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Topic: [Deceit] Self-Deception as a Design Consideration
Started by: Wormwood
Started on: 1/26/2005
Board: RPG Theory


On 1/26/2005 at 6:54pm, Wormwood wrote:
[Deceit] Self-Deception as a Design Consideration

Caveat: This stems from a post by Lisa, here. For the purposes of these threads the moral implications of deceit should be ignored. This is really the only way to reasonably discuss these matters.

Self-deception is a very common phenomena among players. This may originate due to miscommunication, willful ignorance, or as a defensive measure to external valuations on how play should happen (i.e. the one true way). However, the end result is much the same. We arrive at a player, and possibly groups of players, who believe they wish to play in one manner (such as Nar) but who in actuality wish to play in another manner (such as Sim).

The typical response of the Big Model to this behavior is to attempt to correct the personal mis-evaluation that these players want to play in a particular manner. In essence this comes to stating that the therapist (Big Model expert) knows more about how the patient plays, then he or she does. The problem lies in the fact that the benefits the therapist presents all rely on the acceptance of this judgement.

Contrast this with many currently successful games:

D&D is considered incoherently designed because it supports gamist play (especially 3 and 3.5) while claiming to support Sim play. Rather than incoherence this could be construed as matching Sim-faux Gamists, who believe they wish to play Sim, but instead wish to actually play Gamist.

The WoD has a similiar incoherence, with purported Nar play constrasting with actual Sim support. Likewise this matches Nar-faux Simulationist, who, likewise, believe they wish to play Nar, but actually wish to play Sim.

A third example, which departs from CA perspectives is GURPS. In this case GURPS purports to be generic, but actually supports a specific tactical / realism form of play. This supports players who believe they wish to play a certain genre, but actually want realistic "crunchyness" instead.

In each of these cases the incoherence can actually cause a "have your cake, and eat it too" situation. This may help explain the reason why incoherent games are popular, rather than claiming that coherent games have simply been to rare or too unlucky.

Considering this the dynamics of player self-deception are certainly relevant to design. On a more positive note, understanding this self-deception is also necessary to learn to gradually remove it. Rather than using jolting corrections, a gradual coming to terms with self-deception will likely aid many players in learning what they actually want in play.

I hope this is food for thought,

-Mendel S.

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On 1/26/2005 at 7:32pm, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Mendel,
Discussing player perceptions of how a game should be designed or how someone might want to approach roleplaying is, IMO, good and profitable. I think that's the meat of your post. I don't like the way you've set up this discussion though.

I think that for everyone who found the games you listed to be problematic in some way there's at least one other person who found them desirable for exactly the same reason without any self-deception (i.e. the mix of mechanics and setting or mechanics and description of play. D&D doesn't use the term 'Simulationist' in its how-to-play section. People decide for themselves how to interpert those chapters).

I'm also not clear exactly what claim GURPS makes about it's generic-ness but I expect that although SJ Games might concede that they didn't hit all their design goals in terms of infinite scalability they would consider the 'genericity' of GURPS to apply across a reasonably broad range of geners--enough to earn it that title without saying it's deceptive.

Finally: talking about what other people are decieving themselves about seems like bad form to me. I'd find the conversation much less condescending in tone if discussions of precieved self-deception or miss-reporting were kept to real people who actually exist. Even if one's experience is that 'everyone is self-decieving,' unless you are prepared to say 'everyone but me' then it's hard to profitably take that position to analyze anything.

-Marco

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On 1/26/2005 at 9:41pm, Wormwood wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Marco,

I'm not saying that people must be self-deceptive to enjoy these games, rather that incoherence in a design can actually prove a benefit.

As far as self-deception is concerned, people have an inherent and very valuable ability to decieve themselves. I certainly don't claim I'm not self-deceptive and I must admit that a claim that someone does not use self-deception should be faced with significant skepticism.

Remember self-deception is not placed in a moral context, it is like saying that people walk or eat food, it is a natural behavior, and I am proposing we examine this behavior in terms of game design.

Using explicit people as examples risks the compartmentalization of self-deception, rather than the consideration of it's full effect. I consider this at least as bad for the discussion as appearing to be condescending. I apologize for this. In such a touchy subject there are rarely any good ways to engage discussion.

-Mendel S.

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On 1/26/2005 at 11:30pm, M. J. Young wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Mendel, as far as I am aware, incoherence means exactly one thing: that the game as written supports conflicting modes of play. Because the game is incoherent, you have one of two results: dysfunction or drift.

Dysfunction occurs when different players in the same gaming group are looking at different parts of the rules and trying to play the game they see there, with the result that they struggle for control over the game and accuse each other of playing "wrong", or at least (in a milder form) vy for screen time to do what they think they should be doing.

Drift occurs when the play group agrees which rules to follow and which rules to discard, and so finds a way to play together that works and is based on part of the rules, believing that they are playing "by the book".

One advantage incoherent games have from a publisher's perspective is that players with incompatible agenda will buy the game and then customize it to fit what they want from it. A functional group will then play the game they have designed from the rules, and credit the book with the fun they've had. A dysfunctional group will fight about how to play, and in the end blame each other for not understanding how the game should have been played. Either way, the game comes out with a good reputation, despite the fact that the players actually wrote the game they really played based on a menu selection from conflicting rules recommendations from the publisher. In D&D I think this was inadvertent; World of Darkness seems to have claimed it as a feature.

Thus for example Sorcerer will appeal to narrativist players very strongly, while gamist players will probably complain that their strategic analysis didn't matter and simulationist players will complain that it didn't really model a world to explore. Meanwhile, simulationists will find an interesting base for exploration in World of Darkness, narrativists may find the issues of vampire humanity worth examining, and gamists will build supervillains, each thinking he's doing what the game intended, each happily playing, as long as his gaming group plays the same way.

Does that clarify this?

--M. J. Young

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On 1/27/2005 at 12:19am, Marco wrote:
Re: [Deceit] Self-Deception as a Design Consideration

Wormwood wrote:
D&D is considered incoherently designed because it supports gamist play (especially 3 and 3.5) while claiming to support Sim play. Rather than incoherence this could be construed as matching Sim-faux Gamists, who believe they wish to play Sim, but instead wish to actually play Gamist.
-Mendel S.


I think I get what you are saying--however, I'm not sure that couching people's aims in terms of CA's and describing games supported-CA as an objective quality is the right approach. Certainly people will find plenty of support for resource-and-chararacter-building strategy in D&D. However, if one wants a sense of being a paladin riding down orks it does a good job of that too.

I think that how a game relates to a person will depend on how that person wants a CA. I know, for example, from past discussions that it is possible to look at many Nar-supporting games as upholding genre elements. I think the rules alone are the wrong place to look for CA-facilitation: I think you have to have a real player (and thus a real perspective) in addition to the rules before you get CA-facilitation or Incoherence.

I acknowledge that there are, at least, big groups of people who share a perspective on any given game (for instance, that it is Incoherent or faclilates a given CA)--but I think it's also proveable that most games faciliate more than one CA if looked at from a different perspective (i.e. I think I can get very well supported Gamism, Sim, and Nar from MLWM depending on how I approach it).

I think the GURPS example points this out. GURPS "purports to do every genre and every universe" as much as D&D purports to be 'Sim' (well, way moreso: D&D doesn't use the word Sim in the GNS context anywhere, I'm pretty sure. GURPS does use the words "generic" and "universal").

Whether you see GURPS's claims of *genericness* or *universality* as a valid descriptor (i.e. one that succeeds within reasonable limits), as sadly overblown marketing hype that discouraged you after you purchased it, or as some kind of malicious con-artistry will depend on how you read it. I think this POV-based analysis can be applied to GURPS' splash-text as well as to CA-facilitation.

-Marco

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On 1/27/2005 at 5:01am, Wolfen wrote:
RE: [Deceit] Self-Deception as a Design Consideration

I dunno.. I think Wormwood is on to something.

I played V:tM for many years, and enjoyed it immensely, all the while thinking it was a "storytelling" game. I didn't know better, and had I heard the terms without going into their full meanings, I'd have called myself a narrativist.

Now I realize that I primarily enjoy simulationist gaming, and that is my habit. I enjoy telling stories too, and I'd like to increase my narrativist abilities and experience, but at the heart of it, Sim is what I do. The best I can hope for is a game that manages to blend the two in ways that work together without clashing, such as TRoS.

The idea of people deceiving themselves has merit, even if it's offensive. Admitting it is the first step to finding games that do what you want, and gamers who play the way you do; Finding them by design, rather than luck.

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On 1/27/2005 at 1:11pm, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Wolfen wrote:
The idea of people deceiving themselves has merit, even if it's offensive. Admitting it is the first step to finding games that do what you want, and gamers who play the way you do; Finding them by design, rather than luck.


Let me be real clear about what I'm sayin': people may or may not be decieving themselves. If you think you decieved yourself, I think that's a fine thing to bring to the table and talk about. However, if we are talking about "guys" decieving themselves or "sim players" or GURPS-people, or whatever I think that's not productive.

See, yer makin' a mistake right away: Sim play is storytelling. You can call it story-before if you want or story-driven-from-established-theme if you feel like--or you can use whatever language you wish to try to get at what you're trying to convey. The fact that you didn't have a complete handle on the GNS terms does not self-deception make--that's like just about everyone (and it's still bein' discussed).

But to say that Sim players who say they're engaged in "storytellin'" (and use that word, as you do) and using that term to hang your point on (as I think you do) are decieving themselves is flat out wrong.

The only person who you can say for sure was decieving themselves is you, 'cause you're the only person who knows for sure what you meant by storytelling.

-Marco
[ On the denial front: I've seen analogies to bad-gamin' and alcoholics in denial. I think if you're gonna make that analogy I want to know your history with alcoholism 'cause I don't think your local 12-step program would agree that most cases of bad-gamin' funk are even on the same planet with life-destroying addicton. ]

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On 1/27/2005 at 2:42pm, contracycle wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Marco wrote:
See, yer makin' a mistake right away: Sim play is storytelling.


No it is not.

You can call it story-before if you want or story-driven-from-established-theme if you feel like--or you can use whatever language you wish to try to get at what you're trying to convey.


What sim is, is a game with a great attention to internal causality. It doesn't look like storytelling; it does not sound like storytelling; it ommits or avoids almost all features of storytelling. In short, it is not storytelling.

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On 1/27/2005 at 2:53pm, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

contracycle wrote:
Marco wrote:
See, yer makin' a mistake right away: Sim play is storytelling.


No it is not.


I think claiming absolute authority over what 'storytelling' cannot mean in an RPG context is a big mistake.

-Marco
[ Edited: to make it simpler. ]

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On 1/27/2005 at 3:08pm, contracycle wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Marco wrote:
I think claiming absolute authority over what 'storytelling' cannot mean in an RPG context is a big mistake.


Really? Like claiming the authority to define sim? As big a mistake as that, you think?

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On 1/27/2005 at 3:15pm, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

contracycle wrote:
Marco wrote:
I think claiming absolute authority over what 'storytelling' cannot mean in an RPG context is a big mistake.


Really? Like claiming the authority to define sim? As big a mistake as that, you think?


Well, let's look.

I make an assertion about 'Sim' and you can go and look in the Sim essay and the glossary and the threads ... ask Ron ... etc.

See "GNS Simulationism" isn't a real word. It doesn't exist outside The Forge. It was coined here and if we argue it's definition there is a body of authorative text that we can examine to see which of us is more convincing.

Now let's do storytelling. Hmm? Well, who do we ask? Us guys here? I think that's a small sample size. Let's go ask RPG.net what they think "Storytelling in an RPG context means"--there's like ten thousand of them or something.

But that's still not enough--there are people who've discussed storytelling in an RPG context who are dead. The phenomena has been around for a long time. Where's the authoratative body of work--who coined the term? What's the common usage?

That's not even getting into looking at the term story as defined here. Go back and look at the Retroactive Story thread. It seems pretty clear that if players are making decisions during play that put thematic elements into the transcript then under our specific, exacting, and non-universal definition of story that 'storytelling' is a reasonable fit for that activity.

So, you know, is it the same kind of mistake? I think that's one of those questions you have to answer for yourself.

-Marco

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On 1/27/2005 at 3:42pm, contracycle wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Marco wrote:
That's not even getting into looking at the term story as defined here. Go back and look at the Retroactive Story thread. It seems pretty clear that if players are making decisions during play that put thematic elements into the transcript then under our specific, exacting, and non-universal definition of story that 'storytelling' is a reasonable fit for that activity.


No, I'm afraid, it does not. All that was conceded was tha people will use the term "story" innapropriately because of the cachet it carries. That does not mean the activity is anything like story telling. In fact, no RPG activity is like story TELLING.

Does it begin "Once upon a time" or "in the beginning" or similar? Is there a person involved who can be plausibly described as a storyteller? Is there an audience? Those are just some common features of story telling as a form of communication, and they are conspicuous by their absence in RPG.

Furthermore, you seem to have decided to completely ignore the very argument advanced in the retroactive story thread and elsewhere that story is wholly innapropriate to sim and makes sim extraordinarily difficult to discuss. At the very least you could have acknowledged that your assertion was contested.

And it is abundantly clear to me that putting thematic elements into the transcript does not make it a story. A story is not just a list of thematic elements or some shit that just goes down. One wonders if you even read that very thread.

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On 1/27/2005 at 3:55pm, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Gareth, man--I'm with you: Story-in-Sim is hard to discuss. I think that GNS theory should (and, IMO, profitably does) avoid Story as a distinguishing factor of anything (including Nar).

This was stated in the Retroactive Story thread and I'm not even sure I'd say it was contested: I agree with it. I think that was the conclusion of the thread. But if you start couching Nar in terms of 'Story' then I think you unavoidably do open that can of worms.

This is off topic here, though.

But what isn't is where you say:


In fact, no RPG activity is like story TELLING.


If that's true (and I think it's reasonable to make that assertion!) then when people like the Wolfen discuss "storytelling games" are they self decieving or are they simply using the closest-fit word that exists in the language?

I think it could be either one--so I'd be careful about hanging too much analysis on someone using that term to describe their game. I wouldn't make bold, prescriptive statements based on someone's use of that term.

I think the term 'storytelling game' is somewhat value-added in the way that "rules light" and "rules heavy" are vague but sometimes useful ways to describe systems. But that's all.

-Marco

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On 1/27/2005 at 4:17pm, contracycle wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Marco wrote:
If that's true (and I think it's reasonable to make that assertion!) then when people like the Wolfen discuss "storytelling games" are they self decieving or are they simply using the closest-fit word that exists in the language?


I have no idea. That does not prevent me from proposing what I consider a much more fruitful term: that of myth, or bricolage. IMO, all usages of story in relation to Sim are counterproductive.

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On 1/27/2005 at 4:25pm, John Kim wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Wolfen wrote: I dunno.. I think Wormwood is on to something.

I played V:tM for many years, and enjoyed it immensely, all the while thinking it was a "storytelling" game. I didn't know better, and had I heard the terms without going into their full meanings, I'd have called myself a narrativist.

I've added emphasis here to Wolfen's quote. Wolfen -- could you say more about where the self-deception comes in? You say that if you didn't know what the word meant, you'd have called yourself a narrativist. But that by itself isn't self-deception, that's just not being familiar with a jargon definition. i.e. The mistake would have just been in your understanding of the term. For this to be self-deception, you would have to think that V:tM was "story-telling" when even by your own internal definitions it was not.

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On 1/27/2005 at 5:55pm, Wolfen wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Sure thing, John..

The self-deception has nothing to do with Forge-jargon. The self-deception lay in what I believed were my play goals, and how I defined why I enjoyed V:tM. I believed the prose saying that V:tM was about telling stories* and addressing certain themes, and the methods that character points were given reinforced that belief. I believed that I enjoyed the game because I liked to address those themes in a narrative, storytelling sense.

Looking back, after getting the words and concepts to critically think about it, I realize what I enjoyed was the experience of being a vampire. Of thinking of how I, by extension of my character, might react to things in the world, including those much-touted themes about humanity. I also enjoyed the ass-kicking. The fact is, the themes and stories were secondary in my esteem, but I believed, like a good many people I have known since, that they were first.

Since becoming aware of the G/N/S theory, and gotten past my initial resistance to pigeon-holing (which I know isn't the point, but it is convenient for that, as well) I've become more aware of the things I enjoy in gaming. I'm also slowly coming to grips with how to explore the narrativist side of things, which I always was interested in. If I still believed that what I was doing was all about the story and the themes, I wouldn't be able to do either.

*mini-rant: I am specifically using the word "story" in the more literate sense. While what I used to do with V:tM could be called storytelling in the same loose sense that recounting the events of my day can be called storytelling, that is not the sense I am using. Stories intimately involve themes and follow certain guidelines, having a beginning, a middle and an end, usually with resolution of some conflict related to the theme of the story. While the broader definition isn't incorrect, I think it mostly without value in most forms of discussion. The broader a definition, the less certainly it can be applied, and if it cannot be applied with a reasonable amount of certainty, then it is useless.

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On 1/27/2005 at 6:22pm, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Wolfen wrote: Sure thing, John..

Looking back, after getting the words and concepts to critically think about it, I realize what I enjoyed was the experience of being a vampire. Of thinking of how I, by extension of my character, might react to things in the world, including those much-touted themes about humanity. I also enjoyed the ass-kicking. The fact is, the themes and stories were secondary in my esteem, but I believed, like a good many people I have known since, that they were first.


Hi Lance,

I very much like this description since it's useful to discuss. Talking about storytelling, IMO, is not especially useful (either as a 'distinguishing element' of Narrativism or as a description of games outside of some very general categories).

I'm curious about an instance of play where you were thinking about the issues of humanity as a vampire but found the "themes secondary." It's my understanding that if you are thinking about the issues of humanity that confront a vampire--either imagining yourself as a vampire (that is, imagining the vampire as an extension of you) or considering it as an author--'theme,' as the glossary means it, is still the 'primary subject of consideration.'

-Marco

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On 1/27/2005 at 7:22pm, John Kim wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Wolfen wrote: I am specifically using the word "story" in the more literate sense. While what I used to do with V:tM could be called storytelling in the same loose sense that recounting the events of my day can be called storytelling, that is not the sense I am using. Stories intimately involve themes and follow certain guidelines, having a beginning, a middle and an end, usually with resolution of some conflict related to the theme of the story.

So I think I understand you, Lance, but just to check... Back several years, you were playing V:tM and enjoying it. Your games were "storytelling" in a loose sense, but not "storytelling" in a literate sense. The fictional events of your V:tM games did not form stories with beginning, middle, end, and theme. However, even at that time, you conceived of "storytelling" in the narrow, literate sense -- and you thought that your V:tM games fit that narrow sense. Thus it was self-deception to think so. Right?

Marco wrote: It's my understanding that if you are thinking about the issues of humanity that confront a vampire--either imagining yourself as a vampire (that is, imagining the vampire as an extension of you) or considering it as an author--'theme,' as the glossary means it, is still the 'primary subject of consideration.'

Well, the question is whether he was deceiving himself at the time. His view at the time is independent of glossary definitions. The important thing is what he thought, and how the reality differed from what he thought.

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On 1/27/2005 at 7:31pm, Wormwood wrote:
RE: [Deceit] Self-Deception as a Design Consideration

First, thank you Lance, that's exactly what I'm getting at. I suppose you also can imagine what most players in a similiar situation would do if they were simply told they were playing "wrong" (i.e. not playing how you think you're playing).

Second, a bit more on where this shows up.

Self-deception is that way that we handle contradictions in our lives, most especially between our perception of self and our actions. Ask a hundred people what sort of player they are, and then watch them play. Discrepancies will arise, whether it's the difference between goals and practice or caused by social pressures, or simply having not introspected on the subject.

However, self-deception isn't necessarilly a bad thing. If we idealize ourselves it lets us become able to do things we otherwise would be to discouraged to do. By using self-deception we can do what needs to be done without allowing social pressures to self-destruct us. Removing self-deception in general is a pipe dream. In the natural pace of things we decieve ourselves and discover our self-deceptions periodically. Meeting both the percieve and actual allows us to provide a double happiness, supporting the contradiction, rather than pulling at it. If we wish to ease away the deception we can simply introduce a gradual force to pull them apart.

Consider as another example, the illusionist / participationist divide. How hard is it for the illusionist player to "out" the GM? Usually not too difficult, but in practice this only happens when significant dysfunction occurs (the contradictions of illusionism become insurmountable). Most players do not want to change their view of the game, even with evidence to the contrary. Sometimes this moves to an unwritten rule of play, which basically becomes silent participationism. Everyone knows what is going on, but it is impolite to mention it. This layering of the truth is what self-deception is all about. And as a whole, it can be a very positive thing for a group, especially when overt communication does not solve all the problems. I've played this way quite a bit, for one, and I think it works better with most groups that overt Participationism.

I hope that helps,

-Mendel S.

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On 1/27/2005 at 7:31pm, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

John Kim wrote:
Marco wrote: It's my understanding that if you are thinking about the issues of humanity that confront a vampire--either imagining yourself as a vampire (that is, imagining the vampire as an extension of you) or considering it as an author--'theme,' as the glossary means it, is still the 'primary subject of consideration.'

Well, the question is whether he was deceiving himself at the time. His view at the time is independent of glossary definitions. The important thing is what he thought, and how the reality differed from what he thought.


Yeah, I see what you're saying. If his play matched his definiton of storytelling at the time then it wasn't self-deception.

-Marco

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On 1/28/2005 at 12:24am, Dantai wrote:
RE: [Deceit] Self-Deception as a Design Consideration

I don't think it's self deception, I think it's a misconception of role-playing.
That there's a right way to role-play. Let's be honest it's just amateur dramatics with rules.
Which is no bad thing.

Essentially role-playing games follow a continum - many people who have never played a PnP rpg before are introduced via DnD or WoD. To them that system IS rpging.

The biggest self deception I'm familiar with is the 'My character would have done that"... Which usually is added after the player has blatantly acted with munchkin tendancies. It's OK to powergame if your character would have done it.
Bollocks.
Role-playing depends upon a social contract.

Part of that social contract is the implication that you will follow the sim guidelines of a system without striding into gamism - harsh but true.
Well it don't work.
The last time I played V:TM I realised this.
You know it's got silly when the GM says "Ok there's only 2 garou, no point rolling, you beat them up".

Which leaves us with coherent vs non-coherent systems.
Which is where the self deception lies - players believe (often through no fault of their own) that the system they are playing is coherent role-playing or even worse 'The One' - but like the Matrix 2&3 they soon realise the uncomfortable reality. It's crap.

JJ

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On 1/28/2005 at 2:49am, Wolfen wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Marco wrote: Yeah, I see what you're saying. If his play matched his definiton of storytelling at the time then it wasn't self-deception.


You seem rather insistent on proving to me that I wasn't deceiving myself. Lemme 'lone, damnit! I can deceive myself if I want to!

John Kim wrote: However, even at that time, you conceived of "storytelling" in the narrow, literate sense -- and you thought that your V:tM games fit that narrow sense. Thus it was self-deception to think so. Right?


Exactly. I've always known that storytelling involves more than one sequence after another. Sequence and causality do not a story make. But hell, I was playing the "Storyteller" system! Of course I was telling stories! And to prove it, you get points for good roleplaying! It was self-deception by choosing not to think critically about it, even when I knew better.

Dantai,

It seems to me you might be assuming a few things differently than I expect is common around the Forge..

D&D and WoD are roleplaying. They just support specific types of roleplaying, specifically Gamist and Simulationist, respectively. The former, I don't care for. The latter, I do, though I doubt the system would fit my style as well as it used to. No style in the GNS continuum is considered, except on a purely individual level, to be any better than any other. Gamism is good roleplaying so long as the players in question enjoy that type of play.. So yes, in fact, it is okay to powergame if you like. The only problem is when this goes against the specific preferences of a given play group. Also, Social Contract isn't something that anyone can define objectively. Your assertion that social contract implies that you'll play sim and not gamist is not universally true. It may be true for you and your play group, but isn't true for others.

Anyhow, my response is a bit off the topic, I think. If you'd like to continue the discussion, feel free to PM me, but I've got nothing else to say on the topic of this thread right now.

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On 1/28/2005 at 10:23pm, xiombarg wrote:
RE: Re: [Deceit] Self-Deception as a Design Consideration

Wormwood wrote: The WoD has a similiar incoherence, with purported Nar play constrasting with actual Sim support. Likewise this matches Nar-faux Simulationist, who, likewise, believe they wish to play Nar, but actually wish to play Sim.

Right. To add another data point to Mendel's idea besides Lance's, I ran into EXACTLY this problem when I tried to run Changeling: The Dreaming in a more Narrativist fashion a while back.

I was VERY CAREFUL to talk about EXACTLY what kind of game I was going to be running before we started, and tried to make sure everyone understood that I wasn't running the game in a "standard" (i.e. Sim) way.

During actual play, I nearly had a revolt from the veteran White Wolf players. It became obvious, after a protracted discussion, that when I talked about how I was going to run my game, they hadn't believed what I said and hadn't understood what I'd said. They were, by habit, used to nodding knowlingly to Narrativist rhetoric and then ignoring it.

It's notable that the player that DIDN'T revolt (and actively supported what I was trying to do) was a new player, someone who owned a lot of White Wolf books, grooved on the Nar-style rhetoric, but had never gotten to actually play. So the idea that giving, say, plot control to the players was "wrong" never entered into his head, unlike the veteran players, who were very much Sim-by-habit and fierce about it, too.

So, the idea that there are players out there who like to talk about playing a game one way, but actually play it another way, is very resonant to me. Being brutally honest about one's play preferences is HARD for most people, even outside GNS.

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On 1/28/2005 at 10:59pm, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

After reading this whole thread with some care, I'm struck by a thought.

Mendel, would The Impossible Thing Before Breakfast fit what you mean by "self-deception"?

I have never played a WoD game, though I have read a few (and hated them, which is why I didn't play, but that's irrelevant). What I hear Lance and xiombarg describe is fascinating, and sounds very much like what I always thought Ron had in mind with TITBB.

Basically the game says, "You're in control! You have the power! You will tell stories, and they'll be stories, not a bunch of one damn thing after another! And it will come from you, not the GM, and it will be totally unlike other games!"

And then the game plays, "I (the GM) am mostly in control, I have the power, and the sequences of events we construct will only be stories if I structure them so and not otherwise, and it will be pretty much exactly like every other mediocre Sim game out there."

So what happened to Xiombarg was that he said all the things the game says, but he meant it where the game really doesn't, and so the veteran WW players were furious but the newcomer had never thought for a minute that the game didn't mean what it said.

What happened to Lance was that he liked the sound of all the things the game said, and liked playing the actual game, and somewhat later he realized that actually he didn't like the reality of what the game said, but only the sound of it, while he liked the reality of what the game did, which was completely unlike what it described.

Seems to me the mismatch is: You, the PCs and players, will tell the story, completely freely. And that story will already have been the GM's story, of which he is the sole author.

Which is The Impossible Thing Before Breakfast.

Yes? No? Am I totally lost here?

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On 1/29/2005 at 12:10am, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

clehrich wrote:
Seems to me the mismatch is: You, the PCs and players, will tell the story, completely freely. And that story will already have been the GM's story, of which he is the sole author.

Which is The Impossible Thing Before Breakfast.

Yes? No? Am I totally lost here?

Yes. I would guess that this complaint is almost an exact description.

-Marco

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On 1/29/2005 at 6:55am, Wolfen wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Hm.. I'm not totally grooving on what you're saying, Clerich. Where Xio's story and mine has similar aspects, we had self-deception from opposite sides.

I've only been a player in WoD a couple times. The vast majority of my WoD experience is from the Storyteller's side of things.

clerich wrote: Basically the game says, "You're in control! You have the power! You will tell stories, and they'll be stories, not a bunch of one damn thing after another! And it will come from you, not the GM, and it will be totally unlike other games!"

And then the game plays, "I (the GM) am mostly in control, I have the power, and the sequences of events we construct will only be stories if I structure them so and not otherwise, and it will be pretty much exactly like every other mediocre Sim game out there."


This is.. not how I've ever played any game. My problem, perhaps, is that I'm rather laissez-faire about the whole process of GMing. I have my intended plots, but other than presenting them as possible avenues of exploration, and pulling my "events" out of them, I've never authored the story. Since the early days of my longest-running V:tM game, I've never planned out whole story arcs, because of the old, modified adage: The most carefully wrought GM's storyline never survives first contact with the players. The players casually and unknowingly shredded my carefully laid plans, so since then, it's always been very fast and loose with the stories.

The thing is, I believe that this is the heart of Sim play. Sim isn't, unless I've vastly misunderstood, about telling stories at all, either the GMs or the players, so much as experiencing something through play, whether it's experiencing the system, the setting, the character or the situation. Any "story" (using the loose term) that happens along the way is incidental, and is likely to be more like the loose collection of causal events that makes up everyday life, only generally more exotic and exciting.

The deception is when you believe, and convince yourself, that a given game supports a given mode of play, when it actually supports a totally different mode. It has nothing to do with who has control over events. As an example, look at Donjon. From everything I can tell, it is intended to be a new angle on dungeon-crawling gamist play, but the players have a lot of control over what happens. For a long time, I would have thought Donjon was Narrativist because of the high degree of player control, until the point when, during my efforts on ReCoil, a game I thought was Narrativist for the same reasons, someone pointed out to me that player control is not the hallmark of Narrativist play. The same sort of self-deception would have followed had I tried to play Donjon before having this sorted out, even though the game itself likely doesn't try to pretend to be anything but what it is.


Whether or not this is TITBB, I'm not sure, as my understanding of that term has slipped in recent years.

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On 1/29/2005 at 7:09am, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Lance,

We're completely in agreement, I think. At least, I agree with everything you've just said.

Basically what I was trying to argue is that what you correctly call the "heart of Sim play" is not at all what WoD games describe as their shtick. They say they're all about stories, and player-controlled ones at that. To my mind, if you actually try to tell stories with WoD games, and don't permit Drift, that means that you end up with a GM-controlled story and probably TITBB.

The thing is, I believe that this is the heart of Sim play. Sim isn't, unless I've vastly misunderstood, about telling stories at all, either the GMs or the players, so much as experiencing something through play, whether it's experiencing the system, the setting, the character or the situation. Any "story" (using the loose term) that happens along the way is incidental, and is likely to be more like the loose collection of causal events that makes up everyday life, only generally more exotic and exciting.
You are, in my view, absolutely right. Sim has nothing whatever to do with story, by any but the loosest possible definition (one thing follows another). What I read you as saying was that WoD games claim that they tell stories, and are about stories, and by that definition appear Narrativist. But since they're straight Sim games in terms of how they actually work, what you get is a mismatch.

If you ditch story and play WoD games Sim, you'll be happy. And the self-deception comes in if you tell yourself that really this is storytelling.

If you hang on to story hard and play WoD games, you must either Drift into Nar (which means altering the system), or get GM-controlled stories, or get unhappiness. Or all of the above!

All I'm saying is that this mismatch, Nar-Sim constructed this way, is I think what Ron really means by TITBB.

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On 1/29/2005 at 12:34pm, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

clehrich wrote:
If you ditch story and play WoD games Sim, you'll be happy. And the self-deception comes in if you tell yourself that really this is storytelling.

If you hang on to story hard and play WoD games, you must either Drift into Nar (which means altering the system), or get GM-controlled stories, or get unhappiness. Or all of the above!

All I'm saying is that this mismatch, Nar-Sim constructed this way, is I think what Ron really means by TITBB.


I haven't fully studied the WoD rhetoric (I read the 1st Ed Vampire and found it a little preachy). However, I understand that GURPS is considered Sim-supporting in the same fashion as the Vampire rules and I did play GURPS V:tM in what I would describe as a Narrativist fashion.

If what you are saying is true, this must be self-deception or drift.

The games I've written up here use a similar methodlogy to the ones I ran V:tM with. They use a mechanics-set that is a Sim as GURPS and I'm fairly sure I'm not drifting the game. Where do you see the deception*?

-Marco
[ * As far as I am concerned, I am involved in what would be considered storytelling in an RPG-context (i.e. normal storytelling doesn't involve dice and game books so if you're going to say the word can apply at all, then you're translating it in some way to RPG's) ]

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On 1/29/2005 at 7:32pm, John Kim wrote:
RE: [Deceit] Self-Deception as a Design Consideration

xiombarg wrote: So, the idea that there are players out there who like to talk about playing a game one way, but actually play it another way, is very resonant to me. Being brutally honest about one's play preferences is HARD for most people, even outside GNS.

So this brings us back to Wormwood's original topic about self-deception as a design consideration. Let's assume that I want to design my game to be easy and fun, rather than hard and brutal. I don't want to psychologically interrogate my players to strip their barriers, nor do I want them to revolt. What can I learn from, say, Wolfen's fun experiences with WoD.

I'm going to postulate for a moment that for some players, the idea of "story" is psychologically comforting. So they find it easier to identify with "story" even when -- like Wolfen -- that isn't really what they're enjoying. This is probably because stories (as in novels and movies) are more respectable than association with games, dreams, or make-believe. This is particularly important as gamers get older, and typically wants to disassociate himself from "childish" games.

So how does this influence design? If my postulate is correct, then this suggests that rhetoric about "story" (or perhaps other forms of rhetoric) may help players enjoy a game independently of its mechanics.

Marco wrote:
clehrich wrote: If you hang on to story hard and play WoD games, you must either Drift into Nar (which means altering the system), or get GM-controlled stories, or get unhappiness. Or all of the above!

I haven't fully studied the WoD rhetoric (I read the 1st Ed Vampire and found it a little preachy). However, I understand that GURPS is considered Sim-supporting in the same fashion as the Vampire rules and I did play GURPS V:tM in what I would describe as a Narrativist fashion.

If what you are saying is true, this must be self-deception or drift.

Urk. This seems like it's drifting off-topic. For the topic of self-deception, I think we have to accept self-evaluation. i.e. There isn't enough data and there are many pitfalls to talk about other people deceiving themselves -- or worse, argue that another poster is self-deceiving. Drift is also off-topic, I would say.

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On 1/30/2005 at 5:35am, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

John Kim wrote:
xiombarg wrote: So, the idea that there are players out there who like to talk about playing a game one way, but actually play it another way, is very resonant to me. Being brutally honest about one's play preferences is HARD for most people, even outside GNS.

So this brings us back to Wormwood's original topic about self-deception as a design consideration. Let's assume that I want to design my game to be easy and fun, rather than hard and brutal. I don't want to psychologically interrogate my players to strip their barriers, nor do I want them to revolt. What can I learn from, say, Wolfen's fun experiences with WoD.

I'm going to postulate for a moment that for some players, the idea of "story" is psychologically comforting. So they find it easier to identify with "story" even when -- like Wolfen -- that isn't really what they're enjoying. This is probably because stories (as in novels and movies) are more respectable than association with games, dreams, or make-believe. This is particularly important as gamers get older, and typically wants to disassociate himself from "childish" games.

So how does this influence design? If my postulate is correct, then this suggests that rhetoric about "story" (or perhaps other forms of rhetoric) may help players enjoy a game independently of its mechanics.
This postulate rings true to me. I don't know that this is what Mendel had in mind, especially, but it seems to me an elegant explanation for all those fights -- er, debates -- we've had about Story in this or that game or style or whatever. Or anyway, most of them. It also explains some of why a common initial reaction to GNS classification is, "I'm a Narrativist, because I want to tell stories," commonly from people who don't in fact want to play Narrativist (or haven't but think they have).

Let me ask you -- or anyone else -- to postulate further.

By the Kim Postulate, Story is a significant locus of Mendelian self-deception. (Sorry, I'll stop it now.)

By your postulate, Story is one of those places where people tend to deceive themselves and yet get good gaming. As Mendel said, self-deception isn't necessarily a bad thing, nor dysfunctional. So if Story is something that helps people feel good about what they're doing, even if what they're doing isn't Story, game designs that fit those people's play styles would do well to talk about Story.

This leads to two questions, for me:

• What sort of play style is this, that likes the rhetoric of Story yet actually wants something else? To put it differently, what is the something they actually want?
• Are there other rhetorical or conceptual points, apart from Story, that might equally have positive self-deceptive effects for particular gaming styles?

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On 1/30/2005 at 5:56am, ffilz wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Hmm, is the need for the game to claim to be about story even though it's really Sim or Gam heavily due to the unfortunate mantra of "role playing not roll playing"?

I've been reading Monte Cook's DMing column in Dungeon Magazine and it's interesting reading in the light of the Forge and this thread in particular. I see a lot of self-deception in those articles.

I know I got caught up with this mantra, and burned by it. In my recent recruitment, I have stopped using that mantra, and been upfront about what my games are about (though perhaps I am stretching things by indicating that perhaps there will be some political intrigue - but then I'm not promising - though I also know people can read "I hope" as "I promise").

Frank

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On 1/30/2005 at 6:09am, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Frank,

Is there anywhere I can read some of this material you cite? I don't get Dungeon Magazine. Or can you transcribe a little of the self-deception you see?

My horizons are pretty limited to the Forge these days....

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On 1/30/2005 at 6:19am, Wolfen wrote:
RE: [Deceit] Self-Deception as a Design Consideration

clehrich wrote: This leads to two questions, for me:

What sort of play style is this, that likes the rhetoric of Story yet actually wants something else? To put it differently, what is the something they actually want?

Are there other rhetorical or conceptual points, apart from Story, that might equally have positive self-deceptive effects for particular gaming styles?


From my own experience, I believe I can answer the first; The playstyle that grooves with a story rhetoric yet actually likes the more sim gameplay is precisely that. Simulationist with a side of Narrativist. My play preferences are strongly sim, but I have enjoyed many of the narrativist games I've played.. but some of the enjoyment, in these strongly nar games, is leached by the simulationist in me that wants things to make causal sense, rather than just thematic sense. But I'm the same way when I read a book or watch a movie, too.

Games which have a strong sim mechanic with smoothly integrated narrativist mechanics, like TRoS and Burning Wheel, meet this type of play very well. More strongly Narrativist games, like Sorcerer and DitV are enjoyable, but cause a certain amount of confusion and dissonance.

As for the second question, I cannot think of anything from my own experience, but I can conceive of some. A game might offer "real strategic decision-making!" and yet have the story events be very freeform, or very much controlled by the GM, so the decisions made by the players really don't matter in the long run. Another game might advertise "deep immersion in a fantasy world", but have rules mechanics which are non-intuitive or extremely complicated, requiring the players to frequently surface from their fantasy world to think about numbers.

Those are just a few off the top of my head. I'm sure there are other types of games that lead to self-deception.

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On 1/30/2005 at 7:48am, ffilz wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Hmm, so I'm not sure my comment about Monte Cook's articles is supportable. I guess it was an off the cuff response to this thread based on the fact that while he has been covering a lot of game theory, he has missed bits and pieces. For example, I see bits of Sim and Gam, but no real acknowledgement of the existence of Nar.

In his latest article, he does actually highlight one area of self-deception though. The latest article is dividing campaigns between "quest oriented" (i.e. GM scripted - railroading) and player driven ("where do you want to go next"). And then he suggests the combination. At the end of the Player Driven section he says:

Monte Cook wrote:
Sometimes, though, players don't want to be in the driver's seat - even if they think they do. The players sit around the table and wonder what their characters would do next, secretly (or not so secretly) wishing that some NPC would just show up and tell them what to do. Even the most motivated player can feel this way.


So strike my comment about Monte Cook...

I still wonder how much of the self deception is driven by the "role playing not roll playing" mantra though.

Frank

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On 1/31/2005 at 1:24am, M. J. Young wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Marco, I want to thank you for sticking with us here through a lot of arguments about the various agenda. I think your contributions have often assisted me in clarifying my own thoughts.

I want to focus for a moment on the notion of a simulationist game.

First, it's pretty clear that we mean a simulationist-facilitating game, that is, one whose mechanics tend to reinforce simulationist choices and produce simulationist-friendly outcomes.

Second, and this I think gets lost in the shuffle, it must also be recognized that we're talking about a game that facilitates a particular variety of simulationism. We're very clear that gamist-facilitating games can facilitate or impede different styles of gamism. The same is true of narrativist-facilitating games, although we don't see it as much perhaps. It makes perfect sense that some games would support one type of simulationism, but not all types of simulationism.

Third, a game might be engineered to facilitate one specific agendum, or even a specific type of a specific agendum, and yet neither impede nor facilitate a different type of play, even a different agendum. A great deal of narrativist play took place within simulationist designs before narrativist games were developed, and it is entirely likely that some still does.

There are a couple of spots at which simulationist mechanics impede narrativist play to a significant degree.

One of those is in character death. It is extremely rough on narrativist play for the referee to announce, "The hero of the story just got killed by a lucky shot from the villain's henchman." Narrativist games often include mechanics which prevent protagonists from being killed without player approval; simulationist games rarely if ever do. In a narrativist game, when the character says, "It doesn't end this way; I don't die like this," he's probably right. In a simulationist game, he's probably wrong.

You are absolutely right that mechanics that support verisimilitude do not force a game to be simulationist, nor do they necessarily impede narrativist play. However, such a game is more likely to be simulationist, because the mechanics provide the sort of reliability of outcomes on which simulationist play is largely built, and narrativism requires something other than reliability of outcome--it requires injection of premise in a way that impacts play.

This is why the Spiritual Attributes of The Riddle of Steel are recognized as narrativist: suddenly the issues at stake to the players impact the outcomes of game events. Without those, the system is extremely good at reproducing "who would win" in fights. Those introduce into play a notion of "who should win", based on who cares about this enough to win.

So a game that is perfectly simulationist in design can be played narrativist without removing rules if things work right (e.g., the hero doesn't happen to get killed). It can also go narrativist if it is drifted unconsciously--for example, if the referee would never think of having some lowly henchman take a cheap shot at the player character when his back is turned, we've got a narrativist-facilitating decision interfering behind the scenes and we don't even realize it. (Of course, in a solid simulationist game, the henchman would take that shot, and he might just succeed.)

--M. J. Young

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On 1/31/2005 at 1:31am, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

MJ,

I think this is a bit off-topic but I very much appreciate the reply. We should take this to another thread (the Nar-with-Sim mechanics).

-Marco

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On 1/31/2005 at 5:25pm, Wormwood wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Chris,

I agree, faux-Nar Sim does tend towards TITBB. I think that behavior is one of the classic examples of TITBB, but I also think that TITBB has some self-deceptive behavior of it's own.

The way that a group resolves the GM has total control vs. the players have total control is to partition the range of control. However, this can be done using implicit self-censorship, making it so that players and GMs have well placed blind-spots in each other's main arena of control. This sort of self-censorship adjusts over time, which can explain why the dysfunction of TITBB can disipate in long term play. The balance of power hs become defined, but not consciously, as on the face each side is in "complete" control.

In essence TITBB is the realization that something is being left unsaid, that the balance of power cannot be what is on the surface. The real balance comes from trainging yourself to think inside a particular box. When playing it never occurs to you that you could step outside of it. However this network of self-deception is fragile, but self-correcting. A new player, or even an exposure to another type of play, can destabilize what is going one, this may be adjusted to, end the game, or change things to a more overt social dynamic (such as open social contracts). Retaining this self-deceptive conditioning is often a very important trait of keeping a game stable, even when somethings are overt. The unconscious limits of what would not even be considered to be done in play exist in any game, to some extent, past the boundary of what has been said aloud. In essence this is conditioning, which explains why OOC traditions, such as a particular site or food choices encourage stable games. The assumptions of each game are reinforced by these trappings, and recalled upon their re-encountering. As always, it matters not only that we decieve ourselves, but that we decieve ourselves about the right things.

I hope that helps,

- Mendel S.


Note: This is why in the GNS Deceit thread I was talking about an OOC version of the SIS, which contains the fictions accepted by the group outside of the imagined world. This is reminiscent to frames as discussed by Gary Fine in his Shared Fantasy book.

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On 1/31/2005 at 6:20pm, Doctor Xero wrote:
RE: [Deceit] Self-Deception as a Design Consideration

A side comment:
This thread makes me a tad uncomfortable.

In some ways, people could be seen as declaring the right to adhere the label of "self-deception" to anyone whose personal experience disputes their own in these matters. By what authority does one declare whose testimony and experiences can be dismissed as "self-deceptive"?

This becomes even more problematic with those people who hate it when others present their credentials like a gentleman -- now they can deny personal experience as "self-deception" while discounting any other form of credibility beyond personal experience. In the wrong hands, this enables some people to construct a most efficient means of filtering any and all inconvenient challenges.

I don't intend to derail the thread, but I think this is a concern which should be recognized.

Doctor Xero

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On 1/31/2005 at 7:40pm, Wormwood wrote:
RE: [Deceit] Self-Deception as a Design Consideration

On the aside:

The study of deception does make people uncomfortable, but that doesn't make it a subject we should ignore. As far as I'm concerned, self-deception is only determined in any definite way by the continued cycle of conceal and reveal by which we live our lives. On the decieved can say that they were, in fact decieved. Also, remember at the beginning that self-deception is a natural human process, it has no necessary moral component.

As far as the impact of this on practical concerns, it is always the understanding of uncertainty. This is the difficulty with asking someone's CA preference, this knowledge may, quite explicitly be unavailable to the person. What you need is reinforcing information. Usually self-revelation comes from this exact procedure of checking for confirming information. Do the consequences match my hypothesis? To add to the complexity in a situation with as much uncertainty as RPGs, it is often easy to support incorrect hypotheses. A study in Kahnman and Tversky (Decisions under Uncertainty: Biases and Heuristics) indicates that a belief in a correlation can be increased faster by a random distribution of confirmation and disconfirmation, than by simply consistent confirmation. For example, my belief in a way to select grapefruit is increased more by failing about as often as it succeeds, rather than by succeeding all the time, as long as I look at each event as a single instance and refine my belief each time. (What happens is that the failures get explained away, and the successes confirm, but since explaining failures is an active cognitive activity it associates the hypothesis more strongly with correctness.) As a result RPGs are a rich soil for self-deception to grow, not to mention the fact that it encourages fiction creation as a skill.

Far from being a bad thing, I would go as far as to suggest that self-deception is responsible for more of the fun of RPGs than openess and total honesty. If it can be such a valuable tool, shouldn't we learn to harness it?

-Mendel S.

Note: Among other things, this implies that it is at least as important for a design what is said as what is left unsaid. For example, storyteller tells the player that you are in control, but doesn't say anything about how to control the "story".

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On 2/1/2005 at 7:29am, John Kim wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Doctor Xero wrote: In some ways, people could be seen as declaring the right to adhere the label of "self-deception" to anyone whose personal experience disputes their own in these matters. By what authority does one declare whose testimony and experiences can be dismissed as "self-deceptive"?

I agree about this. I think it's reasonable to consider self-assessed cases of self-deception -- like Wolfen in this thread. On the other hand, if party A says that party B is engaged in self-deception -- who do you believe? There's sometimes a tendency to believe whoever speaks first or whoever's side you happen to hear, but I think that's obviously a mistake. So I would restrict myself to considering self-assessed cases. In suggestions of other's self-deception, I think we have to consider both possibilities (i.e. party A's and party B's views).

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On 2/1/2005 at 1:36pm, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Wormwood wrote:
Far from being a bad thing, I would go as far as to suggest that self-deception is responsible for more of the fun of RPGs than openess and total honesty. If it can be such a valuable tool, shouldn't we learn to harness it?

-Mendel S.

There is, at best, a very narrow range of deceptions that I think could be considered beneficial. It's possible that John's hypothesis (RPGs as generally played are childish, I am playing an RPG in a special way [deception] therefore I am not childish) is perhaps one of them.

But I don't think Woflen actually used the world childish and, in fact, his conclusion was that he likes Sim play (presumably childish in John's formulation). While I believe there was self-deception there, I don't know what benefit would've been gained by it.


Note: Among other things, this implies that it is at least as important for a design what is said as what is left unsaid. For example, storyteller tells the player that you are in control, but doesn't say anything about how to control the "story".

I very much agree. In order to use terms like 'storytelling' and control in this context I think we have to first establish what they mean. I'm not sure precisely what "being in control of a character means" to many people (it may, for example, mean there will be no unintended consequences to that character's actions ... or that no actions will be prohibited by another player's declaration, or that another player won't tell me how my character feels, etc.)

I discussed some issues of "storytelling" and "control" here:
http://www.indie-rpgs.com/viewtopic.php?t=14118

-Marco

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On 2/1/2005 at 11:16pm, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Mendel, let us know if we're going off-thread here, but I wanted to comment on self-deception and its exterior assessment.

From my perspective, self-deception is not only potentially beneficial, but is in fact absolutely normal to human social behavior. For example, people constantly do things that manipulate others in order to get something they want, but they feel strongly that they are not doing this at all. For another example, people tell themselves that they choose the clothing they wear because that clothing "expresses who they are" or whatever, when in point of fact the whole range of choice and meaning is constructed by a society. At base, this is the social theory of knowledge: the basic categories of human thought -- space, time, genus, etc. -- appear to us as natural and normal, "just the way things are," when in fact they are fully constructed by social conditioning.

Now the thing is, to challenge such social construction continually is difficult and painful. It makes you not fit well into the society in which you live, for example, and makes you uncomfortable. Humans are social animals, after all, and they want to feel in some sense that they are like other people. They also want to feel special and individual, of course, when in fact they are basically just like everyone else. So what do we do?

We deceive ourselves. We construct notions of individual choice that conceal the fact that our choices are largely constructed for us. We construct a sense of what really is "natural" that allows us not to have to question our society constantly. All of this in fact helps a society function well, and helps people lead happy, productive lives.

Now all of these things can, of course, become dangerous. If everyone becomes convinced that it is the order of nature that black people are inhuman beasts, despite all the glaring evidence to the contrary, then people don't feel guilty about enslaving black people.

But most such self-deception is just how society functions.

Consider patriotism and the issue of the flag. Now people do have these arguments: should flag-burning be illegal? And there are arguments on both sides. But what you don't hear a lot of is, "Hell, it's just a piece of cloth, who cares about the flag, flags are stupid." Some people probably do feel this way, but that's not a significant part of the discussion. But in fact, that happens to be true: it is just a piece of colored cloth. What sort of idiot would die for it? Why do soldiers crawl across battlefields to save them? Because they're focused on the symbol, on what it represents. Now they are deceiving themselves if they think that saving the flag saves America. But because of that deception, they are able to make symbolic, meaningful, and powerful statements about how they feel about America by their actions toward a piece of colored cloth.

In other words, when we say that some gaming involves self-deception, I think there is a serious problem with the statement. That problem is the word "some." All gaming involves self-deception, because all social activity is predicated on such self-deception.

As Mendel keeps saying, that's no bad thing.

The question, then, is what deception is at work in a given situation? And that's a methodological question: how do we identify it?

Consider the Big Model. In many respects, the initial impetus for the model is precisely a matter of clearing up self-deception. People think they want to do X, when in fact they don't, and when they try to do X they are unhappy. Alternatively, people think they want to do X, and are correct about that, but they also think they are actually doing X, when they aren't, and they can't understand why they are unhappy. The point of the Big Model (at least at first) was to help people un-deceive themselves about what they want and what they are doing.

Mendel is, if I read him right, pointing toward a complication of that model that will have far-reaching consequences. He is suggesting that now that we have a basic sense of what sorts of choices, desires, and consequences are most likely in gaming, we need to look at the confusions and misrecognitions and misperceptions.

To my mind, that is an essential and long-overdue analytical move. I am deeply shocked that I didn't think of it quite a while ago, since it's so basic and fundamental to exactly the sorts of things I like to think I know something about. I am rather disappointed in myself, in other words, because Mendel has done exactly what I keep doing to my students: pointing out something so glaringly obvious and so just plain big that one tends not to see it -- a forest-for-the-trees sort of thing.

Right now, the difficulty appears to be that folks don't accept the general universality of such self-deception. I think that this is primarily because you're not thinking about it large terms. Back up a step. This isn't something limited to gaming in any way; the question is what forms of self-deception and mystification are normal to gaming, not whether they exist. Once we recognize that we're talking about a very ordinary principle of how social action and thought operates, I think it will be easier to swallow the idea of self-deception in gaming.

I hesitate to suggest a jargon term from another discipline yet again, but I wonder if "mystification" might carry less baggage than "self-deception." Mendel, you know what I mean, and I do realize that Marxian mystification isn't the same as self-deception in your sense, but do you think they overlap closely enough for jazz, as it were? Or can you think of another term that might be less loaded? I just think that a lot of the difficulty here is that "self-deception" is being read very pejoratively, when that is not at all necessary, and it's getting in the way.

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On 2/2/2005 at 1:18am, John Kim wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Oops. Accidentally hit "send" at the start.

A brief comment: I think most people are actually agreed that self-deception has occurred. However, I also think most people are agreed that discussing it involves a serious methodological problem. How do you diagnose self-deception? Simply put: would you accept it if someone else stated that you were engaging in self-deception?

As I said earlier, I think that the safe way to approach this is to stick to self-diagnosed cases like Wolfen's. If you want to take up cases like xiombarg's, then you have to consider at least two sides. (i.e. Maybe xiombarg's players were deceiving themselves, or maybe xiombarg was deceiving himself.)

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On 2/2/2005 at 5:21pm, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

John Kim wrote: A brief comment: I think most people are actually agreed that self-deception has occurred. However, I also think most people are agreed that discussing it involves a serious methodological problem. How do you diagnose self-deception? Simply put: would you accept it if someone else stated that you were engaging in self-deception?
For methodology, see long discussion below. As to whether I or anyone else would accept this, no, quite possibly not. So what? That's a serious question. The whole point of mystification (which I'm going to keep using as a term unless and until Mendel corrects me) is that we don't want it undone, and in fact may resist that strenuously.
As I said earlier, I think that the safe way to approach this is to stick to self-diagnosed cases like Wolfen's. If you want to take up cases like xiombarg's, then you have to consider at least two sides. (i.e. Maybe xiombarg's players were deceiving themselves, or maybe xiombarg was deceiving himself.)
Safe, perhaps, but not terribly effective. I don't see why it's necessarily valuable to prescind from analysis just to be nice.
---------
Okay, so methodology.

The first point is to have a reasonably functional model. The Big Model seems to be working fairly well, so no problems there. Bear in mind that if we do this analysis very well, we may alter the model somewhat, but we need a starting-point.

Second, we look for claims that seem unlikely or impossible as made, because they cannot occur under the model. This is really all about rhetoric, about what people say about themselves, and how that differs from what is actually the case.

Third, we consider whether the model may be wrong, and that the statement as made is in fact correct. If so, we change the model and start over.

Fourth, assuming that we don't find reason to revise the model thus, we examine the exact details of the claim, and what appears (from the model's analysis) to be actually the case.

Fifth, we examine the nature of the disparity.

Now we get a more serious question: what do we want to know?

• Why the claim is made
• Why the claim is made in that form
• Why the claim is helpful
• Why the actuality is being mystified
• How the actuality is being mystified

These are all different things, though of course we may well be interested in several or all of them.

So take our imaginary WoD game.

The players say that they do not engage in meta-activity of any sort. They emphasize that immersion of some kind is the prime criterion of good player activity. They assert strongly that what they want is "Story," which for the sake of argument we'll say fits a rough sort of narrative model (exposition, development, climax, denouement, or something like that). They say that they get this, every time, unless irrelevant exterior factors enter (the GM was drunk or unprepared, etc.). They say that they enjoy their gaming, because they can immerse in their characters and have great stories occur. They say that this is what makes WoD games so wonderful.

(This is not intended to be skewed or tweaked or anything; it is intended to be a description that fairly matches a happy group of committed WoD players. Please do let me know if I've bent it unfairly.)

Okay, the Big Model tells us there's something wrong here. The process in which the players engage, and the system they use to engage in it, will produce "story every time" about as often as (to use Ron's phrase) "monkeys fly out of my butt."

Now let's set aside the possibility that the model is wrong, because it's tangential to the point at hand.

So the Big Model now predicts that the players are acting "mindfully," i.e. engaging in various forms of meta-play in order to ensure that story is in fact produced. This is absolutely at odds with what they say, which explicitly denies this. But nothing else in what they say needs to be inaccurate. So long as the players do in fact engage in meta-play to produce story, everything else they say fits well. Good -- that fits a kind of principle of simplicity, an Occam's Razor if you like.

So what's occurring here is this: the players' engagement in meta-play is being mystified. So....

It is a fairly basic principle of social analysis, "a basic postulate of sociology" as Durkheim put it in 1912 (and I don't think people have denied this one), that "no human institution can rest on error." In other words, people do not do things consistently, as a group, over time, if they don't have genuine reasons to do so. That is, if this group does not get something out of mystifying their meta-play, they won't do it. So we really want to know what it is they get out of this mystification, how they get that out of this process, how the process in fact works, and where that particular mode of mystification comes from.

Here's an off-the-cuff set of first guesses. Since this isn't a real group, and we don't have serious data, we can do no better. If we were analyzing a real group and had good data, we could get specific.

Some aesthetic or other principle, espoused consciously or otherwise by the players, tells them that meta-play is a bad thing. Possibly they perceive this as "cheating," or something of the sort, which may arise from the culture of gaming as it extends from earlier games such as D&D which made this explicit. Possibly they feel that something about "story" requires non-construction; that is, they feel that "story" should tell itself, or be discovered, rather than being deliberately invented. At any rate, they believe that if they engage in meta-play, they are sufficiently violating some basic principle that their results -- having fun and telling stories -- will be invalid.

Therefore they make this claim in order to validate their results. Now that may mean that it allows them to say that their results are stories when they aren't. It may mean that it allows them to say that they are having fun when they aren't. I think this is unlikely. It seems to me more plausible that they are having fun and are telling stories, but that they wouldn't be having fun, and would consider their stories illegitimate, if they felt that these results had been generated (in part) by meta-play.

Why mystify meta-play, though? Wouldn't it be simpler just to recognize that consistent story-production requires this? This is a very complicated question, something that would require real data. Ron's Narrativism proposes that players like this do exactly that, but not everyone accepts his proposal; indeed, many resist it (or things like it) strenuously. I think there are a lot of guesses out there about why (some) story-desiring players fight meta-play, but I haven't seen anything I'd consider definitive, nor has it been established that there is a consistent reason for this. But it's a fascinating and important question that deserves extensive investigation.

How exactly is it done? Well, again I'm guessing, but I think there are two parts. First of all, you have to remember that we have one member of the group whose primary task it is to do meta-work, i.e. the GM. Apparently the aesthetic principle that says "no meta-play" does not apply to the GM. Why not? Good question -- needs investigation. (Note the interest here and there in "freeforming" and "gm-less play", which may go some way toward clarifying this by identifying the ambivalence of such groups toward GMs. Note also that an obvious extension of this principle leads to TITBB: the GM is the one doing the "telling" part of the story, and yet the players are free to be independent and uncontrolled characters.) But having established such a person, we can ascribe to the GM all meta-play that necessarily gets done.

Second, we have a fascinating process of determining that certain kinds of meta-play "don't count," usually because they have a textual basis in the rules or involve the GM very strongly. For example, if the players "follow the lead" of the GM, they are clearly engaging in meta-play, but this "doesn't count" because it's the GM -- so only the GM is understood to be doing meta-work, not those who collaborate with him. If that seems like splitting hairs, bear in mind that this is not unlike a football team: credit for the win is often especially put on the QB, even though obviously a lot of other guys did a lot, and in fact the QB was only on the field during offensive plays, and not even 4th down offensive plays at that. So apparently the process of deciding what "counts" as meta-play is not unlike the process of ascribing to a QB (or team captain, etc.) a kind of "generalship": as the director or general, the GM takes the responsibility for the meta-play, as well as much of the credit for its success. This raises some interesting comparative analytical possibilities: could we make a deeper, more serious comparison between the rhetoric and social structuring that formulates the role and meaning of the GM to a sports-team captain or a military general? What would happen if we did?

So what have we learned? We've discerned a number of sub-processes at work in this mystification, strategies by which the players enable themselves not to see things they don't want to see, in order to produce results they want to achieve. Now we go looking at those processes, and how exactly they work. And we also ask historical questions: where and when did this particular aesthetic ideal arise? What exactly is that ideal? And so on.

All of which leads us to yet more investigation and analysis, getting ever more specific, and ultimately (we hope) leading to a much deeper understanding of the social dynamics of play and their relations to other modes of behavior and cultural practice.

Mendel, am I even remotely still on topic?

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On 2/2/2005 at 5:57pm, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

I think there are a few places I disagree with this analysis--but, on the whole, I think it's good.

1. Safe vs. Nice
It's okay not to be nice. But I think it's a mistake to assume bias in our subjects and not in ourselves. This makes observations of self-deception very, very suspect. It takes an extreme case (alcoholism) or some specific training (psychonalysis) and conversation (therapy) to make that statement in real life.

Here, I think it's not supportable. Bringing pop-psychology into the theory is going to be problematic on a number of levels. For instance, it's going obscure questions about the model itself,

I think that your interpertation of the model does have a flaw: getting story is not as rare as Monkeys Flying Out of My Butt so long as there is an organizing principle at work.

That principle need not be meta-game on the part of the players and can, in fact, be had from the position the WoD player take. So while we could assume they are deceiving themselves, we have to have a basis for that.

Before we can do that, we have to agree on that--and that hasn't happened.

When someone says "I decieved myself" we have a case where that clearly happened (well, as clear as we can be) and so it's better for examination.


Now let's set aside the possibility that the model is wrong, because it's tangential to the point at hand.

I don't think the model actually says that, though--so I don't think this is tangential. Ron did say it--but Ron said it in a specific context (Sim RP in general without attention to specific story-generating techniques on the part of the GM). Even if Ron did say that, he could be wrong too--he's not "the model" either (although he's certainly the best guy to interpert what he wrote in terms of what he meant--no argument there).

I think it's critical to question whether or not this is correct before concluding self-deception. As I pointed out in the thread on Storytelling, there are many ways your group, as described, could get Story on a reliable basis without self-deceiving or mystifying their meta-game involvement.

Edited to add: If the GM says "I'm not taking a hand at all in making these stories come out the way they do" and the players claim they are immersed and not conducting things so story is produced then, yes, we have a serious question. But until we hear from the GM, I think it's probable that this is just your (3) case and not self-deception. Most GM's would not say they play in an "immersed state." If the GM claimed that nothing he was doing was aiming towards story in any way then I agree: something seems strange.

-Marco

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On 2/2/2005 at 9:42pm, John Kim wrote:
RE: [Deceit] Self-Deception as a Design Consideration

clehrich wrote: So take our imaginary WoD game.
...
(This is not intended to be skewed or tweaked or anything; it is intended to be a description that fairly matches a happy group of committed WoD players. Please do let me know if I've bent it unfairly.)
...
So what's occurring here is this: the players' engagement in meta-play is being mystified.
...
Here's an off-the-cuff set of first guesses. Since this isn't a real group, and we don't have serious data, we can do no better. If we were analyzing a real group and had good data, we could get specific.

Well, I'm doubtful about your data here, since it's based on an imaginary World-Of-Darkness (WoD) game. As for whether you've bent it unfairly -- well, what is it that you would be bending (i.e. what is this based on)? Notably, this doesn't match Wolfen's description of his WoD experience.

In your imaginary group, the WoD players reliably generate story by mystifying their engagement in meta-play. In Wolfen's description of his experience, they were not generating story in a literate sense -- the self-deception was in believing the WoD rhetoric about story, when in fact he was enjoying the experience of being a vampire.

clehrich wrote: Some aesthetic or other principle, espoused consciously or otherwise by the players, tells them that meta-play is a bad thing. Possibly they perceive this as "cheating," or something of the sort, which may arise from the culture of gaming as it extends from earlier games such as D&D which made this explicit. Possibly they feel that something about "story" requires non-construction; that is, they feel that "story" should tell itself, or be discovered, rather than being deliberately invented. At any rate, they believe that if they engage in meta-play, they are sufficiently violating some basic principle that their results -- having fun and telling stories -- will be invalid.
...
It seems to me more plausible that they are having fun and are telling stories, but that they wouldn't be having fun, and would consider their stories illegitimate, if they felt that these results had been generated (in part) by meta-play.

So, here you are suggesting self-deception contradictory to what Wolfen reported. In Wolfen's experience, his group did not generate literate story. While he thought he was enjoying story, in retrospect he realized he was enjoying something else -- i.e. the experience of being a vampire. This was the basis of my suggestion of an alternate self-deception: i.e. that "story" was really the goal. To contrast these two,

1) Lehrich hypothesis: WoD players have the false belief that meta-play isn't fun, when in fact it is. They engage in such meta-play to create stories in the literate sense through their games -- and this story creation is indeed the basis of their fun. However, they deceive themselves into thinking they do not.

This matches the imaginary description of WoD players, but doesn't match Wolfen's description. It may match others -- I don't personally have much experience with WoD to compare. My experiences with WoD play (in the Chicago Requiem LARP and convention games) was that it did not generate story in a literate sense.

2) Kim hypothesis: WoD players have the false belief that their enjoyment is derived from storytelling. Their play does not create stories in a literate sense. However, they deceive themselves into thinking that the transcripts are indeed literate stories. In fact, they are enjoying other facets of play. However -- because society values literate story over games, dreams, and/or simulation -- the players feel better about themselves by telling themselves that they are "storytelling" rather than simply "gaming" or "dreaming".

This seems to match Wolfen's description of his experience.

Based on my limited knowledge, I (unsurprisingly) find the Kim hypothesis more convincing. However, I'd be interested in other data.

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On 2/2/2005 at 10:02pm, Wolfen wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Thanks for articulating what I didn't have time to, John. While I see Chris' example as possible, and even valid, it isn't what I was describing. Nor, given my knowledge of WoD and a decent sampling of WoD players, is it particularly likely.

I have seen groups that are hard against "meta-play" as well, though. They feel it's unfair, unrealistic, etc. Yet, in fact, there is a lot of meta-play going on.

But this is a theoretical example. I can't give solid cases to back me up, so that's that.

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On 2/2/2005 at 10:05pm, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Marco wrote: 1. Safe vs. Nice
It's okay not to be nice. But I think it's a mistake to assume bias in our subjects and not in ourselves. This makes observations of self-deception very, very suspect. It takes an extreme case (alcoholism) or some specific training (psychonalysis) and conversation (therapy) to make that statement in real life.
Oh no, no question that mystification occurs all the time in everyone, including the exterior analyst. Certainly. That's been the big thrust of a lot of the so-called postmodern theoretical stuff. The only advantage the exterior analyst has is that he or she probably doesn't have quite the same biases as those of the insider-group, and so can see them relatively readily. But it is certainly the case that a member of the insider-group could, under different circumstances, shift chairs and analyze the observer.
Here, I think it's not supportable. Bringing pop-psychology into the theory is going to be problematic on a number of levels. For instance, it's going obscure questions about the model itself,
Why does pop psychology come into this?
I think that your interpertation of the model does have a flaw: getting story is not as rare as Monkeys Flying Out of My Butt so long as there is an organizing principle at work.
Getting story is, claims the model, that rare -- if play does not occur mindfully. Where we disagree, I think is on what "mindfully entails," as seen here:
That principle need not be meta-game on the part of the players and can, in fact, be had from the position the WoD player take. So while we could assume they are deceiving themselves, we have to have a basis for that.
If all meta-play occurs with the GM and not the non-GM players, then the players cannot follow the GM's lead for any reason exterior to the game-world concerns. I find that difficult to believe. What I think is actually impossible is to set up a Social Contract without making meta-decisions: Social Contract is necessarily exterior to the in-game experience of play. So I don't see how completely non-meta-play is possible when that play is also structured based on prior or current decisions.
I think it's critical to question whether or not this is correct before concluding self-deception. As I pointed out in the thread on Storytelling, there are many ways your group, as described, could get Story on a reliable basis without self-deceiving or mystifying their meta-game involvement.
Well, this goes to your point in that thread about handing over control of certain kinds of decisions to the GM. That is a meta-choice. In fact, the whole issue of ritualization and so forth is also meta-choice, i.e. the delineation of what is in-game as opposed to out- is a meta-choice, or rather a whole complicated set of meta-choices. What is fascinating to me is that when we say "meta-play," we agree, tacitly, that these meta-choices don't count. How did that get decided? How is it possible for a game group to say that they do not do meta-play, do not make meta-choices, and that such things are bad -- and then go right ahead and make such choices and say that they don't count, not what they meant, etc.?

If you'd prefer another term, how about "strategy"? This is strategic decision-making. We have a goal, and a set of principles. We then make strategic decisions about how to achieve that goal by means of those principles. Equally strategically, we decide to suppress some choices we make in that process as exterior to what really counts. But from an outside perspective, why should these things be exterior?

I've elsewhere given the example of a wedding ceremony, in the middle of which the 3-year-old announces that she has to pee. We all know that doesn't count. How do we all know that? Because we have a social structuring mechanism in place that says what a wedding really is, and how it ought to go, and when events occur that could violate that but do not have to violate it, we suppress them. After the fact, people may not even remember that this occurred.

This is mystification at work.

I'm really struggling here. Why is this such a problem? Let me put it another way, so that it's absolutely clear that I'm not pointing fingers at particular sorts of play. Forget about the WoD game group, OK?

1. All RPGs, as far as I know, make decisions about what is and is not part of the gameplay. These are both made in advance and during the game. Dave eating an M&M is not usually considered part of gameplay, as in it doesn't have any effect on the game. Right?

2. Why not? We know it's possible to count such things; somebody set up a game idea a while back that was about cannibalism, in which what you the player ate during play had a mechanical effect on what your character ate in the game-world. So clearly a decision is being made that eating things doesn't count -- except in the cannibal game.

3. But who actually sets that up? I mean, people occasionally post Social Contracts here, and I've never seen one that specifies that players' eating doesn't count. So it just sort of happens, right?

4. The thing is, the ultimate outcome of the game, in terms of how people feel about what happened in the session, is dependent on what happens in the game session. In particular, it's dependent on what counts of what happens in the game session. It's accepted in advance, without anyone saying so, that whether Dave eats that M&M or not has nothing whatever to do with whether the game session is fun or not.

5. So when we evaluate the success or failure of a game session after the fact, we are suppressing a certain amount of what went on. Indeed, we may be suppressing a great deal of what went on.

6. More subtly, let's suppose we're playing and Joe's character is sort of getting hosed. Everyone in the group, including Joe, is clearly having a good time -- fun is being had. "Oh man, I'm getting hosed here, ha ha!" cackles Joe. Now let's suppose the same initial setup, except nobody's having fun. "This sucks" is the general impression given off by everyone. Now the GM is clearly going to make some meta-choices here, if she's any good, to get everyone back on the fun track, right? How did the GM know to do this? Because the players indicated what they, the players, wanted. They made meta-statements about gameplay. Which then affected actual play, because the GM acted on them. This is meta-play.

7. After the fact, these groups may well say, "We didn't do meta-play," and mean it. That's mystification. Now let's say it's a very mindful sort of hard-theory Nar group or something. They may say, "We didn't use Director Stance." That's mystification.

8. The very fact that RPGs are social activities in which there is a radical division made between what counts and what doesn't, what's included and what isn't, tells me in advance that there is mystification going on. Some of it may be so slight that it isn't interesting to analyze, or more likely it may be extremely difficult to dredge out. But I suspect that in the vast majority of cases, close analysis would pick out a number of strong, consistent ideological tropes by which the group formulates its understanding of what happens in the game.

9. After the fact, we revise again. Partly our memories aren't really that well suited to verbatim transcripts, but partly we color our memories impressionistically and subjectively. In a lot of cases, that's when story pops up, as we've discussed elsewhere. That revision or redaction is mystification: it's an attempt to reformulate "raw" experience in a more meaningful and subjectively satisfying manner, conditioned by not-very-well examined preferences, ideals, and theories.

In short, all role-playing games necessarily involve mystification. I think the point could be argued, though I'm not quite sure how to go about it, that mystification is one of the central principles of gaming, as it is of any form of ritual behavior.

Thus the question at stake is, again, not whether but what and how.

This thread seems to be provoking my tendency to long posts, but as long as I've gone this far I might as well finish up.

As far as I can see, the point of the Big Model is, at base, to demystify a number of common structures in RPGs. It is reasonably successful at this, for those people who take it on board. The Big Model does not, and does not claim to, demystify all common structures of RPGs. Why should it?

What I think Mendel has brought up in this thread is that cutting crosswise through what the Big Model calls CA and also to some extent Technique, there are other common mystification strategies at work in RPGs. He'd like to identify some of those and try to figure out how they work. The ones he's chosen are the ones in which there is an apparent mismatch between what we might call CA-rhetoric and CA-choice; that is, where the players say they are motivated by aesthetic criteria fitting one CA but their play choices match very well a quite different CA. Rather than simply branding this "incoherent," Mendel observes that these groups may well be very functional, which suggests that "incoherent" is a problematic term, implying dysfunction as it does. He then suggests that what is at work here is a strategy of what he calls self-deception, and I'd call mystification, by which the players are able to overcome the apparent contradiction between aesthetics and play-choice. This allows them to play in a way that they enjoy, and at the same time have their aesthetic priorities fit what they do. This makes for functional, happy gaming.

(Mendel, you out there? Am I getting this right?)

What I absolutely do not understand is why this is even remotely controversial. We have barely begun to talk about how this process works, which is what is interesting and should be the focus of discussion. Instead the debate seems stymied over whether it's okay to say that maybe these people aren't entirely self-aware about everything. Of course they aren't --- they're people!

[rant]

Can anyone explain to me why it's difficult to accept that normal people (by which I don't mean "common masses" or something, but rather people who are not seriously damaged by some sort of grave mental illnesses) make a lot of choices and do a lot of things in ways that aren't absolutely clear to themselves, and for reasons that they may well not only not know about but really not be very happy about? And if that is part of how people work, and what makes social activity operate, why would we want to think that gaming is different? If it is, it's sick --- there's something deeply wrong and inhuman about it. I don't buy that. I think it's absolutely normal, a unique but at the same time really very ordinary kind of human interactive process. So I assume that there is mystification going on all the time. I'd really like to follow up Mendel's ideas about this particular form of it, and how it works, and so on. But we really do have to wrap our minds around the basic concept!

[/rant]

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On 2/2/2005 at 10:14pm, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

John Kim wrote: In your imaginary group, the WoD players reliably generate story by mystifying their engagement in meta-play. In Wolfen's description of his experience, they were not generating story in a literate sense -- the self-deception was in believing the WoD rhetoric about story, when in fact he was enjoying the experience of being a vampire.
....
So, here you are suggesting self-deception contradictory to what Wolfen reported. In Wolfen's experience, his group did not generate literate story. While he thought he was enjoying story, in retrospect he realized he was enjoying something else -- i.e. the experience of being a vampire. This was the basis of my suggestion of an alternate self-deception: i.e. that "story" was really the goal.
So far, I agree.
To contrast these two,

1) Lehrich hypothesis: WoD players have the false belief that meta-play isn't fun, when in fact it is. They engage in such meta-play to create stories in the literate sense through their games -- and this story creation is indeed the basis of their fun. However, they deceive themselves into thinking they do not.
I said nothing of the kind. Absolutely not at all. I said that this, particular, hypothetical, WoD group felt that way. Period. The point of the example was to demonstrate mystification in a straightforward fashion. Nothing more.

By contrast,
2) Kim hypothesis: WoD players have the false belief that their enjoyment is derived from storytelling. Their play does not create stories in a literate sense. However, they deceive themselves into thinking that the transcripts are indeed literate stories. In fact, they are enjoying other facets of play. However -- because society values literate story over games, dreams, and/or simulation -- the players feel better about themselves by telling themselves that they are "storytelling" rather than simply "gaming" or "dreaming".
Interesting. Of course, it's based solely on a single data-point, so I don't know how reliable it is as a hypothesis, but it's interesting. Like you, "I'd be interested in other data."

But none of this is dealing with the question you actually asked, in reply to which I posted that hypothetical example. You asked about method. I supplied one. Why is a hypothetical example now suddenly a mis-interpretation of Wolfen's game? That makes no sense. Apparently you like the method, in fact, since you just applied it. What the hell?

(cooling off)

Okay. So John and I are apparently entirely in agreement about mystification. We have said nothing in the last few posts that actually is in disagreement. Wolfen's agreement with John tells me that he agrees as well.

Marco and I seem to continue to disagree about whether mystification (or self-deception) is a workable concept.

Mendel, you can come on back now, I think the air is clear again. We're all on board with self-deception, although Marco has doubts.

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On 2/2/2005 at 10:59pm, John Kim wrote:
RE: [Deceit] Self-Deception as a Design Consideration

clehrich wrote: Of course, it's based solely on a single data-point, so I don't know how reliable it is as a hypothesis, but it's interesting. Like you, "I'd be interested in other data."

But none of this is dealing with the question you actually asked, in reply to which I posted that hypothetical example. You asked about method. I supplied one. Why is a hypothetical example now suddenly a mis-interpretation of Wolfen's game? That makes no sense. Apparently you like the method, in fact, since you just applied it. What the hell?

Sorry, I thought I made this clear. I felt that self-assessed cases of mystification are fine methodologically. Thus, I feel comfortable applying some analysis to Wolfen's reported experience with WoD games, because he knew what he was thinking and thus is able to accurately report on the self-deception involved. Also, and not insignificantly, I can talk to him about the self-deception without the conversation breaking down.

I am not comfortable with drawing conclusions from cases of self-deception reported second-hand and/or without involving the subjects. i.e. Someone posts on The Forge saying "My players are deceiving themselves", so we take his word for it and analyze them based on that. Even worse, someone posts on The Forge describing his play, and someone replies "You're deceiving yourself." I agree with Marco here. I'm not saying that mystification doesn't happen, but there is an enormous hurdle of how to analyze it -- particularly in an open forum. The choices are (1) no input from the actual people you're analyzing; or (2) flamewars as people accuse each other of self-deception.

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On 2/3/2005 at 12:03am, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

clehrich wrote:
Marco and I seem to continue to disagree about whether mystification (or self-deception) is a workable concept.

Mendel, you can come on back now, I think the air is clear again. We're all on board with self-deception, although Marco has doubts.


Well, as far as it goes, I'm just not sure self deception is necessary for the group you describe. In other words: if they said what you said they said and we ask the GM, he might say: "Yeah, they're right. They're all immersed and I throw a continual string of Premise-type Bangs at them and if they disengage with one bang, I just follow it up with another along the same themes."

In this case the player's aren't self deceiving and aren't providing the structure and there's no need for mystification.

So could there be self-deception? Sure--maybe--but from that write-up we don't know.

(and I agree with John that tossing around suggestions of self-deception doesn't get us very far. It's much better to work with self-assessment in that department)

-Marco

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On 2/3/2005 at 12:17am, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

[Edit: in reply to John Kim's post]

Why would this cause a flamewar?

Because you're hooked on the notion that self-deception or mystification is a bad thing. Which Mendel and I keep saying it isn't. This is completely normal, healthy, appropriate behavior, performed by healthy, normal, happy people.

Actually, it's part of how healthy, normal, and happy occur.

Here's a little experiment. I'm telling you, right here and now, that you are deceiving yourself about a number of things in your games, your life, and so forth. You've accepted that already, so there's no bone of contention. I'm also telling you that there's nothing odd, unusual, or undesirable about that. I'm also telling you that I don't think there's necessarily any reason to change any of that. Any bones of contention there? Okay, last part: I'm interested in trying to figure out some of how that works in you, based on what you say and do, because I'm interested in people and what makes them tick. So far as I can tell, this is what sets you off. Apparently that's something we shouldn't do without express permission. Why not?

Here's a hypothetical about method and its implications, but the question, the real question, remains: why is this in any way something we shouldn't analyze? Why should this be set aside and out of bounds? Anyway, the hypothetical. Since the last one didn't work for you, I'm going to get quite serious about this one:

Let's suppose you post a long, detailed piece of actual play, with lots of detail and crunchy bits to work with. I analyze this. Among many other things I find interesting, I conclude that you, the GM in this instance, are invested in a notion of some kind of free-market economics, or free competition, or something like that. I find that a lot of how you as a GM arbitrate complicated situations appears to rest on an implicit notion of what's "fair" or "plausible" which in turn appears to fit this sense of competitive equilibrium. And I suggest that the way you GM involves interpreting situations such that this conception of how competition "ought" to work is imposed consistently.

Now let's suppose you deny this. You say that in that particular game, you were actually being scrupulous about not imposing some sort of framework, but were, for whatever reason, quite consciously doing nothing but arbitration by dice: you just roll, you don't interpret, and you let the chips fall as they may.

So are you right?

I say that we cannot know. Further, there is little to suggest a likelihood here. The fact that you were the GM in question is worthless. Just because the opnion you express is about yourself doesn't make you particularly likely to be right. The fact that I'm looking at it from the outside doesn't make me particularly likely (or unlikely) to be right.

So what we have is two plausible, but unproven, hypotheses. And the chances are, we won't ever be able to prove one or the other.

So then what?

Well, suppose I now use this interpretation, and this data, in an examination of the game system you were using. And I use a couple of other pieces of actual play. And I propose that this particular game system, and in fact a number of others closely related in some way, are founded upon this notion of free competition as necessarily leading to fairness and equity. And this leads me to contextualize the games in question as specifically part of American cultural life, prompting me to ask questions (the sorts of questions Eero Tuovinen has asked here and there) about the expansion of American cultural hegemony in the RPG hobby.

Now suppose you, or some other gamer (probably American), respond by saying that I've got it all wrong. The RPG hobby is counter-culture, and not at all an instrument of the expansion of American late capitalism. And you know this because you don't like extreme capitalism, vote Democrat, and so on.

Now I think I am on pretty solid ground. Now I really can say that I think you're caught in a web of mystifications. Of course you disagree, but so what? That's the whole point of mystification: to allow you to feel reasonably decent about yourself.

If you are in fact promoting American capitalist hegemony through a hobby close to your heart, and when put that way you don't like the sound of it, of course you're going to tell yourself you're not doing that. Because what else are you going to do? Stop playing? You like playing. Change your style radically? But it's fun!

You may consider this a bizarre example, but somewhere Eero posted something about American cultural hegemony in RPG culture in Europe, and everyone got very freaked out and confused. To him it was obvious; to American posters it was bizarre. Well, sure --- he's outside the system that has a vested interest in that particular mystification.

Remember over on Jonathan Walton's "Fine Art of Gaming" forum at RPG.net, when all those people jumped on him for suggesting that gaming could have a serious purpose of any kind? Remember how they all said, "Hell no, fool, it's just entertainment"? That's mystification. Of course gaming participates in larger cultural processes.

Which gets to the heart of your objection: you think that this all may be true, but we shouldn't say so unless people give us explicit warrant to do so.

Um, no. Not at all. The entire point of mystification is to conceal itself from those who do it. If you sit back and wait for people to say, "Hey, I'm deceiving myself," the only things that will pop up are necessarily quite unusual examples, or examples entirely from hindsight. And if, as in these two examples (one hypothetical but extremely plausible, and the other not at all hypothetical), someone happens to find the larger implications problematic (i.e. if one thinks it's a problem that American counter-culture is complicit in spreading McDonald's late capitalist culture among people who think they hate that), then you could reasonably argue that it's immoral to keep quiet about it.

But what usually happens in these sorts of situations (as we saw with Jonathan's colum) is that people get very angry. They furiously denounce the idea of anything resembling such complicity. They furiously denounce the idea of analyzing gaming seriously. They denounce the idea that they themselves might be complicit in some things they don't like. All of which reveals rather clearly how powerful mystification is, why it's interesting, and why it's worth analyzing.

Since when did "making nice" become a legitimate reason to accept the command, "pay no attention to the man behind that curtain"? Since the man behind the curtain hasn't given you explicit permission, and has in fact told you not to look, should you pretend you don't see him? Should you in fact pretend you don't see the curtain at all, and that asking questions about the curtain is automatically illegitimate?

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On 2/3/2005 at 1:35am, John Kim wrote:
RE: [Deceit] Self-Deception as a Design Consideration

clehrich wrote: [Edit: in reply to John Kim's post]

Why would this cause a flamewar?

Because you're hooked on the notion that self-deception or mystification is a bad thing. Which Mendel and I keep saying it isn't. This is completely normal, healthy, appropriate behavior, performed by healthy, normal, happy people.

No, I have completely agreed on this point in principle. But if I (John) start in all honesty exposing what I think your (Chris') self-deceptions about role-playing are, I guarantee you that you are going to argue back with me and furthermore be defensive and mad and hurt. I fully believe that the same thing goes for your exposing mine, though I can't picture it as well (because they're my self-deceptions, obviously). That isn't rhetorical. That is a completely serious prediction. There will be a flamewar where real people and real friendships are hurt.

I agree that there is truth there to be revealed, but I do not consider the price worth it. I value you as a friend and the Forge as a community. I'm not saying that no one should ever expose self-deceptions, but in this case (i.e. in this community and for the knowledge in question), I don't think it is worth it.

clehrich wrote: Which gets to the heart of your objection: you think that this all may be true, but we shouldn't say so unless people give us explicit warrant to do so.

Um, no. Not at all. The entire point of mystification is to conceal itself from those who do it. If you sit back and wait for people to say, "Hey, I'm deceiving myself," the only things that will pop up are necessarily quite unusual examples, or examples entirely from hindsight. And if, as in these two examples (one hypothetical but extremely plausible, and the other not at all hypothetical), someone happens to find the larger implications problematic (i.e. if one thinks it's a problem that American counter-culture is complicit in spreading McDonald's late capitalist culture among people who think they hate that), then you could reasonably argue that it's immoral to keep quiet about it.

But what usually happens in these sorts of situations (as we saw with Jonathan's colum) is that people get very angry. They furiously denounce the idea of anything resembling such complicity. They furiously denounce the idea of analyzing gaming seriously. They denounce the idea that they themselves might be complicit in some things they don't like. All of which reveals rather clearly how powerful mystification is, why it's interesting, and why it's worth analyzing.

Since when did "making nice" become a legitimate reason to accept the command, "pay no attention to the man behind that curtain"?

When you care about the man behind the curtain, and wish to show him respect. I don't see anything immoral about the self-deceptions that I see in gaming. Exposing this isn't saving people's lives or feeding the poor or anything. You yourself say quite clearly that the people will get very angry. So, quite simply, I see two possibilities here:

1) We analyze the mystifications of each other here on The Forge. As you say -- and I completely agree with you -- people will get very angry and denounce the analysis. Real feelings will be hurt. We will end up with contradictory conclusions as the Forge fragments over which side we're analyzing.

2) We restrict ourselves to analyzing people who aren't at The Forge. In practice, this will mean that we sit around and bitch about those stupid White Wolf players or D&Ders or whoever else we think are "safe" targets, and talk about how they deceive themselves. We have no first-hand information and don't want it, and The Forge's reputation in the wider world gets worse.

I feel that #1 is not worth it, and I find #2 distasteful and hypocritical as well as lacking useful data.

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On 2/3/2005 at 2:00am, Marco wrote:
RE: [Deceit] Self-Deception as a Design Consideration

I simply don't think there's nearly enough data here to make any kind of self-deception assessment based on the evidence we have here. In most real RPG scenarios the person doing the assessment has a stake in the outcome (i.e. being right about something or feeling victimized or finding themselves superior or whatever). There's observer-bias built into the system.

We simply do not have the conditions or the tools necessary for there to be assessment of self-deception.

If we want to analyze IRC logs (and have the kind of real knowledge of the participants to understand some basic context) then, you know, maybe we could talk about what we see in those games.

Outside of that, I think your example of the analyist telling the guys that they were not storytelling and hated the game is exactly what that conversation is gonna look like if we don't stick to self-assessment.

And for what it's worth, I think there is a difference between rationalization and denial and a position that hasn't been thought about a lot. A WoD gamer who was asked if his transcripts would make a story that wasn't in need of any editing for publication might go "Well ... no, I think most efforts at story-writing need editing and paring down for publication so, no--in order for this to be a publishable story you'd need to trim down that bit with the fire-fight in the sewers and cut out that long pointless excursion that didn't pan-out."

Since our language is so impercise on this point (storytelling, for instance) I just don't see how generalizing about what "people" are doing is gonna be anything but wild speculation and our own personal biases (for a lot of people, here, I think "someone doing 'storytelling'" without playing Narrativist is 'TITBB').

-Marco

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On 2/3/2005 at 3:20am, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Oddly enough, I think we're pretty close to agreement here.

John --

I think there is a disjuncture here between what it seems to me is interesting about mystification and what you expect such analysis to produce. You may well be right, practically speaking.

To me, what's interesting is the ways in which the various strategies of mystification that are pervasive in our culture --- whichever one you feel like taking that to be --- are reflected and manipulated in gaming. It's a matter of cultural analysis, really. I'm quite interested in things like the ways in which RPG culture mystifies its participation in mass-media extension of American cultural hegemony, and the ways in which it constructs itself as a counter-culture, and so on. If you want to demystify these things for me, about me, go right ahead; god knows I've read enough analyses of academic mystification. You want to add one about academic mystification in the analysis of RPGs? I want to read that! Really -- this isn't irony. I don't think it's going to get written, by anyone, but I'd love to read it.

Conversely, I really couldn't care less whether this or that gaming group does or doesn't think it's using meta-techniques or whatever. Is their game working fine? Good. Glad to hear it. Anyway, back to cultural analysis. Is the game not working fine? Okay, let's all talk about that and try to get it working. Does it work now? Good, back to cultural analysis. Like that. That's an overstatement, but the point is accurate: that stuff is only interesting to me when I can hook it up to larger concerns, or when I can be involved in trying to help folks get their games going well -- and that does include me, of course, getting my games going well.

I think that the problem is a difference of perspective on the Forge, one I've found myself on the teeeeeny minority end of many times. I personally think that all the practical analysis in the world is of very limited interest. It's great when a game is broken, and everyone piles in and tries to help. It's fantastic when that succeeds. But ultimately, that's all you can do with it. What to me is genuinely interesting and exciting is to work at opening up the analysis of RPGs to the much wider world of culture and its various discontents, which is something that has happened very little anywhere, but has a real place here.

So I think I'm saying "wow! cultural analysis!" and you're hearing "oh god! you're going to do this to some actual person?" We're both right. Really different focus. If you're going to think about mystification as a practical tool, god help you. That's sort of like trying to start a nice Marxist-Leninist revolution by walking into the GOP national convention and handing out copies of the "Communist Manifesto." Eeep. No, I had nothing whatever practical in mind, and I think that's exactly where we're talking past each other.

---
Marco --

You're right about linguistic and terminological imprecision, though I certainly think shifting to the analysis of words and rhetoric --- necessarily the heart of mystification and whatnot analysis --- would help. As to rationalization and denial, I think those are both strategies of the same thing. To be sure, one would have to analyze carefully, to avoid the total miscommunication you describe. But I do think it can be done.

But the base point, about having a stake in the outcome, is a variant of the same point John's making, and gets the same response. For me, there is no stake. I just don't really care all that much except insofar as this is part of a larger cultural discourse that I want to understand. But here on the Forge, the usual assumption is the contrary: the assumption is that if I say "there's mystification going on in your game," I'm making a statement that is intended to have a practical result. Now if that were the case, then HOO BOY would I have a stake, and boy howdy would there be all sorts of problems at work in even posing the question.

-------
To me, this is a purely analytical question about hooking up the analysis of RPGs to the analysis of other modes of culture. Apparently it doesn't sound that way to you folks -- it sounds like a practical concern. So long as we agree within those respective domains, I think we're on solid ground together.

As a nice concrete example, which just maybe will finally wind all this up, you may recall that I brought up the question of ritualization, in the big essay on ritual. I was very insistent, in that article and in discussions of it, that the whole analysis has few or no practical implications, or that if it does, I have no intention of thinking them out.

Now interestingly enough, a bunch of people did that. There has been some talk about formally delineating spaces, for example, and things like that. None of that really comes from me; it's practically-minded folks spinning out some practical ideas that are sort of inspired by some theoretical, analytical points I made.

The thing is, ritualization is a particular kind of mystification. That's the whole point. I didn't use those terms in the essay, because it didn't seem relevant enough to want to define more terms. But the basic idea behind the ritualization concept is that the distinction made, a distinction of real ontological difference between in-space and out-, in-time and out-, sacred and profane, etc., is based on nothing but people saying it's so. Nothing at all. The thing is, if you really knew that, really accepted that deep down in your heart of hearts, the whole thing would die. You'd look at something sacred and say, "Yeah, well, I just called it that on Thursday, so what the hell." So all the power would go out of it. And thus one of the really powerful things we do as people is to conceal this from ourselves, because we like having that distinction, for all sorts of interesting and complicated reasons.

So when I say that all RPGs are founded in part on mystification, that's one of several reasons. There's a ritual distinction being made, so it's mystification. QED.

But the thing that fascinates me is that nobody had this reaction to all that about ritualization. Why not?

Frankly, because "ritual" sounds cool and interesting, and "deception" or "concealment" or "mystification" sound like lying. "I'm doing rituals" sounds like a good thing; "I'm lying to myself" sounds bad.

And the other big reason, of course, is because I was explicit (as I wasn't here) that this is all totally impractical, a purely analytical structure that has powerful implications --- but few practical ones I can see apart from some potential for some really unpleasant misunderstandings, as John points out.

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So here's what I want to know:

Does Mendel think this is a practical mode of analysis? Does any of this fit what Mendel is interested in? Would Mendel like to continue this discussion, or redirect it?

I'm now going to keep mum on this thread unless and until Mendel comes back. I think we've all done enough damage, don't you?

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On 2/4/2005 at 5:05am, Wormwood wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Sorry for the delay, I've been focusing on work deadlines and design deadlines in the past few days.

Well, to answer a question from a while ago, mystification works for me, assuming it relates, as I suspect it does, directly to the building of a mystery (that which cannot be explained/concieved).

I see there being three different ways to use mystification.

First, in a practical regime, mystification is not useless, but the attempt to extract specific events or properties is hazardous, as John and Marco point out. But the real practical take home of the whole business of mystification is that it is not something to be reviled. It is very easy from a therpeutic perspective to attempt to remove self-deception, but if we truly care about doing therapy and not simply conversion we must concentrate on letting the self-deception lie unless it is actually malignant, and try to honestly portray our inability to be certain of the diagnosis. In essence this later part is the acceptance of uncertainty into the model, and the carrying of it into the practice.

Second, is the arena of cultural studies, which Chris has given a great deal of exposition already.

Third, is an experimental science approach. Perhaps this is not too far from what Chris intends, but I'm still working through my reading list on interpretation and cultural matters. My background is as a scientist however, so I feel I can voice that view most simply. By scientific, I mean specifically the forming of theories and models which can then be tested. In the studying of cognitive science and algorithm theory, one of the very interesting things about mystification is that it can save vast amounts of computation. If I keep myself from conceiving some portion of possibilities, then I don't need to retain the algorithms to handle these possibilities. Thus mystification, especially benign mystification can serve as a method of computational conservation.

What is interesting is that there are actual ways to take behaviors and play content and turn them into approximate algorithms, even accounting for random elements. What I am interested in is developing models of these algorithms over time, observing the dynamics of play as actual dynamics. Mystification with it's ability to change the very context of the algorithms we use to make play decisions is a vital layer to explaining what is happening in play. And assuming that they behave approximately as expected they can be found as boundaries and shadows in the dynamics of play.

I hope that helps,

-Mendel S.

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On 2/4/2005 at 5:48am, clehrich wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Apart from the quibble that I don't like the term "cultural studies" because it has a specific valence I personally disdain, I think I'm on the same page with Mendel. What do you guys think?

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On 2/4/2005 at 10:58am, contracycle wrote:
RE: [Deceit] Self-Deception as a Design Consideration

Well I'm pretty much on board.

I'd like to say though that the value of the recognition of self-deception or mystification in an analytical process is to essentially limit how much self-reporting we take literally. In my mind this is already inherent to some of the earliest work on the GNS model becuase of Rons recognition that people say they play "by the rules" but in fact often introduce house rules, or ignore rules, without considering these to be significant deviations from playing by the rules.

This has already been discussed, but I thought I would reiterate that this is the primary virtue of recognising the possibility, never mind the probability, of self-deception when engaged in a play analysis.

I also reckon I could discuss self-deception in relation to America at some length, but that would probably be provocative. I think the ideology of "American Exceptionalism" would be directly relevant, though.

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