, basically, a paradigm shift in the making. The effects of it are some judgments that can be quickly reversed a new perspective is successfully presented.

The second is that "my way is best" (or the 'one true way') when it is taken from a standpoint of innate or 'objective' superiority. This is where we see people talk about how they like 'sophisticated' games or describe D&D as 'hack and slash' or declare that rules-lite games are better for 'story creation' or that Narrativist gaming is the real eye-opener that most of gamerdom doesn't get.

I think mostly this is color for communication rather than content.

-Marco

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On 10/7/2004 at 6:38pm, Doctor Xero wrote:
RE: Effects of One True Way on roleplaying experience

The biggest problem I have with One True Way gamers occurs when they have an underlying or even unconscious faith in a One True Way but don't realize it or don't want to believe it of themselves (out of some desire to believe they have a pure, unbiased, "objective" perspective).

(For example, I have learned to avoid most Narrativism / Simulationism discussions on The Forge because too many posters while claiming objectivity operate from an unconscious One True Way bias while valorizes Narrativism as "more mature" (as one poster told me) and stereotypes Simulationism as onanistically empty, but they will never concede to it and become angry when I quote examples of such bias.)

I prefer people who try to recognize that everyone has his or her default One True Way biases, and in recognizing them, each of us can decide which ones are non-negotiable for personal reasons and which ones ought be challenged.

Early in my game mastering career, I sat down with friends to discern and list my own unconscious One True Way habits of game-mastering. I then decided which ones were habits which I really didn't want to let go of, such as my dislike of the idea of the use of torture by capital-G Good characters or my loathing of racism and sexism and homophobia in real life (I see no reason I should have to treat any of those as Divine Virtues in a campaign I run). It is my way of recognizing my own human predilections.

Now, when I bring in a new player, I warn him or her of my own biases which I can not avoid reflecting in my game mastering style. We discuss it, and on occasion a player has convinced me to bypass them. This keeps me from having a player construct a paladin who rapes evil races and then cries "foul!" if I respond with something less than applause. Those times I try something I really don't feel comfortable game-mastering, I warn players that I don't know whether I am up to it, and we work on it as a group from there.

I have found this works out quite well overall.

Doctor Xero

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On 10/8/2004 at 1:18am, Noon wrote:
RE: Effects of One True Way on roleplaying experience

Hi greyorm,

Did it ever come down purely to that it would make you unhappy to run that? Or did it keep getting guided away to what a setting should have Vs what an RPG is capable of?

I don't know about one true wayism there. I think niether of you had a leg to stand on in terms of what a setting should contain or what an RPG can do. The bottom line is that you weren't happy to do it (And not that it matters, but I pretty much agree with you) and would not enjoy running it. I mean, even if it somehow suddenly suited the setting (she shows you an otherwise unseen passage in a book about Arthurian legend which suggests this sort of thing is part of the mythology), would it suddenly suiting make you happy to have that? Would it force you to be happy to have it? I doubt it. So the setting's integrity isn't important and is not something that an arguement can rest on. However, what you enjoy can carry a strong argument (you are NOT going to do something unpleasant, that is far more certain than what a setting can/can not contain). Setting is attached to that enjoyment, but it isn't the crux of it. She's in exactly the same position with her arguement.

Err, that said, I really only could see you deciding not to play together. But it would have been nicer on the whole coming to that descision.

Much of observed 'one true way'ism could fit into that though...arguments discussed at the wrong level. BTW, scuse any spelling or grammer probs, as they are always part of my posts.

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On 10/8/2004 at 3:47am, greyorm wrote:
RE: Effects of One True Way on roleplaying experience

Marco wrote: I read this and I wondered if you were one of the people who understood a player protesting "My character wouldn't do that!" (which some people here think is a completely legitimate/logical way of communicating) or if you were one of the people here who I'd read as saying they didn't understand that sentiment or thought it was an illogical statement.

Honestly, Marco, I see the "My character wouldn't do that!" statement as shorthand for "I wouldn't have my character do that!" However, not everyone who uses the former statement realizes that it actually means the latter (or rather, the full implications thereof), which is why it is also illogical (or amusing).

Noon wrote: Did it ever come down purely to that it would make you unhappy to run that? Or did it keep getting guided away to what a setting should have Vs what an RPG is capable of?

It was a very short discussion, and consisted everything I've put above. There wasn't much more meat to it, so it didn't come down to either. Simply, I had an idea in my head about the Setting: Arthurian fantasy (at least what most people would consider such). Showing me a passage in a book, for example, would not change that common conception of what Arthurian fantasy meant, or the boundaries of the Setting as envisioned.

I explained, quite simply, "Hey, this world doesn't have portals to other planes. Other planes don't exist at all, as far as this world is concerned. This is pseudo-medieval Earth, and the cosmology just isn't that way." That's a set fact about the Setting, so it was about Setting violation, not simply "personal preference" -- unless one wishes to argue that my personal preference was to stick within the Setting's boundaries (which it was), but that's some dim-looking territory to venture into.

So the setting's integrity isn't important and is not something that an arguement can rest on.

See, I don't agree. Consider the Ravenloft example above: ceaseless slapstick comedy is not a part of the gothic genre. It is an issue of the setting's integrity, not merely personal preference, because if I say, "I want to run a gothic horror game," then there's more going on than just me being unhappy if it didn't go down that way.

Arguing, "It's an RPG, so anything can happen, even if it is gothic horror," just makes no sense whatsoever to me, because it is a throwing to the wind of the boundaries and limitations we put upon ourselves in order to play: our contract of play.

I think niether of you had a leg to stand on in terms of what a setting should contain or what an RPG can do.

Really? Then why does System matter? I don't mean to be snarky, I'm serious here. That's right at the heart of the matter. If Setting doesn't matter, does System?

I think this site has been fighting for years to get gamers to recognize that good games are not those which with "you can do anything" but are strongly focused by the designer's vision of play. This translates right down from System, to Characters and Setting, etc. in my opinion.

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On 10/8/2004 at 4:19am, Ron Edwards wrote:
RE: Effects of One True Way on roleplaying experience

Hiya,

Correction: "Strongly focused by the participants' shared vision of play." All a designer can do is provide tools and inspiration for that maybe to happen.

Incidentally, years of moderating this site leads me to say, Raven and Marco, please consider dropping whatever is prompting this quick debate. You two do not mix well.

On the other hand, feel free to prove me wrong; no one would be happier than me if you did.

Best,
Ron

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On 10/8/2004 at 2:36pm, Marco wrote:
RE: Effects of One True Way on roleplaying experience

greyorm wrote:
Marco wrote: I read this and I wondered if you were one of the people who understood a player protesting "My character wouldn't do that!" (which some people here think is a completely legitimate/logical way of communicating) or if you were one of the people here who I'd read as saying they didn't understand that sentiment or thought it was an illogical statement.

Honestly, Marco, I see the "My character wouldn't do that!" statement as shorthand for "I wouldn't have my character do that!" However, not everyone who uses the former statement realizes that it actually means the latter (or rather, the full implications thereof), which is why it is also illogical (or amusing).


I agree with that. If someone hasn't thought about it deeply, I'm okay with that too (I wouldn't laugh at them: There've been times in my life I've made a decision I haven't thought about too deeply. I wouldn't recommend it, but I know what that's like).

The statement isn't based on some bizarre psychological condition where they believe the character to be another real person they have no control over. But it's as valid and meaningful (if not, perhaps, as clearly stated) as your objection to warping the authrian mythos with a walk-in character from another reality.

I actually think your discussion of looking at the ramefications and analyzing the real meaning behind a statement (the player is not insane, but instead has valid reasons not to want his character to take a course of action) that, at least, strikes many people as an illogical assertation is a (the?) powerful antidote to one-true-wayism.

-Marco

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On 10/8/2004 at 6:07pm, Doctor Xero wrote:
RE: Effects of One True Way on roleplaying experience

greyorm wrote: Honestly, Marco, I see the "My character wouldn't do that!" statement as shorthand for "I wouldn't have my character do that!" However, not everyone who uses the former statement realizes that it actually means the latter (or rather, the full implications thereof), which is why it is also illogical (or amusing).

I would have to disagree with you on this one greyorm.

In writing, many writers experience a simulated schizophrenia (actually a simulated multiple personality state) in which characters take on their own secondary independence of a sort. In improvisational acting and in method acting, a similar simulated secondary independence occurs, in which a coherent secondary persona evolves. The same sort of thing may occur for roleplaying gamers who utilize actor mode -- if such is what they want.

This phenomenon is why it is possible for psychotherapists to use archetypal analysis as a successful means of counseling.

In such situations, stating while in character mindset "I would not do that!" is NOT equal to saying that the player would not have his or her character do that. It is precisely what it means : the player has achieved for that character a secondary persona with its own independence of sorts, just as method actors and certain writers do.

I have no idea whether you have ever encountered those sorts of gamers. They are common in my gaming groups, but almost every gamer in my groups has been either an artist or an actor, so my gaming group is not the norm. Also, they may not be as common in some areas because gamers who enjoy such simulated multiple personality gaming often clash with gamers who despise it or who deny it can occur (by ignoring or discounting all the pertinent psychological studies of artists and archetypal analysis), so you may not have encountered such gamers.

Doctor Xero

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On 10/8/2004 at 6:17pm, Marco wrote:
RE: Effects of One True Way on roleplaying experience

Doctor Xero wrote: In writing, many writers expend a simulated schizophrenia (actually a simulated multiple personality state) in which characters take on their own secondary independence of a sort. In improvisational acting and in method acting, a similar simulated secondary independence occurs, in which a fully coherent secondary persona evolves. The same sort of thing may occur for roleplaying gamers who utilize actor mode -- if such is what they want.

Doctor Xero


I would draw a distinction between a heavily immersed person and actual schizophrenia (or MPD). I have full sympathies for someone who says "my character wouldn't do that" and means it in the sense that "I envision/experience my character as a real person who wouldn't take that course of action."

But I think there's a very strong distinction between that internal identification and actually experiencing the character a real, secondary persona that the person is consciously aware of but literally has no control over. I've never experienced that.

I have heard that some actors when, for example, playing angry characters, bring their own anger up and project it and, in fact, are for all practical purposes "really angry" (just as their character is).

But, again, I think this is markedly distinct from either schizophrenia (loss of touch with reality) or MPD (multiple personality disorder). I say that having only minimal experience with both--but, although, minimal, having had the actual experience (dealing with people experiencing those mental states--one of whom was a gamer friend of mine and is now deceased).

Ultimately the words "My character does that" could come out of the mouth of any self-possessed gamer. I think the statement means that doing so would shatter the SiS as surely as warping the Arthurian mythos to allow dimensional travelers.

(All IMO/IME).
-Marco

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On 10/8/2004 at 6:18pm, Ron Edwards wrote:
RE: Effects of One True Way on roleplaying experience

Hello,

I'm on record as acknowledging that this phenomenon which you're describing does exist, DX. The issue is not whether it happens; the issue is whether the "character construct" is to be taken seriously as responsible for itself in any way, shape, or form, among us as people.

When folks say "the character does not exist," they are referring to the responsibility of the actual human. It doesn't matter how playing the character feels to the actual human, from their perspective. Sure, it feels like the character is moving and speaking on its own, and it might even be intrinsic to the person's enjoyment to buy into that sensation while it happens.

But in instances of dispute, or necessary negotiation, about the SIS, then the question becomes, how much value does that feeling have in that negotiation? Many folks have chosen to state, "none." This prompts any amount of resentment.

I suggest that calling the real person's responsibility into focus actually shares a great deal with the kind of psychotherapy you're referencing, vis a vis the actual goal of such therapy - for the real person to discover what he or she is really about. Without that goal, such therapy isn't therapy at all, but rather a form of addiction and, in my view, irresponsibility on the part of the therapist.

You might enjoy some older threads with dialogue between me and Jim Henley (Supplanter) about this issue, which a quick search will turn up. It includes phrases of mine that you'll especially like, such as "go back to your planet or stay here and make sense." You can call it bias; I call it mental health.

Marco, I perceive a person who's not mentally unhealthy but still using that phrase to be either using code for plain old "no, I want it that way" in a healthy sense (which is where you're coming from in your post, I think) or dodging responsibility during negotiation. Neither is schizophrenia, but the latter is socially and creatively aggravating to deal with.

Best,
Ron

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On 10/8/2004 at 6:37pm, Green wrote:
RE: Effects of One True Way on roleplaying experience

I don't want to seem like a control freak or anything, but I believe the thread is wandering slightly from the original topic.

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On 10/8/2004 at 6:56pm, Marco wrote:
RE: Effects of One True Way on roleplaying experience

Ron Edwards wrote:
Marco, I perceive a person who's not mentally unhealthy but still using that phrase to be either using code for plain old "no, I want it that way" in a healthy sense (which is where you're coming from in your post, I think) or dodging responsibility during negotiation. Neither is schizophrenia, but the latter is socially and creatively aggravating to deal with.

Best,
Ron

Yes--agreement. I have a post that's more suited to Actual Play. I'm puttin' it there. I agree with this with the note that I think the argument is taking the rap when really it's the player that's being annoying. The fact that under some POV's the argument is "right" is, IMO, probably responsible for the argument being dispised (I think players have a "right" to expect the GM to work with them when playing their characters--that's what my post is about).

-Marco

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On 10/8/2004 at 8:22pm, neelk wrote:
RE: Effects of One True Way on roleplaying experience

Ron Edwards wrote:
Marco, I perceive a person who's not mentally unhealthy but still using that phrase to be either using code for plain old "no, I want it that way" in a healthy sense (which is where you're coming from in your post, I think) or dodging responsibility during negotiation. Neither is schizophrenia, but the latter is socially and creatively aggravating to deal with.


I hope this isn't a threadjack, but that's not how I use "my character wouldn't do that".

I think characters are real, in the same way that the state of Arizona, the Pythagorean theorem, or theme are. That is, all of them are imaginary constructs with a degree of conceptual integrity to them -- and if I say "my character wouldn't do X", what I'm really saying is, "I have an understanding of my character that is not consistent with doing X -- and if I make him do X, then that understanding will become false."

This is not "no, I want it that way", because it's a much more specific claim. My character is a narrative feature like any other, and saying "my character wouldn't do that" is an invitation to explain why going to the effort of making a new character is worth the effort. Sometimes this justification is made in terms of other narrative values -- such as maintaining a sharp and focused conflict or ensuring that the characters arise organically from the setting. Sometimes the justification is made in terms of player needs -- for example, I think it's a good idea to compromise a character if it keeps players from being sidelined during play.

If I said, "my character wouldn't do that", and someone responded "but your character isn't real", I'd certainly get annoyed, because I'd see a demand coupled with a blanket refusal to explain why it's a good idea.

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On 10/8/2004 at 8:43pm, Sean wrote:
RE: Effects of One True Way on roleplaying experience

Neel,

I've been to Arizona, but I've never met one of my characters. So you seem to be glossing over some important distinctions here.

Nonetheless, there's a point to what you're saying. It's totally reasonable to say 'my guy wouldn't do that' because you have a sense of who that guy is as a fictional character and you think that character's integrity is violated by performing the action in question. There is such a thing as violation of character integrity.

But the choice not to violate character integrity, like the choice to violate it, is a choice made by a human being at a particular time. So not owning that choice - which some gamers do not, without being schizophrenic - is a kind of mistake.

Here's the thing: when you read a book and character integrity seems to you to be violated, you get mad at the author, right? (One also gets mad when narrative integrity is violated - authors are responsible for both.)

So when someone in your group does something you perceive as integrity-violating, you have the right to ask them: "Dude! Why did you do that?" Since you're 'authoring' the thing together as you go.

The answer in such a case should not just be "Because it's what my character would do", but rather some supporting material which explains why the character's player thinks that that's the best or most appropriate action. To bring the other to be able to share in the judgment of integrity.

I think.

And the bar is higher for a good answer in games where there are substantial goals of play beyond fidelity to a relatively static and highly detailed conception of one's own character. I think.

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On 10/8/2004 at 9:09pm, Green wrote:
RE: Effects of One True Way on roleplaying experience

Guys, please. This is interesting and everything, but I'd rather this thread focus on the impact that the One True Way has had on each respondant's roleplaying experience.

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On 10/8/2004 at 10:32pm, Ron Edwards wrote:
RE: Effects of One True Way on roleplaying experience

Yikes, good point. As one of the guilty parties, let's get back on topic.

Best,
Ron

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On 10/12/2004 at 1:41pm, Mortaneus wrote:
RE: Effects of One True Way on roleplaying experience

As far as the situation with the Dragonlance character in Arthurian fantasy, I'd say that sounds like a Social Contract issue that led to a blow-up in the establishment of the elements of Exploration, more specifically a conflict between your desires with regards to setting, and her desires with regards to character.


Getting back to the original topic, I'd have to say, for me, the single most pressing 'One True Way' issue I've encountered in my roleplaying experience is the supposed truism of 'The GM is God'. I've encountered way too many players who believe, wholeheartedly, in this this statement, and refuse to question its validity in any context.

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On 10/13/2004 at 2:43am, Noon wrote:
RE: Effects of One True Way on roleplaying experience

Mortaneous: On the dragon lance/Authurian setting I agree.

On the 'GM is god', yeah, that is terribly recurring. Even though most will acknowledge that if all the players leave the table, he isn't a 'god' of anything. The thing is, it's hard to describe how people can be sitting at the table but at a credibility level, starting to walk away/staying further and further away. How do you crack this perception that he is 'god' when he's just anything that the other players grant him at any given second.

And why is the 'GM is god' idea circulated so widely? Is it the fallout of terrible mechanics on RPG culture, thus leaving the idea that to get any effective gaming done some user has to have draconian power. 'GM is god' rose out of 'system doesn't matter'?

Is the 'GM is god' idea damaging to new thought? Ie, why come up with nifty new rules when it's in the GM's 'god like' area of work to handle that? Certainly I can find about four reviews of TROS on RPG.net where there is actual resentment of spiritual attributes. Even getting down to 'Does the author think we don't know how to write games!?'

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On 10/13/2004 at 3:48am, ffilz wrote:
RE: Effects of One True Way on roleplaying experience

I was just thinking about this in relation to my post about "story continuity" and the issues behind that for me...

One impact of "The One True Way" on my play experience is the demand by some that you "earn" your way. For example, if you join a campaign, you start off as a 1st level character. Or in the thread on Monte Cook's boards that I referenced, that you be expected to sit out of the game when your character dies and even if that will be a long time because of the particular story being told, that the fun of the other players would be destroyed if the GM bent the story to let you back in.

This is an element I struggle with myself, though in my most recent campaign I experimented with having every PC have the same number of experience points (whether the player was there or not, or if the character was brand new or had been played from day 1).

Frank

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On 10/13/2004 at 2:13pm, John Uckele wrote:
RE: Effects of One True Way on roleplaying experience

I personally like my one true way, such to the point where I don't consider Standard D&D 3rd Ed. Role-playing (I consider it dungeon tromping). I often GM and I play a very narritive/sim style. I've had problems with playing with D&D 3rd Ed. Players because of certain issues.

Example: As a GM, I usually run games where I roll all the dice (for two reasons, one so that combat moves faster, two so that people can't figure out enemy stats/hidden target numbers). I had an issue with a gamist D&D player who was not enjoying my game because he didn't get to roll for his character in what (little) combat their was. I think he also had a problem with the amount of combat. He ended up leaving on his own.

Example 2: As a GM, I understand the roll of GM to be absolute god. Someone can question the GM quickly, but contesting a point and bringing the game to a screeching halt (especially about a mundane point) is not okay. The theif in the party of a game I was running failed his spot traps check and fell down a trap door. I gave the player a few points of damage and he just flat out REFUSED to take them. After a few minutes of arguing about whether his character really fell down a pit or not I booted the player from my game. I'm a grumpy GM and that was just too much for me.

Otherwise, mostly I've had positive experiences. I've played with four players who I get along with (hell, that's most of the people I get along with), and it works well enough for me. I might have a banal and closed perception of what role-playing should be (not to say that I don't enjoy gamist play, just that I don't view it as role-playing), and I'm happy with it.

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On 10/13/2004 at 5:25pm, greyorm wrote:
RE: Effects of One True Way on roleplaying experience

Green has asked us to move back on topic, and since Ron and Marco said everything I would have said on the character issue, there's no need for me to start a seperate thread to respond to Xero.

Marco wrote: I actually think your discussion of looking at the ramefications and analyzing the real meaning behind a statement (the player is not insane, but instead has valid reasons not to want his character to take a course of action) that, at least, strikes many people as an illogical assertation is a (the?) powerful antidote to one-true-wayism.

We seem to be in full agreement, Marco. So, moving on:

Mortaneus wrote: As far as the situation with the Dragonlance character in Arthurian fantasy, I'd say that sounds like a Social Contract issue that led to a blow-up in the establishment of the elements of Exploration, more specifically a conflict between your desires with regards to setting, and her desires with regards to character.

While that is certainly a good judgement of the situation on another level, the problem was that the situation could not be resolved because of the thread topic: how actual play occurs and what actual play comprises.

I'm not sure if your statement is disagreeing with my calling this OTW, but it seems to be. My reasons for doing so are as follows:

"You can do anything in an RPG," was very much at the heart of the issue, and this is why I called it a "One True Way" problem. Since I was restricting her choices in play by genre convention, I "wasn't playing right" and the game would not, in fact, "be an RPG" because of these restrictions (since RPGs allow you to "do anything" and are "without restriction"). If this was not a case of One True Wayism, I'm not sure what else would qualify as such either.

As noted, this led to problems in later interactions between us, since the player in question now felt justified in treating me as some vile heathen who didn't know how to "play it right". This was exactly the attitude the general gaming populace is taught to respond with to when encountering or dealing with "rules lawyers" and that (<sarcasm> horror-of-horrors) "munchkins", since these types (among others) "don't play right" either. In other words, it was silent justification to the player: since I wasn't playing right, I should be treated as is anyone who "doesn't play right" in gaming culture.

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On 10/13/2004 at 6:50pm, James Holloway wrote:
RE: Effects of One True Way on roleplaying experience

For me, the primary problem with OTW in gaming communities is that whatever the group's OTW is becomes a shibboleth. Everybody knows that they like "role-playing not roll-playing," and "character" and "story" (or "realism" or, God help us, "fun" or what have you) and all you have to do for the cool kids to like you is to agree with these statements. This causes a problem, or maybe two problems.

1) OTW replaces thought about gaming experience. There's a right way and a wrong way, so it's very difficult to discuss how to improve games. Any suggestion that Sacred Cow X of the group's OTW is not a good idea leads to being drummed out of the group, even if nobody really likes Sacred Cow X.

2) Because OTW is an expression of group identity but typically has no real impact on gameplay, people get very confused. You are told that a game is all about "character exploration" and join it, only to find out that it is all about puzzle-solving, or setting trivia, or fights. All games claim to be about "politics and intrigue," because that's the OTW. The result is that people wind up in games they would never have joined if they knew what they were really about, and game groups now have to deal with mobs of bored-ass players.

I'm speaking here mostly in the context of large groups like LARP campaigns, but I've seen it in sit-down as well. It's very frustrating to me personally, and I've seen at least one game totally destroyed by it in the last couple of months.

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On 10/14/2004 at 3:07am, Noon wrote:
RE: Effects of One True Way on roleplaying experience

John Uckele wrote: Example 2: As a GM, I understand the roll of GM to be absolute god. Someone can question the GM quickly, but contesting a point and bringing the game to a screeching halt (especially about a mundane point) is not okay. The theif in the party of a game I was running failed his spot traps check and fell down a trap door. I gave the player a few points of damage and he just flat out REFUSED to take them. After a few minutes of arguing about whether his character really fell down a pit or not I booted the player from my game. I'm a grumpy GM and that was just too much for me.


I really hate your term 'absolute god', when really your example shows what you mean is a social contract entry of 'Give your GM lots of credibility for whatever he says, so we can keep this game rolling'. And that is a fairly reasonable social contract entry (and very common, I believe). I have to wonder if 'absolute god' is so crazy a way of putting it that your thief player rejected it as an implausible part of the social contract and thus didn't follow it. Certainly I'd reject it and assume you meant what I wrote.

For the threads purpose, just noting a possible example of how OTW can be an over the top way of showing a resonable desire for something.

James:
2) Because OTW is an expression of group identity

Yeah, I think that's a strong cause too. Gaming groups develop these small pockets of culture, which are very much a group contruct and thus intimately tied with the friendship bonds of that group. Without a seperation between technique (which should be open to change) and friendship (which should have loyalty to those in the group), ya got problems mate!

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On 10/14/2004 at 2:42pm, Mortaneus wrote:
RE: Effects of One True Way on roleplaying experience

greyorm wrote:
Mortaneus wrote: As far as the situation with the Dragonlance character in Arthurian fantasy, I'd say that sounds like a Social Contract issue that led to a blow-up in the establishment of the elements of Exploration, more specifically a conflict between your desires with regards to setting, and her desires with regards to character.

While that is certainly a good judgement of the situation on another level, the problem was that the situation could not be resolved because of the thread topic: how actual play occurs and what actual play comprises.

I'm not sure if your statement is disagreeing with my calling this OTW, but it seems to be.


I wasn't disagreeing with you on this, as I don't have any information regarding either of your past predilections towards such things. As such, I judged the situation on the only level I was able to.

Considering the situation on a less technical level, I can see three possibilities leading to her side of the argument:

1. One True Way-ism - Her argument was forthright, and was truly her belief. She considered the idea of disallowing a character based on setting assumptions to be breaking the supposed rule of "It's a story, so it can happen"

2. Game-drift - She understood that you wanted to run Arthurian Fantasy, but wasn't interested, and attempted to get you to change the nature of the game to something closer to what she wanted to play in by attempting to bring in a deviant character design, with "It's a story, so it can happen" as an excuse for her desires.

3. Lazyness/Character Attachment - She didn't want to have to come up with a new character, and saw no reason why she should stop playing a character she was already fond of just because you wanted to run Arthurian Fantasy, so decided that was what she wanted to play, and attempted to justify that decision to you through the argument "It's a story, so it can happen"


Which of these really occured I cannot determine from your post. As such, whether or not it's a case of OTW-ism I can't tell. You would be the best judge of that. The resolution to such a problem depends on which of the above situations was the rational behind her arguement.


ps. Sorry if I come across sounding a bit harsh. I've been programming, that that tends to flavor my writing style with an overabundance of technical pickyness. I really am interested in understanding her side of that arguement.

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On 10/14/2004 at 7:50pm, James Holloway wrote:
RE: Effects of One True Way on roleplaying experience

Noon wrote:

James:
2) Because OTW is an expression of group identity

Yeah, I think that's a strong cause too. Gaming groups develop these small pockets of culture, which are very much a group contruct and thus intimately tied with the friendship bonds of that group. Without a seperation between technique (which should be open to change) and friendship (which should have loyalty to those in the group), ya got problems mate!

Yeah, tell me about it. But I think that this is true of a lot of things believed by groups: "System X is the best system." "Y is the One True Way to play." I've suffered through so many groups who play Vampire LARP using disastrous, unbalanced homebrew systems, and they all share this almost religious faith that no matter how bad it is, it's better than MET, which they maintain is a total trainwreck of a game.

It's not that great, IMHO, but believing it's the Ishtar of systems is a touchstone for those groups.

Mind you, that's not always a bad thing. Take Silmenume, for example. His group are all deeply committed to a particular style of play, and its perceived good features (particularly "intensity") form the basis, it seems, for a feeling of camaraderie. They don't force their preference on anybody, and they all seem to be enjoying their game.

But sometimes the lack of separation leads to game enjoyment being subordinated to "fitting in" (and I genuinely think people don't understand why they aren't having fun -- I know I was baffled about it when I was younger; I was doing everything right, I was playing my character, I was sticking to IC knowledge, so why did the game suck so much?) and that leads to no fun for some people, which is the very definition of dysfunction.

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On 10/14/2004 at 11:00pm, Ron Edwards wrote:
RE: Effects of One True Way on roleplaying experience

Hello,

Even after a supposed move back on topic, I am confused.

By "one true way," are we discussing the mere observation that a given group has arrived a particular way to play?

Or are we discussing the dogmatic insistence that other ways to play are somehow inadequate?

Clearly the former is a no-brainer, yay for that group.

Clearly the latter is a meaningless claim used as an isolating mechanism from other folks, or perhaps as a weapon to suppress dissent within a group.

Is there actually a topic here worth discussing? I'm certainly not seeing one. Green, please clarify.

Best,
Ron

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On 10/15/2004 at 12:51am, M. J. Young wrote:
RE: Effects of One True Way on roleplaying experience

Sorry to step in before Green, but I'm going to be at a con all weekend so I'm not going to be able to get into this thread again for a while.

My understanding of the initial question is that we're examining what effects the notion of "One True Way" has on gamers and gaming groups, both positive and negative; it has to be recognized that the "One True Way" is something believed by individuals, which may be in harmony or conflict with a specific group.

From a designer's perspective, the problem I see in it is that individuals are unwilling to try new approaches, because they "aren't right". I noticed a blurb for a review of a game I recognized (I'm afraid I don't recall which game) in which the reviewer commented that he wasn't certain it was really a "role playing game" as opposed to a "story telling game", which suggested to my mind that this person (whoever he was) has a narrow definition of what is necessary for a game to count as "role playing". The problem for the designer, then, is that anything that is truly innovative runs the risk of being rejected by a large number of gamers for whom that's just "wrong", but the lack of innovation can only mean honing existing rules concepts to attempt to achieve a slight improvement on what's already been done so many times before--thus, so many fantasy heartbreakers each attempting to stay within the parameters of how these things are done while at the same time making them work better.

Of course, homogenous One True Way groups have most of their social contract in place before they ever begin to play, so that's certainly an advantage. On the other hand, One True Way means that there are non-negotiable elements in the social contract expectations of at least one participant, and if these are not shared through the entire group, they're a time bomb waiting to detonate.

Oh, Raven--you should tell that girl that she'd really enjoy Multiverser. That's one of the core concepts of the game--her character can appear in any universe.

--M. J. Young

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On 10/15/2004 at 8:43am, Green wrote:
RE: Effects of One True Way on roleplaying experience

I now know why Mensa will never rule the world. Guys, you're really making this way too complicated. I didn't start out with a hypothesis to prove or a point to make. I was simply looking for raw data from which to begin about an experience that seems common enough to coin a phrase for it yet never seems to be openly talked about. I'm trying to set up something of an experiment, not a debate. If the data of your personal experiences has common threads in it, then I'll start debating with what's really going on with the One True Way, what can/should be done about it, etc.. Only four people have actually answered the initial question. All of them, except for MJ's most recent post, are on the first page. Here's a brief dramatization of what I see happening:

Me: Could you tell me about how the One True Way has impacted your roleplaying experiences and your perceptions of roleplaying?
First few posters: (answer the question)
Everybody else: (talk about strong identification with character, insanity, One True Way as group dynamics, and other things besides the initial question)
Me: Please get back on topic.
Everybody else: What were we talking about? Oh, the One True Way thing. Yeah, I think the One True Way does this and that and the other thing.
Another poster: This seems pointless. Is there even a topic for discussion?
Me: ????

Now, to reiterate, this is what I was asking: What have been your experiences with the One True Way, and how has it impacted your perception, experiences, and enjoyment of roleplaying?

On second thought, this thread might be better served in Actual Play to avoid further confusion.

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On 10/15/2004 at 11:27am, simon_hibbs wrote:
RE: Effects of One True Way on roleplaying experience

greyorm wrote: "You can do anything in an RPG," was very much at the heart of the issue, and this is why I called it a "One True Way" problem. Since I was restricting her choices in play by genre convention, I "wasn't playing right" and the game would not, in fact, "be an RPG" because of these restrictions (since RPGs allow you to "do anything" and are "without restriction"). If this was not a case of One True Wayism, I'm not sure what else would qualify as such either.


Suppose you came across a GM wo insisted that his game setting must retain it's genre purity, and couldn't be sullied by elements not orriginal to a narrow interpretation of the genre. Wouldn't that be One True Wayism? Surely ther are other valid ways to approach the genre.

Aren't you being a bit One True Way-ist yourself? I cite 'A Connecticut Yankee in King Arthur's Court' as evidence for the prosecution. If Mark Twain can do it, why can't your Dragonlance fan?


Simon Hibbs

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On 10/15/2004 at 12:54pm, Mortaneus wrote:
RE: Effects of One True Way on roleplaying experience

simon_hibbs wrote:
greyorm wrote: "You can do anything in an RPG," was very much at the heart of the issue, and this is why I called it a "One True Way" problem. Since I was restricting her choices in play by genre convention, I "wasn't playing right" and the game would not, in fact, "be an RPG" because of these restrictions (since RPGs allow you to "do anything" and are "without restriction"). If this was not a case of One True Wayism, I'm not sure what else would qualify as such either.


Suppose you came across a GM wo insisted that his game setting must retain it's genre purity, and couldn't be sullied by elements not orriginal to a narrow interpretation of the genre. Wouldn't that be One True Wayism? Surely ther are other valid ways to approach the genre.

Aren't you being a bit One True Way-ist yourself? I cite 'A Connecticut Yankee in King Arthur's Court' as evidence for the prosecution. If Mark Twain can do it, why can't your Dragonlance fan?


Simon Hibbs


The difference, I think, is that OTWism is a more across-the-board rule, for all games played by a specific group. I can understand imposing rules like 'No Dragonlance in Camelot' for a specific game, in order to achieve something. OTW is when you impose rules like that across ALL games you run, because you feel that is the way things should be done.

Here's another example of a OTW. The idea that 'there must be a chance for failure, because it's realistic'. Hoboy....that one alone has made getting Nobilis players a nightmare.

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On 10/15/2004 at 2:45pm, simon_hibbs wrote:
RE: Effects of One True Way on roleplaying experience

Mortaneus wrote: The difference, I think, is that OTWism is a more across-the-board rule, for all games played by a specific group. I can understand imposing rules like 'No Dragonlance in Camelot' for a specific game, in order to achieve something. OTW is when you impose rules like that across ALL games you run, because you feel that is the way things should be done.


Well, yes. I suppose I was just trying to be a bit misscheivous!

Simon Hibbs

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On 10/15/2004 at 3:38pm, Halzebier wrote:
RE: Effects of One True Way on roleplaying experience

Green wrote: What have been your experiences with the One True Way, and how has it impacted your perception, experiences, and enjoyment of roleplaying?


I have encountered the OTW attitude many times. In my experience, pointing out that it is a fallacy does not work very well. I would explain theory and give examples all day -- but the best remedy turned out to be demonstrating (i.e. playing) a functioning, but radically different game.

After I ran a diceless game for a couple of friends, subsequent experiments became much easier.

I had been running unusual one-shots for some time, but I often had to overcome my players doubts before play (even though several experiments really caught on and were in fact run by others afterwards).

A diceless game was the most radical departure and after I demonstrated that this (a) is functional and (b) has unique advantages, they were ready to believe other things as well. They were still hesitant at times, but at least they never again dismissed a wacky concept out of hand.

(Also, I should note that I've been a rabid OTW'er myself. RGFA cured me of that as several posters _politely_ _explained_ diceless gaming to me --even after I had ridiculed the idea as insane.)

It may sound arrogant, but I'd actually use the term 'enlightened' in connection with this. It doesn't matter how many games or how much theory you know - the key is accepting that there is no OTW and to keep an open mind.

Regards,

Hal

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On 10/15/2004 at 4:52pm, Christopher Kubasik wrote:
RE: Effects of One True Way on roleplaying experience

Hi Green,

One True Way stopped my enjoyment of roleplaying.

I hooked up with a bunch of guys. Bright, creative guys. For them RPGs was all about simulating genre. We used a lot of Hero, tweaking it for whatever Genre was at hand. In-Character knowledge for PCs was a point of honor and craft. Lots of character voices (to limit -- I see now -- Player input from other stances.) Props were given for getting genre details "right".

Investment on thematic issues was almost nill. Emotional investment was a liability.

There was no sense that there was anything to discuss (as has been the case about different taste in other groups). This was an issue of aesthetics. If you couldn't hack it, if you didn't talk IC, if you got the genre element wrong (Doc Savage Pulp, Star Wars, CoC, whatever....) there was a real looking down the nose.

There was no sense that any of these stories might really be attached to the real world -- concerns about issues that mattered to the players. On occassion the GM's plot would contain some conundrum that seem drawn from a freshman year ethics class -- we'd be put, as players, in a hard place. But I have to say, it was seldom MY hard place. It was an exercise in debate. Again, the issues was addressing the debate clearly as presented, not running off with something I (or anyone else) might care about. Caring might break the aesthetic experience.

The idea was to create -- using cliches, tropes, and pop culture artifacts -- a "miniature" version of things these guys had read and loved. Or, in some cases, had heard about and assumed they would love. I ran Pendragon for a while and it didn't click -- and was stunned to realize that their ONLY reference for the matieral was Boorman's Exacalibur and the musical Camelot. My fault on that one. But this is important. Without a template to follow, the game ground to a halt. The rules of Pendragon themselves had led to me and my fellow players to have hugely fun, imaginative and emotionally engaging play several times at conventions (a weird reversal of the convention norm, I know). Because we all "got" and loved the system, we let ourselves get carried away by what the rules offered at those con sessions. However, for the group I'm talking about, the rules weren't there to lead to unexpected place of story, theme or emotion. The rules this group used was to keep a tight, Noh-theater ritualistic lid on the events, recreating in diminished form what had come before. That was the prize.

It was reinforced. Snobbish comments were made about "other" players, "inexeperienced" and the need to "break in" new players.

The effect on me: I tried to get it right. I had been working as a freelance RPG writer and so much of the material I worked on, and so many of the peopel I dealt with were focused on, getting properties and genres "right". DC Heroes. Star Wars. CoC. High Fantasy vs. Al Qdim vs. Dark Sun...

The idea of most published was to give the consumer diminished versions of things they loved. Though I didn't understand how, exactly, to play the way these guys played and like it at the same time, I could see that might, in fact, be the point. So I went along.

And slowly got bored and frustrated out of my mind. It ultimately was a bunch of narrative posing. "See! Here's this correct bit!"

At the time, I thought these guys had found where games were supposed to reach for. I didn't like what I found. So, I got out of the hobby.

Christopher

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On 10/16/2004 at 1:16am, Noon wrote:
RE: Effects of One True Way on roleplaying experience

Green wrote: Now, to reiterate, this is what I was asking: What have been your experiences with the One True Way, and how has it impacted your perception, experiences, and enjoyment of roleplaying?

On second thought, this thread might be better served in Actual Play to avoid further confusion.

To help clarifly what's going on from this poster viewpoint: Your not going to get OTW examples in a neat space. They would show up in entirely too long and verbatim play accounts, but otherwise they have to be identified. This way you get people picking out what they think is OTW behaviour and since their already thinking about it, it's too late to ask them to just give a police report and leave you to tie the pieces together. I'd suggest just doing some research yourself (now that I get your goal). Go through actual play accounts, pick out a few that show what you want to discuss then post about that, giving links to the accounts.

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On 10/16/2004 at 2:59am, clehrich wrote:
RE: Effects of One True Way on roleplaying experience

Hey Green,

Was Christopher K.'s post, about the group that wanted to simulate certain texts very exactly, what you were looking for? That's what I thought this thread was about; if that isn't what you want, I'm lost. But if it is, there's your answer to Callan.

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On 10/16/2004 at 4:44am, Green wrote:
RE: Effects of One True Way on roleplaying experience

clehrich wrote: Was Christopher K.'s post, about the group that wanted to simulate certain texts very exactly, what you were looking for? That's what I thought this thread was about


It's precisely what I was looking for. MJ Young's last post and the starting replies to the thread were also the sorts of things I was looking for.

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On 10/16/2004 at 3:19pm, Cup of Iron wrote:
RE: Effects of One True Way on roleplaying experience

Green wrote: What have been your experiences with the One True Way, and how has it impacted your perception, experiences, and enjoyment of roleplaying?


In my experience, One True Wayism basically boils down to a form of snobbery. We play right, they play wrong. Tra la la-la la la la.

Aside: int the book Things Fall Apart by Chinua Achebe which is set in an African village, there is a brief scene where some of the elders are discussing an upcoming wedding and in the course of the discussion, they talk about how other villages have different customs regarding the bride price. They negotiate and settle on a given price. In another village, the suitor continues to bring yams until the bride's family says that's enough. Isn't our way much better?

I take it the idea here is to get personal stories.

My old group, especially the GM, who more-or-less controled everything had some idea of what roleplaying "should be." THing is, it was not articulated very well. It was mostly assumed and understood, but I couldn't tell you what it was exactly. I could name systems used. GURP, Mekton, WHFP, MERP, D&D3e, V&V. I think part of the problem was this OTW was a moving target. Sometimes he would be permissive and let our character remember their weapons when going into the evil wizards lair. Other times, he would not and require an intelligence check or not even allow that. It seemed to be so much arm waving saying "this is what I want" and asking what that was would just get more arm waving.

One element would be cutting down other playstyles, usually as "roll-playing" even though this game was combat heavy in its own right.

The effect on me, personally, is I became unsatisfied with this. It's probably a unhealthy situation with one guy playing Svengali to the whole group. (At one point, before starting a new game, he stated emphatically that he didn't want a game like the last one. He wanted an adventure story. He was the only one who really wanted this. His desires outweighed the group's) I was interested in trying new things and was not interested in doing this style anymore (which may not be as bad as I make it out, but I'm foggy on the details and focused on the bad for this thread) SO I left the group because I didn't want to waste my time on that anymore. Besides, when I was there I was a total wet blanket because I was so unhappy. I left for the good of all. And the GM, the guy who will put down other's role playing styles at the drop of a hat, called me a role playing snob.

So in my case, it was a matter of mind-reading or otherwise kowtowing to the GM's wishes coupled with a superiority complex and a healthy dose of hypocrisy. It didn't put me off roleplaying like it did Christopher, but it did put me off that group and others like it.

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On 10/17/2004 at 2:18pm, Green wrote:
RE: Effects of One True Way on roleplaying experience

Mortaneus wrote: Getting back to the original topic, I'd have to say, for me, the single most pressing 'One True Way' issue I've encountered in my roleplaying experience is the supposed truism of 'The GM is God'. I've encountered way too many players who believe, wholeheartedly, in this this statement, and refuse to question its validity in any context.


How has this bit of dogma affected your roleplaying experience?

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On 10/18/2004 at 2:15pm, Jaik wrote:
RE: Effects of One True Way on roleplaying experience

My contact with the One true Way has left me with guilt and uncertainty that has lasted for years and will probably last for a few more.
I look at that sentence and it sounds really big and really profound and then pretty silly. Anyway, here's the deal:
I started gaming in junior high (age 13-14) with red box D&D with my friends. Very little actual play, lots of character design (My first actual system purchase was GURPS, but I never managed to play that, just read the book 20 times.) I eventually hooked up with a pickup group at a local gaming store DM'd by Sam, a serious, old school DM. He had original books. He was at cons where 1st Ed stuff was first released. He had Judge's Guild products, he had stacks of notecards and crates of binders. He played by the rules and was up front that he was there to wipe out PC's.

Then I went to college and hooked up with the gaming club there. Now I start to run into Vampire (mid to late 90's). Suddenly I run into role-play vs. roll-play. Combat is bad. You should try to run entire sessions with no combat or no rolls. Somehow dice are wrong. Wanting to enjoy the excitement of combat is wrong. Staying in character at all time, making multi-faceted, believeable characters, these are all things to be sought after.

I came to feel guilty about liking combat, about trying to "munchkin" my character to be effective. I tried so hard to fit in, to "really roleplay." And I stopped having fun.

Within the last year or so, I encountered the Forge. I learned about creative agenda, stances, different play styles. I devoured Actual Play. I bought Sorcerer, Heroquest, Inspectres, Trollbabe, Elfs, Donjon, and TROS. I tried out some Narr stuff in a Mutants and Masterminds game and had a BLAST with it (until the GM followed her own OTW training and it all fell apart for me, but that's beside the point.)

Currently, I'm in a very Gamist game. D&D 3.5, straight module, lots of bragging rights, straight pawn stance. I still feel guilty about building an effective character, but I'm coming to terms with the fact that I enjoy combat and like the challenge of Stepping Up. It's okay. I'm allowed.

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On 10/18/2004 at 6:25pm, Darksmith wrote:
RE: Effects of One True Way on roleplaying experience

One True Way...

Hmmn...

Best example I can give is a group I was in where we started playing using one system, but the GM didn't like the inherit 'flaws' in it and wanted to 'modify' it and make it 'better'.

We ended up with a completly different games system, that was nothing like we started with.

Was it bad? No. Did it not work? No.

Then where is the OTW example? It was with the GM.

The system he was running wasn't to his liking, it wasn't 'right'. We couldn't play the way we were 'supposed' to. He had to change it and make it 'work'.

We, the players, watched it happened. There was some grumbling by some. I personally thought it would be interesting to see the evolution of a new hybrid system and to see where it ended.

But that is how my own personal OTW-ism works.

I believe that OTW is a incorrectly labeled. It should be call, "Many True Ways". I like Coke, you like Pepsi, Green likes tea. Who's right? Who's wrong? Was my GM wrong in wanting to change the system that he was telling his story in? Should he have just gutted it out?

The group he was running for was the key to that decision. Could we adapt to a new system that didn't do things the same way the other one did? Did we want to? In the end we could and did. Not everyone stayed but the core of the group did. Our OTW (or MTW) was adaptable to change. We were able to move on and enjoy the experience.

Not all groups can. Not all individuals can. OTW? It's the illusionary construct that is as unique as any other illusionary construct.

Role playing... you get out of it what you put into it.

These are my experiences and opinions. They are not to be confused with the governing laws of the universe. If they were then we'd be in real trouble!

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