Topic: The Tyranny of Structurelessness
Started by: C. Edwards
Started on: 1/19/2005
Board: RPG Theory
On 1/19/2005 at 9:52pm, C. Edwards wrote:
The Tyranny of Structurelessness
The following is part of an article written on a topic other than gaming. Reading the article I was struck by the similarity to healthy, functional social contracts that I've experienced in gaming. So read, enjoy, discuss. I'm certainly interested in whether others find the article relevant, and the reasons why or why not.
NOTE: I did not ask the author's permission to post this here, and I even changed a handful of words in the last paragraph to better suit the subject of gaming. Those words are in italics. If you're uncomfortable with this, I suggest not reading any farther.
The Tyranny of Structurelessness
<snip>
Contrary to what we would like to believe, there is no such thing as a structureless group. Any group of people that comes together for any length of time for any purpose will inevitably structure itself in some fashion. The structure may be flexible; it may vary over time; it may evenly or unevenly distribute tasks, power, and resources among the members of the group. But a structure will be formed regardless of the abilities, personalities, or intentions of the people involved. The very fact that we are individuals, with different talents, predispositions, and backgrounds makes this inevitable. Only if we refused to relate or interact on any basis whatsoever could we approximate structurelessness; but that is not the nature of human groups.
The idea of structurelessness does not prevent the formation of informal structures, only formal ones. A "laissez faire" ideal for group structure becomes a smoke screen for the strong or the lucky to establish unquestioned hegemony over others. thus, structurelessness becomes a way of masking power. As long as the structure of the group is informal, the rules of how decisions are made are known only to a few, and awareness of power is limited to those who know the rules.
For everyone to have the opportunity to be involved in a group and to participate in its activities, the structure must be explicit, not implicit. Decision making must be open and available to everyone, and this can happen only if it is formalized.
This is not to say that formal structure in a group will destroy the informal structure. But it does hinder the informal structure from having predominant control and makes available some means of formal negotiation if the informal leaders are not at least responsive to the needs of the group at large.
Once a group has given up clinging to the ideology of structurelessness, it is free to develop those forms of organization best suited to its healthy functioning. This does not mean blindly imitating traditional forms of organization or blindly rejecting them either. Some traditions will prove useful, and some will give us insight into what we should and should not do to meet the objectives of the members. But mostly we will have to experiment with different kinds of structures, both traditional and contemporary.
While engaging in this evolutionary process, there are some principles we can keep in mind that are essential to effective democratic structuring.
(1) Delegation of specific authority to specific individuals for specific tasks by democratic procedures. If people are selected to do a task after expressing an interest or willingness, they have made a commitment that cannot easily be ignored.
(2) Responsiveness of those to whom authority has been delegated to those who delegated it. Individuals may exercise power, but it is the group that has ultimate say over how the power is exercised. this is how the group exercised control over people in positions of authority.
(3) Distribution of authority among as many people as is reasonably possible. This prevents monopoly of power and requires those in positions of authority to consult with many others in the process of exercising their authority. Such decentralization also gives many people the opportunity to have responsibility for specific tasks and thereby to learn different skills.
(4) Rotation of tasks among individuals. Responsibilities that are held too long by one person, formally or informally, come to be seen as that person's property, and are not easily relinquished or controlled by the group. Conversely, if tasks are rotated too frequently the individual does not have time to learn the job and acquire satisfaction from doing it well.
(5) Allocation of tasks along rational criteria such as ability, interest, and responsibility.
(6) Diffusion of information to everyone as frequently as possible. Information is power. Access to information enhances one's power.
(7) Access to needed resources. Skill and information are resources as much as physical equipment, space, or dollars. Skills can be made available equitably only when members are willing to teach what they know to others.
Organization structures developed according to these principles can be controlled by the group as a whole. These principles encourage flexibility, openness, and modest terms of service for those in positions of authority. Since ultimate decisions will be made by all group members, those individual members with positions of authority will not be able to institutionalize their power easily. As groups go through various stages of development and positions of authority are rotated among different members, the group will gain experience in determining which of their members can provide the effective leadership needed to meet different challenges and opportunities. Over time, as more and more group members gain experience in position of authority, the group can realize increasing effectiveness and creativity in group endeavors.
<snip>
-Jo Freeman
On 1/19/2005 at 10:02pm, LordSmerf wrote:
RE: The Tyranny of Structurelessness
Thank you very much for posting this. This piece of text has greatly facilitated my thoughts regarding the authority of the GM; specifically how and why it is given.
I would like to point out that I'm not entirely sure that Point 4: "Rotation of tasks" is necessary, or even necessarily good for RPGs. A sense of personal ownership is often acceptable, and sometimes desired. Universalis allows a "Rotation of tasks" regarding the task of Controlling Character X. Most RPGs do not do this. You control Character X, and Bob over there controls Character Y, all the time. The GM has Authority Z all the time.
There is however one interesting aspect to consider (well, one that stands out to me, I'm sure there are many others here): What, if anything, is indicated by a group who always has the same GM no matter what game they play? If the same person comes to "own" the Authority of the GM every time the group sits down, what effects does that have on the Social Contract, and on play in general?
Thomas
On 1/19/2005 at 10:14pm, TonyLB wrote:
RE: The Tyranny of Structurelessness
I'm all for #4, actually. I think without #4 you lose #1 (since people are no longer being assigned to tasks, the tasks are fixed). And without #1 you most often lose #2. Once #2 has collapsed, #3 becomes a counter-productive strategy on the individual level (since any power you give away you're unlikely to see again any time soon) and then #5 collapses shortly thereafter.
Interestingly, I see a lot of sharing of GM-tasks in games where the GM-role is fixed in one person forever and ever. Not sure what that means.
On 1/19/2005 at 10:45pm, LordSmerf wrote:
RE: The Tyranny of Structurelessness
TonyLB wrote: I'm all for #4, actually. I think without #4 you lose #1 (since people are no longer being assigned to tasks, the tasks are fixed). And without #1 you most often lose #2. Once #2 has collapsed, #3 becomes a counter-productive strategy on the individual level (since any power you give away you're unlikely to see again any time soon) and then #5 collapses shortly thereafter.
Hmm... There may be some profit in discussing this on two levels: 1) An instance of play (i.e. a single session or campaign) and 2) The social positions (the group itself, both inside and outside of the game; i.e. "Who's buying the pizza tonight." "Who's place are we playing at?" "Who drives play forward?")
I'll need to think about that a bit more.
Thomas
On 1/20/2005 at 6:36am, Noon wrote:
RE: The Tyranny of Structurelessness
A "laissez faire" ideal for group structure becomes a smoke screen for the strong or the lucky to establish unquestioned hegemony over others.
So, does this apply to the games rules, in terms of how they are used by the group to shape group structure? If so, does this apply to games which profess to cover many topics, but actually leave most of them without structure?
I'm thinking of some popular games which (IMO) make a feature of this rather distasteful situation. So I'm asking; is this problem actually promoted in the market currently? Because it sells?
On 1/20/2005 at 6:55am, bcook1971 wrote:
RE: The Tyranny of Structurelessness
That was an interesting read. I think the list items are dynamics, adjusted by the character of the group. My primary group is fortunate in having three GM’s with varied interests in systems and play styles. Rotation of GM and system has been (at times) an aggravation and also, invigorating. Suffering from being outside the game has fueled my desire to reach the group. And I sense a more thorough and seasoned willingness from the GM’s who sit as players in my campaigns.
Oh, the quiet wisdom of (5) .. I’ve been in groups where its lack allowed (3) to drag us all down into hell.
(1) is cornerstone. Without procedure, the hegemony of structurelessness cannot be breached. And it’s just stunning how people you thought you knew, their faces fall to the floor, revealing a cavity of worms. The irrationality of territorialism is a savage enslaver of minds.
-------------------
Noon:
I think neglecting structure of topics relevant to the game is fertile soil for writhing coils of hegemony. That's a creepy thought: that design which supports this character of play is driven by marketability.
On 1/20/2005 at 9:16am, contracycle wrote:
RE: The Tyranny of Structurelessness
Noon wrote:
I'm thinking of some popular games which (IMO) make a feature of this rather distasteful situation. So I'm asking; is this problem actually promoted in the market currently? Because it sells?
I would think rather that it accords with a certain ideology, that of moralism. In a structureless environemnt in which, in essence, personal charisma is the determining factor in a given decision thens its often impossible to have a procedural or technical discussion of the point. What substitutes for analysis, then, is moral criticism. Thus IMO we have structureless games which are rationalised by the criticism "if you can't make it work its your fault". Hence we end up with a pernicious, emotive dialogue about gaming that assiduously defends badly or non-structured games.
On 1/20/2005 at 2:57pm, C. Edwards wrote:
RE: The Tyranny of Structurelessness
bcook1971 wrote: I think the list items are dynamics, adjusted by the character of the group.
Certainly so, although I think #1, 2, and 5 are foundational and generally exist in a maximized state in groups with a healthy social contract. #3 seems a little more dynamic across the various functional social contracts I've encountered, with #4, 6, and 7 being widely variable.
-Chris
On 1/20/2005 at 3:28pm, C. Edwards wrote:
RE: The Tyranny of Structurelessness
Gareth's remarks in this thread, as well as the following remarks by Chris (Bankuei) and Gareth in the Pattern Recognition, Metaphor, and Continuity thread got me to thinking about the contrast of the social space and the game space across both the healthy and unhealthy social contracts I've experienced.
contracycle wrote: In fact I think this is rather similar to the "tyranny of structurelessness" thread as well. Absent a coordinating principle or pattern, all the problems inherent to structurelessness appear in full force, only more so, being extended to the game space and not just the social space.
Bankuei wrote: The key that keeps it from falling into the trap of the structurelessness is that Universalis gives explicit techniques for the group as a whole to enforce a collective will to protect any patterns and themes produced in play. Narration trading games such as Dust Devils or Inspectres though technically could suffer from a player choosing to abuse the narration rights are almost always kept in check by the collective will of the group, though without the formal mechanics(Lumpley Principle, Social Contract, in full effect).
The coordinating principle is set up in Social Contract, and applied through system as a vehicle of expression for the group to create the myth on the spot. The sense of discovery is "How will our collective ideas fit together?", the pattern recognition is the theme developed through play, "Hey, this is turning out to be a love story!" and the personal empowerment is, "We all contributed to making this really good game."
A lack of functional structure in the social space always seems to lead to breakdown of structure in the game space. The willing adherence to and collaborative creation of pattern in the game space depends upon the participants feeling a sense of ownership of the game space and respect in the social space.
When those two things are lacking, the disenfranchised member(s) will either try to force the pattern in another direction (usually through the actions of their character) or attempt to disrupt it altogether.
None of this is really new, but I think it bears continuous repeating. A healthy, functional Social Contract is imperative to the enjoyment of gaming (Or any other collaborative enterprise for that matter). It's certainly a big stick in the "System Matters" arsenal as well. Universalis being a prime example of a game that helps regulate and give structure to the flow of influence between the social space and the game space.
-Chris
Forge Reference Links:
Topic 13958
On 1/20/2005 at 4:17pm, bcook1971 wrote:
RE: The Tyranny of Structurelessness
Universalis is great. But I think these points are most telling when applied to the SC of a regular group. Design is fundamental, but it's not a cure-all. I think it's especially secondary in this context.
C. Edwards wrote: The willing adherence to and collaborative creation of pattern in the game space depends upon the participants feeling a sense of ownership of the game space and respect in the social space.
Preach!
C. Edwards wrote: When those two things are lacking, the disenfranchised member(s) will either try to force the pattern in another direction (usually through the actions of their character) or attempt to disrupt it altogether.
[Chime sounds.] Boy, this really reveals something to me. I think by shifting your feedback from in-game to out-of-game, you achieve a crucial step. In my first TROS game, after the group broke into a shipyard warehouse, my character spoke to the the harbor master about accounting for the loss, to which he replied, "What break-in?" The Seneschal asked, "What do you do?" What could I do?! It was like following bread crumbs to a laughing manequin. So I said, "He returns to his apartment and watches the shadows."
Flash forward to our last campaign (VtM: WoD). When the GM spoiled the setup of a scene (as I perceived it), I called him on it. Me, the player. It was nerve-wracking, because it put our relationship at risk, but it led to more constructively aligned play.
One thing to watch for is a wild left turn, in play. (e.g. "I shoot the old lady and throw her in a dumpster.") It's generally an expression of frustration over being disenfranchised, where that player (a) is not cognizant of their dissatisfaction or (b) is unwilling to give negative feedback, as a player.
On 1/20/2005 at 5:04pm, Emily Care wrote:
RE: The Tyranny of Structurelessness
Great application of this article, Chris! Right on!
I would like to point out that I'm not entirely sure that Point 4: "Rotation of tasks" is necessary, or even necessarily good for RPGs. A sense of personal ownership is often acceptable, and sometimes desired. Universalis allows a "Rotation of tasks" regarding the task of Controlling Character X. Most RPGs do not do this. You control Character X, and Bob over there controls Character Y, all the time. The GM has Authority Z all the time.
I think you might want to look at the relative impact of the task. For something like the body of tasks making up GMship, rotating them or spreading them out makes a huge difference in the relative power of the participants. In contrast, playing a character is something that everyone already has access to, so rotating a single character may not be needed or even desirable for the group. (Note that being GM usually entails playing multiple characters at once--by spreading letting players create and control more characters, you'd be fulfilling #3 (decentralizing authority) and reducing the need to rotate characters through peoples hands). Notably, Ars Magica did both of this things.
More preaching: The contrast of these principles to traditional rpg design is just incredible.
yrs,
Em
On 1/20/2005 at 5:11pm, Ron Edwards wrote:
RE: The Tyranny of Structurelessness
Hello,
I suggest that many groups who say that the "players play characters, GM plays the world" are engaged in far more sharing of the relevant GM-tasks than anyone perceives or admits.
I also suggest that the points made in this thread are seminal reading, in hopes of increasing our general understanding of System Does Matter and the Lumpley Principle, as well as my long-held points about "unstructured Drama" in resolution techniques.
Great points, everyone.
Best,
Ron
On 1/20/2005 at 5:43pm, LordSmerf wrote:
RE: The Tyranny of Structurelessness
I had something of an epiphany here. While System Does Matter, and matter quite a bit, it is entirely secondary to Social Contract. Now, I'm sure that this has been said over and over, but I think we may be missing something (or just assuming that everyone understands it, and not discussing it).
C. Edwards wrote: A lack of functional structure in the social space always seems to lead to breakdown of structure in the game space. The willing adherence to and collaborative creation of pattern in the game space depends upon the participants feeling a sense of ownership of the game space and respect in the social space.
So, there it is. System only matters if the Social Contract is functional. This is one reason that games like My Life with Master and Primetime Adventures are so good, they include a partial hashing-out of Social Contract within the rules. The group gets together and talks about Situation, Color, and to some degree Theme in the upcoming game. Of course this probably isn't effective in groups where the initial Social Contract isn't solid (i.e. not everyone at the table is committed to everyone else having fun).
There's been a progression of development:
• System Does Matter - Games were designed to facilitate a certain type of play.• Shared Investment - Games were designed to give each player a sense of ownership of the world. This is important because this sense of ownership is a necessary thing for a group to reach a point where System Does Matter (i.e. if people aren't already invested in playing, then it doesn't matter how easy the System makes it to play).• Where do we go from here? I think we take it one step deeper. Discuss Social Contract at a more basic level, specifically: what it is, how to analyze it, and how to intentionally alter/modify it. How do we help people to get to the point where they can play together?
I think that the third point is very important. Here's a little anecdote that explains why:
We play Universalis every so often. I think that it's one of the best ways to analyze a group's Social Contract (even though it's far from optimal for this task, that's part of the problem: there aren't any really good analysis tools). Anyway, when we play, we often devolve into incoherent and disruptive play.
So, I know that something is wrong with your Social Contract. Somewhere it breaks down. But I can't determine precisely where, or in what way, and I definately can't fix it. I can observe the effects of the problem, but I can't get at the causes. I think that's where we go from here (or at least, that's one of the paths we take from here).
I know that Social Contract is a complex and varied beast, but I think there have to be some things that are consistent that we can analyze and manipulate. So, where's my Social Contract, Analysis and Development book?
Thomas
On 1/20/2005 at 6:10pm, Roger wrote:
Re: The Tyranny of Structurelessness
I'm going to start my response to this a little earlier on in the essay itself, as I think there's some interesting assertions in there.
As long as the structure of the group is informal, the rules of how decisions are made are known only to a few, and awareness of power is limited to those who know the rules.
It's possible that the rules are not widely known, but it doesn't seem to be a necessary situation, or even a particularly likely one.
For everyone to have the opportunity to be involved in a group and to participate in its activities, the structure must be explicit, not implicit.
It must be explicit? That doesn't match with my experiences. I've been a part of many implicitly-structured groups (we all have, on a daily basis) and I rarely notice members not even having the opportunity to be involved in its activities.
Indeed, if someone doesn't have the opportunity to be involved in a group or to participate in its activities, is he really a member of that group in any meaningful sense?
Decision making must be open and available to everyone, and this can happen only if it is formalized.
I don't agree with either assertion of this statement. I don't think decision making needs to be open or available to everyone; furthermore, I don't think that can happen only if it is formalized.
The author's later points on how to best structure a group may be interesting, but I hesitate to examine them too closely while I have such serious misgivings about the fundamental premise on which they build.
As a counter-example, I think we need look no further than that most fundamental of social groups -- the family unit. Informal, implictly-structured, occasionally tyrannical -- and yet, by and large, often very functional, healthy, and practical.
Cheers,
Roger
On 1/20/2005 at 6:15pm, Ron Edwards wrote:
RE: The Tyranny of Structurelessness
Hi Roger,
I suggest that implicit vs. explicit is not a matter of being verbalized, but rather of being consistently and readily apparent. Members of "structures" may not ever articulate the structures' features, but they could if they ever tried, and observers are often able to spot them very easily.
So what seems implicit (i.e. never-stated) to a participant might be very explicit after all.
I also suggest that leadership is not tyranny. Leadership can often include dominant vs. subordinate roles, again, without being tyrannical.
Families are a good topic for discussion about these things. My viewpoint is that most families that I consider functional do have explicit structure and specific leadership roles (sometimes distributed ones), even if no one ever stated them out loud.
Best,
Ron
On 1/20/2005 at 6:17pm, Mike Holmes wrote:
RE: The Tyranny of Structurelessness
Thomas, I'd propose that, in fact, Universalis is a tad incoherent in some ways, and that may be your group's problem there.
That's not to disagree with your overall point. But it's been a basic tenet of the Big Theory that all play occurs in the context of a Social Contract, and hence can never be good unless the contract is good first. Hence the model:
Social Contract -> GNS -> Techniques
Mike
On 1/20/2005 at 7:00pm, LordSmerf wrote:
RE: The Tyranny of Structurelessness
Mike,
That is precisely my point. I have some friends, we have fun doing plenty of other activities. We want to learn how to get along with Role Playing as well. How do we do that? The only method currently available is trial and error, trying different games and different authority structures until we find something that "hits the spot".
I want something more. I want methods and techniques that allow us to analyze and manipulate our Social Contract on a level outside of any specific game, so that we know which specific game(s) we can play together.
Ron gives the excellent advice that if your Social Contract is broken, you shouldn't really be playing. I want to know how to fix the Social Contract in question so that we can play without an intervening period of dysfunctional play while we experiment.
Thomas
On 1/20/2005 at 7:44pm, C. Edwards wrote:
RE: The Tyranny of Structurelessness
Vincent (lumpley) wrote: The goal of designing rules is to change social contract.
(That, and other tasty bits can be found on anyway, Vincent's website.)
That's what it's all about. The essence of game design. It makes an excellent mantra. Stays crispy in milk.
I dream of this giant flow chart. It shows, starting with the initial overarching Social Contract aspects of authority and influence and continuing down through Creative Agenda, Techniques, etc., the compatibility matrix of a functional instance of gaming. It would link the combinations that work together. You could create a functional rpg by just picking a path on the flow chart and following it. It would be incredibly information dense, but attractive in an alien way. Like the skill matrix in Final Fantasy X. What a dream.
LordSmerf wrote: I want to know how to fix the Social Contract in question so that we can play without an intervening period of dysfunctional play while we experiment.
I'm not sure how the creation of a functional Social Contract can be anything but an evolutionary process. Like in any evolutionary process, there's no guarantee that any particular product of the process is going to be fit. For the Social Contract to be relatively stable it has to be tested.
I was going to say that perhaps a list of different social contract configurations might at least help expedite the process, but I'm having trouble imagining how it could in any way take into account the dynamics of your specific play group. Or if it would even need to at that level. I suppose it depends on just what factors are keeping your group from functional play.
-Chris
On 1/20/2005 at 8:28pm, Mike Holmes wrote:
RE: The Tyranny of Structurelessness
Thomas, since this is a CA problem, and, as such a subset of the social contract, the only tools for this can be social.
Which is mostly just what Chris said.
You've said that you don't have a problem outside of RPGs. So I'm not sure why you then say that you want to have tools to "fix" the social contract "outside" of a specific game. You seem to be implying that there's some layer in between the social contract, and CA. There is not.
Mike
On 1/20/2005 at 10:19pm, Marco wrote:
RE: The Tyranny of Structurelessness
Ron Edwards wrote: Hello,
I suggest that many groups who say that the "players play characters, GM plays the world" are engaged in far more sharing of the relevant GM-tasks than anyone perceives or admits.
Best,
Ron
I say that--in fact, I'd say it's the cornerstone of our group's social contract. It's how I'd express a high-level description of the role-split for play in traditional games too.
Well, really, I'd probably phrase it: "The GM runs the world and the players play their characters" (is that different? I don't know. I'm not stuck on runs-vs-plays or 'their characters' vs 'characters' (save that players don't usually, IME, run NPC's) )
In terms of GM-relevant tasks, what do you think this is obscuring (I have a bunch of game write-ups that should give at least some insight into our groups social dynamics).
-Marco
On 1/20/2005 at 10:32pm, Mike Holmes wrote:
RE: The Tyranny of Structurelessness
Marco, for example, do the players ever say, "I cross the busy street, and enter the building?"
If, indeed, everything outside of the character is the realm of the GM, then isn't it incorrect for the player to establish that the street is busy? Even if, in your contract, the GM has the right to say, "You mean empty street," but doesn't always take away player additions, then aren't they "sharing" the duty?
This is just the example I always use. The principle can be extrapolated a lot into other areas.
Mike
On 1/20/2005 at 10:42pm, Marco wrote:
RE: The Tyranny of Structurelessness
Mike Holmes wrote: Marco, for example, do the players ever say, "I cross the busy street, and enter the building?"
If, indeed, everything outside of the character is the realm of the GM, then isn't it incorrect for the player to establish that the street is busy? Even if, in your contract, the GM has the right to say, "You mean empty street," but doesn't always take away player additions, then aren't they "sharing" the duty?
This is just the example I always use. The principle can be extrapolated a lot into other areas.
Mike
Yes they do--or use directoral power to 'materialize' a drink on the bar counter when it wasn't explicitly put there by the GM. I totally see that.
As a total expression of dynamic the phrase doesn't measure up if our definition of "runs the world" is interperted to mean "all words concerning the extermal physicality of the PC must come out of the GM's mouth."
Thing is, I'm not sure anyone ever really means it that way. Saying "The sky is blue" isn't usually seen as denying the existence of clouds, for example, even though they (and the airplane) haven't been specified.
The article is talking about sharing of tasks and authority and the clarity of role within a group. For work-related taskgroups that's usually something close to achievable: you often have a measurable goal. You may have a rigid military command structure with a body of law concerning legal orders.
For a gaming group, or a group of friends, however, being exactingly specific about roles is nearly impossible with any amount of language because there isn't usually a definable role in the group (Sid may be declared the 'group leader' by an observing sociologist but if you start dictating exactly what that means you'll get pages and pages of text and people will still find holes in it).
-Marco
On 1/21/2005 at 4:15am, Noon wrote:
RE: The Tyranny of Structurelessness
Thomas wrote: This is one reason that games like My Life with Master and Primetime Adventures are so good, they include a partial hashing-out of Social Contract within the rules.
I've thought that often, without an arranged social contract, a cruddy social contract revolving around the rules and not much else, begins to form. Like clinging to a piece of drift wood when you need a boat, the group clings to the rules to manage the social level (especially as RPG culture tends to revolve around immersion being "the thing" and that we should ignore RL, mostly when we play).
That's where the marketability comes in, in terms of what I said before on structurelessness. If the game doesn't actually cover a lot of the areas it says it will, then someone else is going to fill that in...and the other people will cling to that like they did to the rule driftwood before. Clinging to the rules as a replacement for social contract policing was dangerous enough. Clinging to the 'rulings' of someone else for policing is...well it's basically an insta cult product. Just add followers.
Being a psuedo cult leader is highly attractive...which would mean the design sells.
Bill Cook: It is creepy. And fiscally, it's very viable.
On 1/21/2005 at 2:45pm, Mike Holmes wrote:
RE: The Tyranny of Structurelessness
Marco wrote: As a total expression of dynamic the phrase doesn't measure up if our definition of "runs the world" is interperted to mean "all words concerning the extermal physicality of the PC must come out of the GM's mouth."Which was precisely the point being made, I think. That is, people talk about this simple divide of power when it's not at all as simple as it's cast. Yes, I think that what's meant is clear to people, but often it's not the same from group to group. For example, I've seen groups where the GM will correct the player, "You attempt to go across the street, which is, by the way, busy with traffic, but only because I said so." And other groups that are much more free with player control, but who still claim to be using the divide in question.
Thing is, I'm not sure anyone ever really means it that way.
So, yes, people have an idea of what they mean by this divide, and it works fine in play. But just saying "GM controls world, players control characters" doesn't really tell us what's happening, because, as you say, nobody ever really means it that way.
Mike
On 1/21/2005 at 3:21pm, Marco wrote:
RE: The Tyranny of Structurelessness
Mike Holmes wrote:Marco wrote: As a total expression of dynamic the phrase doesn't measure up if our definition of "runs the world" is interperted to mean "all words concerning the extermal physicality of the PC must come out of the GM's mouth."Which was precisely the point being made, I think. That is, people talk about this simple divide of power when it's not at all as simple as it's cast. Yes, I think that what's meant is clear to people, but often it's not the same from group to group. For example, I've seen groups where the GM will correct the player, "You attempt to go across the street, which is, by the way, busy with traffic, but only because I said so." And other groups that are much more free with player control, but who still claim to be using the divide in question.
Thing is, I'm not sure anyone ever really means it that way.
So, yes, people have an idea of what they mean by this divide, and it works fine in play. But just saying "GM controls world, players control characters" doesn't really tell us what's happening, because, as you say, nobody ever really means it that way.
Mike
Mike,
Hey, I do dig it. But I think you're not answering the question I asked. If Ron had said
"I suggest that many groups who say that the "players play characters, GM plays the world" are engaged in stating a more complex power-sharing arangement in a simple phrase"
(quote altered)
I'd agree with him:
This was the original quote "far more sharing of the relevant GM-tasks than anyone perceives or admits."
That's different: that implies that people who say that are either not precieving things correctly or are precieving them correctly but consider their stating to be obfusicatory in some way (i.e. it is not an admission).
If I am one of these people who say that, how do I know if I am in that group?
Point: If you ask one of these groups that isn't perceptive or is engaged in a non-admission "do players say 'I cross the street' in your games'" do you think they'll say:
(a) "No, um, no. No one ever crosses the street. That would be runing the world."
(b) "Yes they do. I consider that playing their character. If the GM has an ambush set to happen halfway across the street, then the actions of the world will intervine."
(c) somthing else?
'cause if it's like (a) they are lying.
If it's like (b) I think they have a point.
I'm guessing there's a (c) I'm missining.
-Marco
On 1/21/2005 at 3:31pm, Ron Edwards wrote:
RE: The Tyranny of Structurelessness
Hiya,
Marco, I accept your "kindler & gentler" paraphrase as fully expressing my point better.
That puts me, Mike, and you all on the same page, I think.
Best,
Ron
On 1/21/2005 at 4:05pm, Marco wrote:
RE: The Tyranny of Structurelessness
Rockin' (If that's agreeable all around, then I consider my question fully answered)
-Marco
On 1/21/2005 at 5:42pm, Mike Holmes wrote:
RE: The Tyranny of Structurelessness
I'll quibble only techically. That is, people usually don't put this sort of thought into this. So, in fact, they don't consciously percieve these things. They know how things work by a general impression of their own play, and they associate that play style with the phrase. The problem becomes that they don't realize that other people may mean different things by the phrase. So when someone uses it, they think "Aha, just like I play!" When that's not neccessarily the case. The phrase is too simple to capture the sometimes not incosequestial nuances involved.
I mean, my Hero Quest game could be described by this phrase, but it looks a ton different in some ways regarding this than some other people's play.
Mike
On 1/22/2005 at 1:43am, Noon wrote:
RE: The Tyranny of Structurelessness
"players play characters, GM plays the world" is sort of like how we quickly describe G, N or S around here in a sentence, in order to not over load newer posters.
But typically whoever does that here notes that its a simplification or notes something that says "That's not the whole story".
That last bit is important, because if the phrase is being used to form social contract, it tells you that weve only covered this briefly and in terms of it, the SC still needs work done. And without this, "players play characters, GM plays the world" all too easily falls into this structurelessness issue here. Even if you don't have structure here, by explicitly noting that this structure will latter need to be worked out like the rest of the SC was, it is adding some framework.
On 1/22/2005 at 3:14pm, Marco wrote:
RE: The Tyranny of Structurelessness
Well, I think it's 'high level.' That is, in exposition, it gets more refined than more correct. That is not the case for most "one sentence CA's" I have seen (i.e. Nar means Story!)
I think there is a level of social interaction both in games and in real-life where there is no easily defined structure. I know what "who chooses the movie" amongst my friends would be very hard to articulate and be based on a vast number of factors (he saw mine last time and my choice turned out to be a dud so my 'credibility' is damaged, etc.)
-Marco
On 1/23/2005 at 4:04am, xiombarg wrote:
RE: The Tyranny of Structurelessness
Am I the only one who wants to know what the article originally quoted is? That is, I'd like to read the original article in full...
On 1/23/2005 at 8:36am, Noon wrote:
RE: The Tyranny of Structurelessness
Marco wrote: Well, I think it's 'high level.' That is, in exposition, it gets more refined than more correct. That is not the case for most "one sentence CA's" I have seen (i.e. Nar means Story!)
I'm not sure what you mean by correct. In practical terms were looking to avoid the issues raised in the first post. I'm not sure there is any 'correct' except in what is customised to a group so it's functional. One sentence isn't capable of holding a lot of customisation. At best I'd say it's synecdoche, in that the phrase isn't the whole of the matter, it's simply a code word to bring up to play a lot of complex arrangements you have amongst your group.
Like I described, itt may simply be a placeholder "Here's a quick description of how we handle it, but clearly that isn't enough so we'll have to work out the details latter", and that would be the refinement process you mentioned. Ie, you've stuck in some framework for stuff that this hasn't been fully delt with yet and latter it'll need some more work/refinement.
But is even that 'well work on this latter' explicit in such a statement?
On 1/23/2005 at 3:14pm, Marco wrote:
RE: The Tyranny of Structurelessness
Noon wrote:Marco wrote: Well, I think it's 'high level.' That is, in exposition, it gets more refined than more correct. That is not the case for most "one sentence CA's" I have seen (i.e. Nar means Story!)
I'm not sure what you mean by correct. In practical terms were looking to avoid the issues raised in the first post. I'm not sure there is any 'correct' except in what is customised to a group so it's functional. One sentence isn't capable of holding a lot of customisation. At best I'd say it's synecdoche, in that the phrase isn't the whole of the matter, it's simply a code word to bring up to play a lot of complex arrangements you have amongst your group.
Like I described, itt may simply be a placeholder "Here's a quick description of how we handle it, but clearly that isn't enough so we'll have to work out the details latter", and that would be the refinement process you mentioned. Ie, you've stuck in some framework for stuff that this hasn't been fully delt with yet and latter it'll need some more work/refinement.
But is even that 'well work on this latter' explicit in such a statement?
Well, Noon, I'm going to explain how that rule has served me. Since I think I can relate it directly to the article, I'm going to use real examples from actual play where I think that rule helped us decide things.
Then you or someone else is going to tell me that not everyone interperts it that way and therefore it's prone to causing problems. I'll address that concern when we come to it--but I'm going to say up front that if someone come to me with a set of text and an interpertation of that text I think is unreasonable then the problem exists between me and the person and not with the text. If there are two reasonable interpertations of the a general statement of conduct (which is what this is) then so long as people are willing to recognize that the other person is reasonable in their holding, I think that the problems are minimal (and, IME, they have been).
NOTE: It is my opinion that this rule is of value as a high-level statement. I am not claiming it'll solve all the problems one might encoutner. Certainly if one reads "runs the world" as saying the GM must declare that air-molecules move in order for a PC to move his arm, there will be problems. In an example that extreme, however, I think the problem lies with the reader and not the rule.
Also NOTE: We took GM to mean "Referee" which is what I saw as a 'refinement' of the term (Game Master is a made-up term. You can look up referee in the dictionary). This meant the GM could interpert rules and adjudicate the game system (which was clearly part of the GM power from the books).
The GM, as a referee is expected by definition of his position to be logical, reasonable, and fair.
(1) Delegation of specific authority to specific individuals for specific tasks by democratic procedures. If people are selected to do a task after expressing an interest or willingness, they have made a commitment that cannot easily be ignored.
We are talking about specific authority being delegated to GM vs. Players.
1. GM runs NPC behavior influenced by the rules (I.e. the character's comliness would be a factor in seducing the princess. Players do not 'run the king' like he was their PC.)
2. GM determines what exists in the world and holds veto power (referee style) over any player suggestions about it within the boundaries of being fair, logical, and reasonable)
3. GM adjudicates the rules where applicable.
4. GM interpertets the rules where they are judged to be unclear.
1. Players determine background and history and personality of character (subject to game rules and GM approval and logic. A player cannot have winged private detective in a hard boiled noir game)
2. Players determine character actions--GM determines results.
3. Players determine character thoughts (unless acted on by, like, a spell)
4. Players determine character emotions (unless acted on by a game rule)
5. Players in the grip of disadvantages might be played by the GM. I cases where there were no disadvantages (AD&D) or the results were not explicit (GURPS Code vs. Killing makes the character 'morose and useless') the player would be given guidelines and would run within those guidelines resulting in a dual-handling situation which was sometimes confusing but the GM got to adjudicate.
Sample Question: Can the GM tell the player "your character feels afraid."
Use of rule: If the game rules have fear-checks, then the GM can call for one. The Game rules (Champions) do not have explicit fear-check rules so the player is correct.
Sample Question: Player, playing a thief, claims his character knows someone in "that part of the city." This is is judged to be 'overly convinent' by the other players and GM. The game has no specific rules for contacts.
Use of rule: The player gets to determine background within logical boundaries. The character is an experienced thief. There is agreement that it is possible and plausible that this is the case although it was certainly not specified. The GM is allowed to rule. In the interest of being fair the GM says there will be a dice roll. The GM determines the odds and states them. A roll is done on the table. The odds are chosen with a short explanation of how the GM sees the possibilities ("Yes, you have some contacts--but the chance of having one right where you need one is 1 in 4"). The roll fails. No contact. The player is vetoed.
(in one case, the GM set the odds at 1:100 and the player was okay with that. The roll was a 00. The GM lived with it).
(2) Responsiveness of those to whom authority has been delegated to those who delegated it. Individuals may exercise power, but it is the group that has ultimate say over how the power is exercised. this is how the group exercised control over people in positions of authority.
IIEE questions are handled by the GM. This is an in-game measure of responsibility.
Sample Question: A player acts to attack an NPC which the GM doesn't want attacked. The GM says "His body-guard stops you." The player feels that isn't fair.
Use of Rule: The player says "Nuh-uh. They've gotta roll initative and mine is higher than theirs." The GM, acting as a referee, sees that the printed rules do indeed state that they have to roll initative. He also has printed rules for the stats of the body-guards. The game system dictates IIEE for combat so the player is judged correct. The player slays the NPC.
Example 2: A player is flying away from a non-flying villain. The player invokes the little used Non-Combat Flight Rule to go really fast. The GM says "You can't use that rule, you're in combat!"
Use of rule: The exact text was consulted and, indeed, the penalties for Non-Combat-Flight stated that the character was simply 'easy to hit' and couldn't attack (IIRC). It said nothing about stopping the character from running away. The player was ruled correct.
(3) Distribution of authority among as many people as is reasonably possible. This prevents monopoly of power and requires those in positions of authority to consult with many others in the process of exercising their authority. Such decentralization also gives many people the opportunity to have responsibility for specific tasks and thereby to learn different skills.
We did not decentralize GMing or Player responsibilities per-se. Other people did GM, certainly but not in an official, rotational fashion.
(4) Rotation of tasks among individuals. Responsibilities that are held too long by one person, formally or informally, come to be seen as that person's property, and are not easily relinquished or controlled by the group. Conversely, if tasks are rotated too frequently the individual does not have time to learn the job and acquire satisfaction from doing it well.
We didn't rotate tasks. We did switch off when people got tired of running or playing. People felt ownership of their characters of GM-ownership of the game (i.e. "this is my fantasy setting"). This was, if anything, judged to be a good thing.
(5) Allocation of tasks along rational criteria such as ability, interest, and responsibility.
Certainly. There were some players who didn't want to run games and we didn't want to force them.
(6) Diffusion of information to everyone as frequently as possible. Information is power. Access to information enhances one's power.
The GM's notes were at times displayed to prove something had not been meddled with by the GM (both for and against players, I'll never forget a player with a dead character demanding to see that the ressurection Item I'd given them did what it said it did).
We considered "Running the world" to mean that the GM was responsible for running the world in a logical and consistent manner: if the GM had determined something was so, then he shouldn't just decide it wasn't for arbitrary reasons later on.
Example: I don't always 'stat out' things I'm running for people I've known for ages--so I wouldn't be able to produce stats if someone felt I was 'making them up to disempower them.' However, when I ran a game for an entirely new group (in Savage Worlds) I did stat out everything simply as a matter of course.
I didn't think there would be problems--and there weren't--but if someone had said "that demon is WAY unfair, you're changing on the fly it to prevent me from doing X" I would've had the notes to show him.
(7) Access to needed resources. Skill and information are resources as much as physical equipment, space, or dollars. Skills can be made available equitably only when members are willing to teach what they know to others.
I don't recall serious allegations of dice hoarding.
One thing that this does point out is that we did allow cross-talk and out of character discussion. We interperted the text surrounding 'good roleplaying' for early games (based on AD&D) to mean:
1. In-game actions were to be stated in character as much as possible (i.e. players would not speak in character using modern slang).
2. Discussions between players should be held in character if appropriate (i.e. if you were asking a player if his character had gone up a level, that was fine to do using game terms. If you were asking what he had seen in the tomb-chamber, we thought that was better done character-to-character).
3. The GM could "get the game back on track" or "move things along" by halting out of game discussions. The GM could also prevent player-to-player talk in the case where a player was separated from the group (the player and GM would go off alone and play out some stuff that was not known to the group).
This was considered a factor of the GM acting as a referee. I will note that in some games (Champions) there were not "rules" concerning how players could talk (that I recall).
I think that if there had been another group and our GM had tried to limit player conversations and been challenged, I expect that a player could've said "on what basis do you say we can't discuss combat tactics? The rules say that I can make a speech however I want."
I think that player would've been judged correct.
What I think about that 'rule' is that while it doesn't answer everything, it also isn't a total cop-out. Our interpertation may not be the only one out there--but I think it is a reasonable one. If someone agreed to play under those stated conditions, I don't think they would find it terribly surprising.
It doesn't involve all KINDS of things like in-game 'squik' levels, player-vs-player competition, GM-as-adversary or GM-as-facilitator. Dramatic expectation vs. realistic expectation, etc.
Those are all outside of that statement and could be clarafied. But in terms of a role split, I think that during play it's not a bad basis for one.
-Marco
On 1/23/2005 at 3:25pm, pfischer wrote:
RE: The Tyranny of Structurelessness
xiombarg wrote: Am I the only one who wants to know what the article originally quoted is? That is, I'd like to read the original article in full...
http://flag.blackened.net/revolt/hist_texts/structurelessness.html
Very interesting that it comes from the International Anarchism webpages ;) I think, though, that the article - haven't read it except for the quote here - is about organisational democracy seen from the womens' movement perspective. I am not sure whether the year next to author's name (1970) is her birth date or the year the article was written. Probably the last.
Per
On 1/23/2005 at 4:35pm, C. Edwards wrote:
RE: The Tyranny of Structurelessness
The version of the article I posted came from the Communities Directory (1995 edition), a directory and resource for "intentional communities" all across the world. The article has obviously been revised for the various subjects to which it has been applied. If you follow pfisher's link you can see with a minimal of reading that the two versions of the article vary quite a bit. Since it does have such a wide application I don't see that as a problem.
I left out the first and last paragraphs from the version of the article I posted. They didn't have any application to the area of gaming and were mostly just loose verbage for the purpose of introduction and conclusion.
-Chris
On 1/23/2005 at 4:45pm, C. Edwards wrote:
RE: The Tyranny of Structurelessness
Marco,
For me it comes down to how many assumptions that statement of credibility distribution leaves up in the air. It's simply too vague and too broad to be of any practical use in actual play. Why even use it when most potential conflicts can be avoided by being specific about credibility distribution?
If the players don't like the rules, they can alter how they play. At least they'll have a solid base to work from and won't have to deal with ugly assumption clashes.
Unless anyone has something more to add concerning the article, I think it's about time to wrap this thread up and take any related issues to their own threads.
-Chris
On 1/24/2005 at 3:42am, Noon wrote:
RE: The Tyranny of Structurelessness
I'm not sure I can work up a whole new thread on this, so I'll keep it fairly short.
Marco wrote: Then you or someone else is going to tell me that not everyone interperts it that way and therefore it's prone to causing problems. I'll address that concern when we come to it--but I'm going to say up front that if someone come to me with a set of text and an interpertation of that text I think is unreasonable then the problem exists between me and the person and not with the text.
There's no problem with the text...it just wasn't the right tool for the job.
I'll quote Contracycle:
I would think rather that it accords with a certain ideology, that of moralism. In a structureless environemnt in which, in essence, personal charisma is the determining factor in a given decision thens its often impossible to have a procedural or technical discussion of the point. What substitutes for analysis, then, is moral criticism. Thus IMO we have structureless games which are rationalised by the criticism "if you can't make it work its your fault". Hence we end up with a pernicious, emotive dialogue about gaming that assiduously defends badly or non-structured games.
Emphasis mine.
On a parrallel, it seems if someone else can't make the structure of "The GM runs the world, the players run their PC's" to work, it seems an assumption that they are at fault. Or that you are both at fault. The structure, or lack there of, isn't to be questioned though.
I think the idea of structure is that it is questioned rather than people (otherwise, why bother with making it?). Question it to find out what to do next, on certain matters. If that questioning isn't answered by the structure, but instead by other peoples explanations of it, the structure is inadequate. And one would have to be careful of not entering the issues the first post brought up, once you encounter this inadequacy.
Once you run out of structure, and you want someone to do something in particular, there are only a few tools left and as contra noted, they are emotive. Like laying blame or fault. If you have adequate structure, you don't need to use these to achieve a group goal.
On 1/24/2005 at 4:25am, Marco wrote:
RE: The Tyranny of Structurelessness
I don't think you ever need to use blame or fault to achieve a group goal. I'm not even sure under what context those could be considered "tools." We must not be imagining the same kinds of problems.
-Marco
On 1/24/2005 at 11:15am, contracycle wrote:
RE: The Tyranny of Structurelessness
Marco wrote: I don't think you ever need to use blame or fault to achieve a group goal. I'm not even sure under what context those could be considered "tools." We must not be imagining the same kinds of problems.
Well, the key lies in the bit of your text quoted above: if someone comes to you with an intepretation of a gaming text you find REASONABLE. The problem is that there is no gaurantee that two people will find it reasonable in the same way. If all you can do is accuse one another of unreasonableness, you're probably dead in the water.
On 1/24/2005 at 2:43pm, Mike Holmes wrote:
RE: The Tyranny of Structurelessness
Again, I think that the phrase is quite accurate, just not very precise.
Think about it this way - I'd say that right now something like 95% of all RPG play (depending on how you define that) falls into "Players play characters, GM plays world." As such, you simply aren't making much of a distinction. In fact, this sort of play is so prevalent that many people think any other power split is no longer a RPG.
Yes, what happens is that everyone refines this for their play. But, again, the refinements do not get mentioned in many cases. Actually in some they do. Some texts do go on to explain what they mean more specifically, and some people do explain what it means to them more specifically. The problem is that many don't, assuming that there's some shared meaning for the implied style.
Yes, if one says "Story Now" and assumes that this will be the same for them as it is for everyone, then they've made the same mistake. And that probably does happen. There's nothing about the phrase Story Now that makes it any less susceptible to misinterpretation as a single clear method (when it's actually a categorization of many methods). I think that Ron's essay shows how to get past using such a phrase without expansion or clarification. But, no, there's nothing superior about the phrase in question in delivering meaning. In fact, I'd buy into the argument that "Story Now" is even potentially more confusing, if one doesn't read more about what it means as a category.
That doesn't make the other catch phrase any less problematic, however.
Mike
On 1/24/2005 at 3:00pm, Marco wrote:
RE: The Tyranny of Structurelessness
contracycle wrote:Marco wrote: I don't think you ever need to use blame or fault to achieve a group goal. I'm not even sure under what context those could be considered "tools." We must not be imagining the same kinds of problems.
Well, the key lies in the bit of your text quoted above: if someone comes to you with an intepretation of a gaming text you find REASONABLE. The problem is that there is no gaurantee that two people will find it reasonable in the same way. If all you can do is accuse one another of unreasonableness, you're probably dead in the water.
Well, yes: if someone thinks they're finding secret soviet messages encoded in my grocery list, I'm not going to have much recourse but to find them acting unreasonably.
In real life, though, what I think we're distinguishing here is "rules" vs. "principles" (I am using this terminology for the purpose of this discussion).
In the case of what I am calling a rule, we have a very, very clear publically stated (hopefully textual) statement which applies directly to the situation at hand. In order for a rule to be commonly known, I think there also has to be a body of experience with interpertation of it.
In gaming an example is this: "When combat is delcared by the GM, each player will roll iniitative and the GM will do so for NPC's."
In society an example is the military codes of conduct for officers and enlisted: there are certain things one cannot do with each other and you can look in the books and see that--and if you're not clear there is documented case law.
A principle, on the other hand (as I'm using the term here) is an overarching guideline--a philosophical statement from which rules can be derrived.
In gaming, an example is "The GM runs the world."
In society, an example is "be excellent to each other."
In both cases the principle does not tell you exactly what you are to do when faced with a specific--however, all that is necessary for the principle to be useful is for both parties to share a general philosophical agreement on what the principle is saying. Profitable discussion then reliably follows.
In terms of gaming, I think a good rule is better than a principle if you have one and could be expected to know it. That is, if the rulebook becomes seven volumes and the GM is always springing surprise rules on the players, even though they are clearly stated, it is not a preferable situation.
However, what I think I am seeing here is that people are saying that guiding principles are of no value since people might not agree on an exacting read of the principle (read as a rule) ... and if that happens then they have no recourse but to just blame each other.
How that last bit follows as a given is beyond me: I don't hang out with people I think are unreasonable and I surely wouldn't want to game them. However, even when someone says something I don't agree with, I usually assume they're willing to explain themselves--maybe even discuss it.
[ I think people are reading what I'm calling principles as what I am calling rules--i.e. that a general statement must literally and exactingly apply to every possible situation. Yes, that's going to get you into trouble. I don't expect you do that in real life, why do it in gaming? ]
If we're going to limit ourselves to social interactions where every input is circumscribed by a rule then we're going to avoid some very satisfying, very profitable interactions.
While it's a reasonable stance to take (i.e. people get to decide what they are going to do to keep themselves emotionally safe) in my opinion, it is a poor one.
-Marco
On 1/24/2005 at 3:44pm, Marco wrote:
RE: The Tyranny of Structurelessness
Mike Holmes wrote: Again, I think that the phrase is quite accurate, just not very precise.
Think about it this way - I'd say that right now something like 95% of all RPG play (depending on how you define that) falls into "Players play characters, GM plays world." As such, you simply aren't making much of a distinction. In fact, this sort of play is so prevalent that many people think any other power split is no longer a RPG.
Right--I quite agree. If one reads a high level principle as a low-level rule there will be problems (the problem with the guys who think Universalis isn't an RPG lies with those guys, not with Universalis nor with the term "RPG"--those guys are applying a specific literal context to the words that, really, cover quite a broad spectrum of possible entities).
If someone takes the "golden rule" (do to others what you'd have them do to you) and interperts it as an exacting, literal mandate then they will do things like send you off color dirty jokes they'd like to get.
I would assert to them that they are not behaving well and if they argued their point from a literal interpertation of that dictum (one which I, in principle, agree with) I would find them to be, yes, unreasonable. I don't think that sending dirty jokes to my mother is a valid take on that principle and wouldn't have much of an opinion of someone who argued it "from the text."
The point is that even though that societal/religious dictate is called a "rule" it is, what I am calling for this discussion, a "principle."
That's not to say there are not areas where there can be legitimate problems of interpertation between two reasonable people. That can happen. It does happen. IME, it is part of life.
However, if someone comes to me and says "Story Now," while I may not know what that means exactly I do know that a resonable response would lie somewhere in saying "Um, okay: what premise would you like this game you've asked me to run to be about ... and tell me how the action should generally go."
This is because I see Story Now as a request for a lot of unrestricted input into the game both before and during play even though I may not know precisely how to apply the term to any specific given situation.
So is it a 'rule' like who rolls initative? No--it isn't and I don't think it should be read that way. But as a 'principle' I think it does have value (so long as we're both Forge memebers. If a person who'd never heard of Narrativism said they wanted "Story right now!" I'm not sure what I'd make of it).
-Marco