Topic: Ramblings on the role of Mechanics in CA's (fishing)
Started by: Silmenume
Started on: 11/28/2004
Board: GNS Model Discussion
On 11/28/2004 at 9:05am, Silmenume wrote:
Ramblings on the role of Mechanics in CA's (fishing)
I am not certain whether this is a statement which is seeking debate or just a half baked idea presented to see if it leads anywhere (i.e. fishing).
I have pondering the “greater role” of mechanics within each of the three Creative Agendas. While the aggregate of the invocation of non dramatic resolution methods tends to focus the attention of the players on those moments, (i.e., combat, honor, story points), I think I can plainly state that the larger role of mechanics is to facilitate and focus the game on that process which supports which ever CA is being promoted. IOW in a game that a designer would wish to promote Narrativist play, the effort would be best served if the designer created a mechanics system that focused on and facilitated the address of Premise/creation of Story Now - whatever form that particular incarnation may take. For example, in the Riddle of Steel, the mechanics focus on combat, but combat is the means by which Premise is addressed. No new shakes there – just affirming what is becoming conventional wisdom.
The same holds true for Gamist facilitating game design. The role of mechanics is to facilitate the players ability to address Challenge as effectively as possible. Thus in this particular Creative Agenda resolution mechanics is frequently employed as an arbitration process to determine the effectiveness of the players’ strategy and guts. Mechanics, in the form of exacting numerical systems, simplifies/facilitates the task of objectively adjudicating the effectiveness of a player’s strategy and guts. Certain abstracted states (victory, loss, draw, place, etc.) can only be reached by achieving certain abstracted threshold values. One could argue that a higher resolution mechanics system would afford more tools/opportunities for the players to demonstrate strategy and tactics, but that is by no means definitive. (I am NOT arguing that Gamist play is “rules lawyering”)
That brings us to Sim. I would argue that the role of mechanics in Sim is to establish the normative (normal? I’m not sure which is the best term) behavior of that world/reality. Once again, what the mechanics do focus on will have an effect on what is focused on during the game, but the role of mechanics is to establish and maintain the norms of the game world. Norms are not exact. I am talking about bell curve distributions (more or less!).
This is an important distinction from what has typically been assumed in the past. Frequently high detail/resolution combat resolution systems have been labeled as Sim. That is problematic for two major reasons.
• Sim does not require exacting specifics, but norms.• The Sim game process has become incorrectly conflated with high-resolution mechanics.
Strictly speaking, in the celebration/defense of ideals, what is important is that the consequences for actions be reasonably predictable. The ability to predict the consequences of our actions is the means by which we assess the risks and thus assign a “value” to the ideal which is being celebrated/defended. This is where risk is made manifest in Sim play.
High resolution combat or any other conflict resolution system is not particularly indicative of Sim play or design at all. At best it might indicate a Gamist bent, but that is by no means a solid indicator.
I’m not sure what the above was, but there you have it. Food for thought. (No pun intended!)
On 11/28/2004 at 6:55pm, clehrich wrote:
Re: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote: I am not certain whether this is a statement which is seeking debate or just a half baked idea presented to see if it leads anywhere (i.e. fishing).I'm not either, but I'll give it a go.
... I think I can plainly state that the larger role of mechanics is to facilitate and focus the game on that process which supports which ever CA is being promoted.That, of course, is an ideal state. In essence, this is "system does matter" achieved, in the sense that we're talking about systems whose mechanics fully promote expression of the desired CA. As you know, there is very often an actual mismatch, which is "incoherent" design. Just clarifying a bit, but I agree that, given that we're talking about coherent and successful design, this is an essential goal of mechanics. I don't know that it's the only role of mechanics, but it's an essential one.
That brings us to Sim. I would argue that the role of mechanics in Sim is to establish the normative (normal? I’m not sure which is the best term) behavior of that world/reality. Once again, what the mechanics do focus on will have an effect on what is focused on during the game, but the role of mechanics is to establish and maintain the norms of the game world. Norms are not exact. I am talking about bell curve distributions (more or less!).1. The difference between "normative" and "normal" is that the former makes explicit a notion of desirability, something often but not always embedded in the latter. For example, consider the role of violence and combat in RPGs. This is certainly "normal", because it appears in most games. At the same time, it has become "normative", in that a considerable proportion of the potential readership (playership?) will be confused or bothered if an extensive combat system is not present. One thing we find with games like MLwM, among many others, is the displacement of combat from its usual high-resolution focal position; part of the point of such a design move is precisely to demonstrate that what is "normal" (having a detailed combat system) need not be "normative" (having a detailed combat system is always desirable). In other words, a "normative" claim is one that says, "X is a norm and should remain so," which is an ideological statement.
Formal usages of "normative" usually also point out the ways that norms get structured as "natural," which is a way of propping up a "normative" claim by reference to a supposedly non-ideological reality. For example, "RPGs need to have detailed combat systems because RPG play requires them; without a detailed combat system, you just get the old 'I got you' 'No way' stuff that collapses games; therefore RPGs naturally evolve detailed combat systems and that's just the way it has to be; it's not a question of whether we want it that way, because it's intrinsic in the nature of gaming itself." Note that the claim here is that the norm (that there are detailed combat systems) is a requirement of nature; since it is demonstrably not the case that all RPGs require detailed combat systems, the claim (detailed combat <-- nature) is false, and we know that it must be a normative claim: (detailed combat <-- ideology). This is by far the most common usage of "normative", in my experience, and it has its roots in Marxian analysis.
As a side note, this is very often the point of entry for deconstructive analyses. The analyst, examining an accepted norm, finds that it is usually "below the radar" within the discourse that manipulates it. For example, in American political rhetoric, it is accepted that religion has to do with God or gods, in some way or another; some people think that religion should be central to all American public life, and some think that it should be excluded from the same, but there is no disagreement about more or less roughly what we mean by "religion". "Religion" clearly entails faith in some sort of higher power(s). But of course, a century of scholarship on religion has grappled with the fact that this connection is simply false: over the course of history, the majority of religions, by any definition except this singular criterion (i.e. things that seem in every way to fit what we mean by religion, setting aside the issue of faith in gods), either have no god(s) at all or have nothing resembling the notion of "faith". Thus this norm of American political discourse is in fact a normative claim: "if you don't recognize that faith in god(s) is obviously and naturally the most important thing in religion, you cannot speak about religion and your voice is omitted from the discourse." This is ideology at work: American public discourse has internalized this notion of religion as obviously true, to the point that questions of the constitutionality of federal religious initiatives and the tax-exempt status of religious institutions are fully predicated upon a definition that amounts to, "If it accepts that Luther was basically right, and that Protestant Christianity is the standard against which all religions should be judged, it can be classified as religious for legal purposes."
I don't know if that helps. If someone wants to discuss the application of normative and norm and such to RPGs further, we should probably take it to another thread, but it's up to you, Jay.
2. The bell curve distribution thing I find quite interesting. In Sim, it's very commonly the case that the norms of the game world are significantly non-binary. For example, if we're simulating a skill like Drive Car in NPCs, we would "in the real world" expect that there is a range of abilities that tend to cluster in some sort of curve around a median position. The same could be said about a great many things that are commonly simulated, suggesting that multi-die bell-curve mechanics often facilitate the Dream.
This seems to me not necessarily the case in all types of system. Gamism does not in principle require that probabilities match any particular simulated reality; it most likely requires only that the probabilities be consistent and known, in order to facilitate stepping up to a challenge rather than simply making guesses. So if we get into a car chase with an NPC, we the players may need to be able to make a plausible prediction about his or her driving skill in order to decide an appropriate tactic for "winning" the chase.
Narrativism similarly does not require any particular sort of probability in any particular case, except at a meta-level: a Nar system needs to know probabilities insofar as they relate to the story and theme at hand, in part to ensure that such probabilities do not interfere with player addressing of Premise. So if the desired story-type is one in which people's self-assessments (of skill or whatever) are importantly the issue, having I suppose something to do with ego vs. self-understanding, then it might be desirable to have a 50/50 probability on the car-driving skill: NPCs are either Very Good or Terrible at driving, with nothing in between, because this ensures that any NPC encountered has his or her own notional addressing of Premise. (Not that NPCs actually address Premise -- or really, PCs either -- but if the game is so constructed that the Premise is a perpetual haunting presence in every situation, that may facilitate the players' developing situations in which they can address Premise).
This all suggests to me that CAs formulate norms by reference to desired goals, which may seem obvious but is a little peculiar in the case of Sim. In Sim, we have the "source material" or the constructed game-world, which is imagined in such a way that it has certain kinds of norms of its own. Going by the "No Myth" principle, we know that these norms do not actually exist in the game world unless and until they are formulated there. But the point, and I think this is what you're really getting at, is that the formulation of such norms within system is intended to make the Dream match the model (the source material, etc.). This is quite different from formulating norms in order to facilitate Step on Up or Story Now, because it acts to deflect player attention, in effect trying to suppress the system's existence or at least make it completely transparent to the game-world. Have I understood you correctly?
Frequently high detail/resolution combat resolution systems have been labeled as Sim.That has been true in the past, but I do think that one of the successes of the Big Model has been to undermine this connection.
True, but this is the case with all CAs, as demonstrated above. The nature of the norms can vary considerably, and it may be that CAs necessarily address or construct norms in distinct ways, but "specifics" as such mean nothing -- in any game the norms must be defined implicitly or explicitly in order to construct the ground upon which we build play.
• Sim does not require exacting specifics, but norms.
The ability to predict the consequences of our actions is the means by which we assess the risks and thus assign a “value” to the ideal which is being celebrated/defended. This is where risk is made manifest in Sim play.This one I don't follow, as it seems more a Gamist issue than a Sim one. Can you clarify?
In short, I think there's some interesting ideas here, but it seems to me that your argument, that
High resolution combat or any other conflict resolution system is not particularly indicative of Sim play or design at all.is consistent with the thrust of the Big Model for quite some time now. I don't see that it alters or challenges the framework or structure of Sim. Am I missing something?
On 11/28/2004 at 8:50pm, Marco wrote:
RE: Re: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote: For example, in the Riddle of Steel, the mechanics focus on combat, but combat is the means by which Premise is addressed. No new shakes there – just affirming what is becoming conventional wisdom.
I wanted to call this section out because it's indicative of what I think is the problem with applying GNS, a measure of what was enjoyed or reinforced in play, to game design and mechanics.
I don't think there is a reliable mapping. And therefore I don't think incoherence is actually a GNS CA clash that exists in the rules so much as a set of personal preferences that exist between players.
That is: I don't think incoherence is a measure of game design. If it is, then I think TROS must be seen as incredibly incoherent by any rigorous measure. Since I don't think this is the case, I think that the actual-play focus of GNS makes applyng it to game design dicey at best and a vehicle for biased, meaning-free analysis at worst.
And by at-worst, I do NOT mean 'as it is done here', by and large but rather as it is done when Gamist is related to all D20 mechanics is related to hack-and-slash.
I say this because it is very clear that a lot of instances of play that I (and others here) consider reasonably Narrativist adhere to the technique of simulation-like play. Furthermore, at least two of the top 10 or 20 posters (myself and John Kim) have enjoyed games that we think revolved around premise but were, I would say, assisted by the technique of simulation-like rules. Notably, I think, these games enjoyed a depth of immersion.
Considering that the forge is self-selecting in terms of its population, I think that number is significant.
That said: if we all agree that we are Simulationist and that the point of our game will be to play in star-trek and adhere to the formula of the TV show while never becoming engaged or excited at the premises that were prevalent in almost every example of that show then, yes, it behooves us to have a reasonable level of fidelity to the vision of that world.
But I think the agreement to simulationst play has to come first and is the key issue. If we simply sit down and 'play out an episode of the TV show,' the GM will start by taking a relevant social issue that we, as the audience, hopefully feel strongly about, and will render it with in-game situational relevance using the system.
I submit that if we do become excited about the issues therein and take any action based on them (and are not coralled by the GM in a forceful manner or otherwise slapped down) then we have something that is very arguably Narrativist (and, IMO, fits the printed definition, even if some people disagree).
In this case, the mechanics that present the show's actuality will aid in the use of actor stance rather than the pursuit of a Simulationist CA.
-Marco
On 11/29/2004 at 8:56am, contracycle wrote:
RE: Re: Ramblings on the role of Mechanics in CA's (fishing)
Marco wrote:
In this case, the mechanics that present the show's actuality will aid in the use of actor stance rather than the pursuit of a Simulationist CA.
Well that has its ups and down. For example, the long-running soap Corronation Street has a statisticially absurd frequency of both violent crime and self-employed business people by comparison to the rest of the country - and yet the very draw of these soaps is that they allegedly portray normal people. But the need to shoe-horn some sort of dramatic situtation into these scenarios has blown realism out of the water.
So IMO there is a big difference between duplicating Trek's twee emotional dramas, and duplicating the world of Trek. I fully agree that a game that sought to simulate THE TV SHOW, as opposed the universe described in that TV show, would necessarily have to introduce similar 'drama's to those employed by the show. But this assumption seems badly flawed to me. I think most simulationists want to fire the phasers, not indulge in some insipid moralising.
On 11/29/2004 at 11:08am, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Hey Chris,
I smile because you were the first to respond to what ended up to be a very esoteric post! I smile in gratitude for taking the time and effort to explain the difference between normative and norm(al). Your explanation was instrumental to me gaining the proper understanding and ultimately choosing which term I had wished to express – norm.
clehrich wrote: If someone wants to discuss the application of normative and norm and such to RPGs further, we should probably take it to another thread, but it's up to you, Jay.
While the above is certainly an interesting idea, it is not where I am looking to go in this thread. Thus taking it to another thread, should one wish to pursue it, would be my preferred solution.
clehrich wrote: But the point, and I think this is what you're really getting at, is that the formulation of such norms within system is intended to make the Dream match the model (the source material, etc.).
I hadn’t quite thought about it in that slant but, yes, that is accurate. My thinking prior was to the establishment of a norm – I hadn’t given much thought to the idea that the norms of the Dream must match the norms of the model.
clehrich wrote: This is quite different from formulating norms in order to facilitate Step on Up or Story Now, because it acts to deflect player attention, in effect trying to suppress the system's existence or at least make it completely transparent to the game-world. Have I understood you correctly?
Here’s where I’ll diverge a little bit. I am not sure the intention is to deflect player attention or there is an overt effort to suppress the system’s existence, but rather that is a likely emergent effect. Mechanics aren’t there for the players to employ to an end, but rather mechanics ensure a consistent (normal) world that the players are both subject to and can rely upon when assessing risks. IOW there is no advantage accorded to the players in the celebration of ideals by the overt employment of mechanics. In a certain way it would work against a player to do so. For example if a Sim player were to overtly employ mechanics in such a way as to reduce the risk of failure (that runs counter to the normal behavior of said character) while celebrating/defending an ideal, then the value of that celebration is lessened. (This is actually a more complicated matter which in all likelihood will require further illumination)
This is interesting to me. This suggests that in Sim, mechanics have their greatest effect over the long term/aggregate. An individual instance of Fortune or Karma isn’t so important to the Dream as the long-term effects of the resolution mechanics as a whole. Like the dream itself, mechanics take a long time to come into its own (baselines take a long time to lay down). This is why I think Drama integrates so well in my current game experience, as long as the Drama resolution result does not deviate too sharply from the established norm no one is really going to notice too much. And even if it did on rare occasion, how do you establish that it was too many standard deviations out to be plausible?
clehrich wrote:The ability to predict the consequences of our actions is the means by which we assess the risks and thus assign a “value” to the ideal which is being celebrated/defended. This is where risk is made manifest in Sim play.This one I don't follow, as it seems more a Gamist issue than a Sim one. Can you clarify?
I’d be glad to try. The idea was vague in my mind when I first wrote it, so it’s not surprising that it’s unclear.
Er…
I have been pondering what I want to say for several hours now, and I still don’t know how to phrase it cleanly. So I’m just going to dump the thoughts out here and hope that in the process I or someone else can make sense of what I am trying to get at.
First, I don’t think the issue of risk is neither more Gamist nor Narrativist than Sim. Risk is an equal participant and thus equally important in all three modes of play. It is what puts “spice” into all the proceedings. The question that has been asked (rightfully) several times in the past was, “Where is the risk in Sim?” With regards to Sim, I think that question is better phrased as, “What is being risked and when?” Well, as I regard Sim as a game of contrasts, I posit that two things are being risked simultaneously and the level of said risk is found in how much the realization of the first impinges on the viability of the second. The two items in question are the ideal and the most important need/drive of the character that is in jeopardy at that time.
I’ll give an example for the ideal of friendship –
A player character, seeing that his buddy is badly wounded, decides that he will stay behind as a rear guard action to hold a door as long as he can to give his friend as much lead time as possible. The player character knows that there are many bad guys coming, so what he is doing is dangerous. One ideal here being manifested by his action is friendship. Why is this an example of the celebration/defense of friendship? Because the player is risking something important to himself (the life of his character/drive) for the sake of that friendship/ideal. The player freely opted to put his life into greater danger for the sake of friendship. The risk being borne is the potential real loss of the character that the player is willing to bear.
This is where norms come into play. The player, having been in combat many times, and having faced similar foes, knows (projects forward based upon past experiences) that his chances of surviving are slim and declining. This is important. It is important to the celebration of the ideal that the player “know” ahead of time what risks he’s potentially facing. The greater the risk, the stronger the celebration becomes.
Now here’s the deal. When celebrating an ideal two questions are asked simultaneously.
• Will he? (Which can be thought of how long will he engage in this action – which can be from zero to death, completion or drop out.)• And how effectively?
It is not enough that a player just decides to defend/celebrate an ideal! Oh no! He must do so effectively as well. It’s no good to put oneself in harm’s way and then get pasted early on (ineffectiveness)! Conversely effectively dealing with the situation, but then ducking out early is not much of a celebration of an ideal either (not very long)! However, there are no system penalties for changing one’s mind, though there may be in game consequences. Conversely a personality “mechanic” that “drives” a character to do something is no celebration of an ideal either because there was no informed choice by the player. It is also possible to have more than one ideal up for contention at a given time. Finally the potential loss to the player must be personal, if imaginary.
The point of all this is that the player needs to understand the likely outcomes of his actions before he willingly chooses that path, and that can only happen if the consequences of his actions are reasonably predictable beforehand. The nature of that celebration is esthetic in nature.
clehrich wrote:True, but this is the case with all CAs, as demonstrated above. The nature of the norms can vary considerably, and it may be that CAs necessarily address or construct norms in distinct ways, but "specifics" as such mean nothing -- in any game the norms must be defined implicitly or explicitly in order to construct the ground upon which we build play.
• Sim does not require exacting specifics, but norms.
You miss my point. I’ll take the blame for that. I make my assertion because of the nature of the Creative Agendas as they are expressed via roleplay. Gamism, from what I understand of the essay, requires a metric to measure player effectiveness. Because the effects of the players’ actions must be abstracted (because they are all taking place in the SIS and are not physical) and because the results of the players actions need to be easily compared to a metric, it follows that the player need to operate on these abstractions in a reliable and accurate manner. I contrast this with Sim, which employs mechanics to demonstrate and establish norms and does not “require” quantizing (Gaussian distribution norms being a better choice) while Gamism (virtually) demands it. Hence my earlier, ambiguous worded, assertion about Sim not requiring “exacting specifics.” One does not need a mechanic to celebrate an ideal, while a mechanic is necessary to demonstrate (or measure) abstracted effectiveness.
Again – I want to make clear that I am NOT implying that Gamism is rules lawyering. I am just trying to point out the role of mechanics in each of the CA’s, specifically Sim.
clehrich wrote: In short, I think there's some interesting ideas here, but it seems to me that your argument, thatHigh resolution combat or any other conflict resolution system is not particularly indicative of Sim play or design at all.is consistent with the thrust of the Big Model for quite some time now. I don't see that it alters or challenges the framework or structure of Sim. Am I missing something?
Not really. I am not trying to alter or challenge the framework of structure of Sim either. I just read a couple of posts over the last few weeks which used phrases similar to “Simulationist resolution mechanics” without anyone stepping forward to correct that usage. That, to me, indicates a tacit approval of such concepts and phrasing. I was attempting to drive home the idea that there is no such thing as “Simulationist resolution mechanics” which reside in otherwise Gamist or Narrativist facilitating game designs.
Some minor surgery and generous helpings of pain meds have certainly dulled this mind. Marco I will address your post as soon as I am able.
On 11/30/2004 at 12:08am, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Just a very quick and brief note on another kernal of an idea -
Gamism empowers the players to manipulate mechanics to influence outcomes.
Narrativism empowers the players to manipulate outcomes via mechanics.
In Simulationsim the players are subject to outcomes via mechanics. Thus in Sim, as the players are subject to them, it is important that the mechanics act in a regular and reasonalby predictable manner (normally) so that effective choices maybe made.
On 11/30/2004 at 1:34am, clehrich wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote: Gamism empowers the players to manipulate mechanics to influence outcomes.No, I don't think this is right at all. You're trying to differentiate Sim from Gam and Nar, but the principles you ascribe to Gam and Nar are really not correct. Think about it: this is in effect saying that Nar "naturally" tends toward meta-mechanics, for example. Cart before horse here, Jay.
Narrativism empowers the players to manipulate outcomes via mechanics.
In Simulationsim the players are subject to outcomes via mechanics. Thus in Sim, as the players are subject to them, it is important that the mechanics act in a regular and reasonalby predictable manner (normally) so that effective choices maybe made.
On 11/30/2004 at 11:03am, Marco wrote:
RE: Re: Ramblings on the role of Mechanics in CA's (fishing)
contracycle wrote:
I think most simulationists want to fire the phasers, not indulge in some insipid moralising.
This is true by default: if they're simulationists then they don't touch premise with a 10-foot pole. But argument by tautology aside, I think in real life everyone appeares in the spectrum of GNS and the star trek game is going to almost inexorably have threads of moralizing within it. Part of what makes trek into trek is the rock-solid moral basis for the characters and the federation (utopian and inconsistent as it is--and as americanized and without consequence as it is).
But that doesn't change the fact that a real group of maybe-Nars or sometimes-nars or virtualist-nars or immersive-Nars are going to want fidelity to simulation in a system. IME.
-Marco
On 11/30/2004 at 12:04pm, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
clehrich wrote: No, I don't think this is right at all. You're trying to differentiate Sim from Gam and Nar, but the principles you ascribe to Gam and Nar are really not correct. Think about it: this is in effect saying that Nar "naturally" tends toward meta-mechanics, for example.
Actually, that is exactly what I am getting at. I am obviously no expert in either the history of roleplay nor of the Narrativist CA, however I will cite the source that helped inform my idea.
From the Narrativism essay wrote: Most especially for Narrativist play…the game-rules' focus must expand to social and procedural behavior at the table, not merely the Techniques subsets of scene and conflict resolution.
Emphasis mine
Maybe I am mistaken in my understanding, but from what I can gather the expression of the Narrativist Creative Agenda is certainly given a huge boost by the inclusion of meta-game mechanics. So yes, I am saying that the address of Premise (The Narrativist CA) is strongly facilitated by meta-game mechanics and thus I claim by way of extension that Narrativism does “naturally” tend towards meta-mechanics. I don’t believe that is a particularly controversial assertion given the above citation.
That I am trying to differentiate Sim from Gam and Nar shouldn’t come as a surprise either. I’ve been trying to do that since I arrived. However, I do firmly believe that Sim firmly sits within the Big Model, cheek to jowl, with Nar and Gam. The idea that the role of mechanics in each of the Creative Agendas is unique does not negate their kinship with one another as Exploration efforts employing the same elements of Exploration to some creative social end.
On 12/1/2004 at 12:24pm, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Hey Marco,
I’ve been pondering your post since I first read it. I was trying to figure out how it related to my central idea and whether my response belonged here or in a PM.
I agree with you that there probably isn’t a reliable mapping between GNS and system mechanics. I think it has been clearly argued and demonstrated on the boards that any particular game system can be employed to express another Creative Agenda than the designer had originally hoped to facilitate. That being said, I would still argue that “System does matter.” Sure, one can swim against the tide…
In my recent maunderings I have come to believe that mechanics serve two basic roles. The first is to help focus the attention of the players on the actions/decisions that the designer thought was important and the other is to attempt to facilitate a given Creative Agenda. The second is much easier to override than the first.
Thus there can be many games with different Creative Agendas that all expend a fair amount of page space on something like combat. The question then becomes why are we spending so many resources on combat? Is it because we are seeking to make or discuss some point? Is it part of the march to victory? Is because we are celebrating some virtue and we are using combat as the risk generator? (I am not implying that all or even some of the conflict must come in the form of combat.)
One of the implications of this is that I think that mechanics that would ostensibly support Sim would in many instances be fairly indistinguishable from Gamist mechanics. The big difference would be that the reward mechanisms would be very different. I think this is why Sim game designers in the past worked so hard to try and build in “safe guards” against Gamist “exploitation.” I don’t believe that a Sim facilitating game design would have much in common with Nar facilitating game design because Sim, by and large, eschews meta-game mechanics. Thus far I described a system that is not-Nar game meta-mechanics and and not-Gam reward mechanics. I’m beginning to wonder if it is possible to even design an off the shelf game that should or even can reliably “reward” Sim tenets. It seems to me, so far, that Sim facilitating mechanics don’t encourage or facilitate any particular type of behavior – in fact they seem to be designed discourage Gam and Nar behaviors. Take away rewards and you dampen Gamism, take away empowerment and you dampen Narrativism.
The question becomes what does one encourage reliably in Sim? I know what my group does, but I wonder if what we do is universal or justly highly evolved to a specific and narrow group of individuals. IOW is it possible to generate a “universal” or widely applicable “reward” or “empowerment” or “option C” system that not only discourages Gam and Nar behaviors but actually encourages Sim behaviors? I’m beginning to wonder if its even possible…
Sorry Marco, I didn’t stick to your question faithfully. I do believe that one does not just “play” Sim anymore than one plays Gam or Nar without some idea ahead of time just exactly what you are looking to do. I believe that if one does indeed to choose “to Sim” a TV show then one is making an overt decision not to wrestle with the issues but is instead seeking to celebrate the ideals or values that have already been established in that show. Thus if one were to “Sim” Star Trek, one does not debate the Prime Directive, but rather seeks to celebrate it by making sacrifices to stick to it. In Star Wars one does not focus on trying to determine under what circumstances a jedi would resort to the dark side of the force, rather one does his best to uphold the peace without ever trying to use it all. We already accept that it is bad from the movies, we are just trying to see what it is like to be faced with similar circumstances – would we do as well? Better? Worse? What’s typically lacking is the overt agreement of what ideals or values are going to be celebrated.
At any rate I am too depressed about the notion of Sim game design to continue at the moment...
On 12/2/2004 at 10:18am, Marco wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote:
I agree with you that there probably isn’t a reliable mapping between GNS and system mechanics. I think it has been clearly argued and demonstrated on the boards that any particular game system can be employed to express another Creative Agenda than the designer had originally hoped to facilitate. That being said, I would still argue that “System does matter.” Sure, one can swim against the tide…
My suggestion that looking at mappings of CA to mechanics is, IMO, the wrong way to go, does NOT mean 'System doesn't matter.' I think it's tempting to cast it that way for variety of reasons--but ultimately that's not what I'm saying.
Firstly, System Does Matter refers to a number of things. Does it refer to the first essay? Does it refer to the Lumpley Principle? Does it refer to mechanics primarily? What about in-book setting?
The idea that mechanics "matter" is incontravertible. The idea that Simulationist prefer GURPS to Riddle of Steel is a great big question that no one can answer. The idea that Narrativists prefer Over the Edge to GURPS is, I think, equally unanswerable--and even badly posed.
None of that has anything to do with System Does Matter because there don't exist platonic Narrativists or perfect Simists who can speak for everyone else who might qualify for that designation.
Even the bunch of guys who Christopher K. played with originaly (and from the post they seem like a bunch of jerks who would turn me off to gaming) can't speak for Simulationists because even though I think they fit the bill (right down to fleeing anything that looks premisey) the average gamer just isn't that specific set of guys.
In my recent maunderings I have come to believe that mechanics serve two basic roles. The first is to help focus the attention of the players on the actions/decisions that the designer thought was important and the other is to attempt to facilitate a given Creative Agenda. The second is much easier to override than the first.
Thus there can be many games with different Creative Agendas that all expend a fair amount of page space on something like combat. The question then becomes why are we spending so many resources on combat? Is it because we are seeking to make or discuss some point? Is it part of the march to victory? Is because we are celebrating some virtue and we are using combat as the risk generator? (I am not implying that all or even some of the conflict must come in the form of combat.)
I believe that mechanics focus on what the designer believes will be exciting--not, necessiarily, what will be the 'focus of play'--because I don't think that traditional game designers really think about the 'focus of play' the same way that The Forge does.
Even though D&D 3rd was 'back to the dungeon' there are all KINDS of things in there that aren't dungeony (the Ranger) and, well, I just don't buy it. A D&D 3rd game will traditionally have some dungeons in it but Raven made a good go of running it Narrativist. Dungeons are just setting.
Let me put this another way: James Bond had ground breaking car-chase rules. Are car chases the *focus* of Bond movies? No. But they are, traditionally, *exciting* moments. One might use your analysis to conclude that James Bond is a racing game.
One of the implications of this is that I think that mechanics that would ostensibly support Sim would in many instances be fairly indistinguishable from Gamist mechanics. The big difference would be that the reward mechanisms would be very different. I think this is why Sim game designers in the past worked so hard to try and build in “safe guards” against Gamist “exploitation.” I don’t believe that a Sim facilitating game design would have much in common with Nar facilitating game design because Sim, by and large, eschews meta-game mechanics. Thus far I described a system that is not-Nar game meta-mechanics and and not-Gam reward mechanics. I’m beginning to wonder if it is possible to even design an off the shelf game that should or even can reliably “reward” Sim tenets. It seems to me, so far, that Sim facilitating mechanics don’t encourage or facilitate any particular type of behavior – in fact they seem to be designed discourage Gam and Nar behaviors. Take away rewards and you dampen Gamism, take away empowerment and you dampen Narrativism.
There are many, many things here that I just disagree with. I don't think rewards drive people all that greatly. By 'people' I don't mean your friends--I mean mine. But regardless:
Gamisim is about cred, not gaining power-level.
Narrativism is about making a decision, not 'empowerment' in any mechanical sense.
Let's take GURPS as a Sim game (we can take Over the Edge if you want to, you know, blow the whole thesis--but that'll degenerate into an is it Nar or is it Sim discussion).
1. The idea of balance in GURPS seems, to me, to mainly revolve around a point-based economy system--not an anti-gamist bulwark.
2. There's nothing in GURPS, outside of a few psychological disads (which Riddle of Steel also has) that is discouraging to Narrativism. In fact, IMO, detailed character background systems mean the opposite.
The question becomes what does one encourage reliably in Sim? I know what my group does, but I wonder if what we do is universal or justly highly evolved to a specific and narrow group of individuals. IOW is it possible to generate a “universal” or widely applicable “reward” or “empowerment” or “option C” system that not only discourages Gam and Nar behaviors but actually encourages Sim behaviors? I’m beginning to wonder if its even possible…
Sim is, as far as I can tell, a game wherein people derrive the enjoyment from the idea of sticking to a specific point of some sort that does NOT include a premise-like choice.
It's sort of enjoying the genre simulation but *without* enjoying the built-in premises that occurr with clockwork regularity in every real genere. You want to encourag that? Make sure no one has a deeper appreciation of the genre other than as parameters for a low-key performance art.
Sorry Marco, I didn’t stick to your question faithfully. I do believe that one does not just “play” Sim anymore than one plays Gam or Nar without some idea ahead of time just exactly what you are looking to do. I believe that if one does indeed to choose “to Sim” a TV show then one is making an overt decision not to wrestle with the issues but is instead seeking to celebrate the ideals or values that have already been established in that show. Thus if one were to “Sim” Star Trek, one does not debate the Prime Directive, but rather seeks to celebrate it by making sacrifices to stick to it. In Star Wars one does not focus on trying to determine under what circumstances a jedi would resort to the dark side of the force, rather one does his best to uphold the peace without ever trying to use it all. We already accept that it is bad from the movies, we are just trying to see what it is like to be faced with similar circumstances – would we do as well? Better? Worse? What’s typically lacking is the overt agreement of what ideals or values are going to be celebrated.
What you are saying is a tautology: "When one agrees not to engage in any of the moral or ethical issues inherent in a situation then one is agreeing not to engage in any of the moral or ethical issues of a situation."
On the other hand, if we agree to run a Star Trek game what we're gonna engage in us up for grabs.
At any rate I am too depressed about the notion of Sim game design to continue at the moment...
One way to do it is by taking away any possible option of decision making--'cause once it's there someone is going to get engaged with some extant aspect of situational premise and you're all shot to hell.
If I was trying to make an RPG game based on taking away all player choice that'd be a bit depressing to me too.*
-Marco
* Lest anyone think this is meant to be degrading to Sim, consider that under the current definitions, my understanding is that Sim play simply, definitionally, does not include any player-emotional envolvement in the imaginary situation which would lead to a decision--and it can't include any intentional authorship on the part of the player which would address any issue of any moral or thematic weight. I think once you take those out what remains is performance art with some sort of genre-like parameter used to measure quality. I don't think this is a form of gaming I've ever seen and doesn't sound like 'the norm' to me--but there you go.
I think real gaming is an often bloody mix of a lot of things and sometimes genre conventions vie with player choice (amongst a myraid of other things)--but I think casting that as Sim vs. Nar is valuable only in some cases. Treating the guy attached to the genre rules and the guy attached to the empowering choice as Simist-vs.-Narist is, I think, often a mistake.
On 12/11/2004 at 6:09am, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Hey Marco,
There seems from my point of view several misunderstanding about the nature of the topic of this thread. Let me try to clarify my position so our dialogue may be more fruitful.
First I am playing with some ideas about how systems generally support the mainline action of a Creative Agenda, not if. Your position is important and has been noted, but is not the topic I wish to discuss on this thread.
Given the rest of your response, it appears to me as if you think I am saying that players engage in a certain Creative Agenda because of mechanics. Since I can’t read your mind, I will proceed on the hope that I have read you correctly. Let me know if I am incorrect.
I am not asserting that mechanics drives CA, rather I am asserting, that ideally mechanics support CA. The question I had posed was, “How?” Thus in the example on Gamism, given that Step on Up is taking place in the arena of Exploration, I asserted that the role of mechanics was to facilitate that action. How? By providing many tools for addressing Challenge (preparing, mediating, etc.) and providing awards for effectiveness.
Note - when I say “awards” I do not mean “power levels” or the like. I mean that as the process of addressing Challenge in the arena of Exploration is an entirely imaginary (non-corporeal) process that a means of assessing successes ought to be part of the mechanic system – awards. This is not to say Gamism is about gaining stuff, but rather in order to gauge effectiveness and thus credibility a system of metering progress needs to be part of the mechanics. Sure any game system can be employed to engage in Step on Up, but it certainly becomes much easier to determine/guage effectiveness if there is some sort of quanta based award system built in. None of what I have stated conflicts with your statement about Gamists and Credibility. I’m saying that a “good” Gamist facilitating mechanics system should help players in their pursuit of “cred.”
The same logic holds true for Narrativism. The “role” of mechanics in Nar is to facilitate (read – empower) the players in their pursuit of asking and making a decision. I have not, nor do I in any way state or imply that gaming is “about” the mechanics and how they facilitate. I am not saying that Narrativism is about “empowering” players. I am saying that the role of mechanics is a Narrativist facilitating game is to empower the player to address Premise (ask and answer the question). IOW mechanics, ideally, are there to support and aid the players in the expression of Creative Agenda. In Nar that means “empowering” the players, via mechanics, to do address Premise. However as the players are addressing Premise via Exploration that means “empowering” the players to manipulate (alter, control, scene frame, etc.) the SIS for the sake of ensuring effective addressing of Premise. This does not mean that playing a Narrativist game is “about” empowerment; rather the expression of the Narrativist CA is well served by mechanics that do allow such player “empowerment.”
Like I said before, I’m not making a particularly controversial statement. Mechanics should reflect/facilitate the CA goals. I was pondering on the how?
I had also argued in an earlier thread that the form of the mechanics will have an effect on or send a message as to what the designer feels is “important” (and “exciting” can be read to mean important) to the game experience. When I used the word “focus” I was not referring to CA expression, but rather those events that are likely to transpire frequently in the SIS. (By the way this is something that was brought up before, by Mike Holmes – I think.) Thus if the game is set in a swords and sorcery setting and the designer feels that sword combat is going to be an important part of the game he is designing then he will include many mechanics that deal with sword combat and related issues. Given that example it is unlikely that such a game will spend significant or even any amounts of time on something like arbitrage.
Regarding your counter example on the James Bond car-chase rules, I am not saying that car-chases are the “focus” of the movies. Rather I am implying, via your example, that since car-chases are an important part of the James Bond “world”, that having such mechanics facilitates/supports the Exploration of that one aspect of the many identifiable aspects of his movies. If the only mechanic in the game centered on car-chases exclusively then it would be a fair assumption to make that the James Bond game is a racing game. But that is clearly not the case as there are many other mechanics within the totality of the system. Thus one cannot assert that the James Bond game is about racing. Neither am I.
I am not saying that mechanics drive play, but I do believe they do have an effect on “focusing” the players’ game time on those transactions that are mediated by the mechanics. To be coherent I think the form of the mechanics should conform to the Setting and facilitate the expression of a Creative Agenda at the same time. Since the number of mechanics must necessarily be limited, it is impossible to predict all situations, the designer must pick and choose which transactions that he feels would be most “exciting” or representative of the game he is hoping others will enjoy. Again, this is not particularly controversial.
All that I am saying is that both Gam and Nar facilitating mechanics empower the players to express their Creative Agendas by the direct employment of those mechanics. IOW mechanics have a subservient role to the expression of CA while resembling the setting and focusing the players attention on certain “common” or “likely” transactions.
Sim facilitating mechanics, on the other hand, I believe, do not directly empower the players. In fact I think Sim mechanics tend to be somewhat “alien” to the players. IOW the players are more subject to the mechanics in Sim unlike Gam and Nar where the mechanics are more subject to the players. This does not mean that the players don’t have input in Sim, rather the players don’t have direct input/involvement via the mechanics.
If the role of Sim facilitating mechanics function to establish norms, the question I was hoping to ask originally in this thread was, “How do mechanics facilitate Sim CA expression?” Since Sim mechanics establish and reinforce norms then the question becomes what is open to the players? I would argue that I believe that Sim mechanics establish the norms of the physical external world to the characters. I would then say that the in game social norms are entirely within the purview of the players – subject to existing in game social norms. This may sound circular, but I believe that most Sim games are derived from existing Setting materials where such social structures are already present and thus available to act as the pre-existing social norms.
I now believe that in Sim, causality should be thought of as two distinct but interacting parts – the “immutable” and mechanics protected physical norms, and the dynamic evolving negotiable social norms. It is in the social norms section that the players express their input.
I should expand on what I mean by social norms. By social I mean the interactions/relationships between the denizens of the world. By norms I mean how such interactions/relationships are governed or regulated. This could be anything as formal as government and treaties with laws (etc.) down to the social mores, traditions, customs and worldview (etc.) of an individual within a tribe. This can also include an individual’s relationship with himself, others and the physical world. These “rules” are subject to negotiation and revision, but not outright challenge much in the same way Chris’ bricoleur can “change” an iron into a heavy weight and/or a local source of heat but not into a refrigerator. (This analogy was drawn from Chris Lehrich’s article Ritual Discourse in Role-Playing Games.)
The conundrum I was suffering was that these social norms are directly informed and shaped by the physicality in which the denizens who created them reside. IOW it seems to me that it is virtually impossible to create a Sim game without a Setting. Also since mechanics are essentially “alien” to the players, how then does a designer create a mechanics system that supports, encourages, facilitates etc. the negotiation of social norms via mechanics? The way I see it, as mechanics (rules of physics) are effectively fixed and social norms are “rules” that are expressly open to negotiation how do you resolve the fixed nature of one and the dynamic nature of the other? By analogy, from a Sim point of view, it would be akin to mechanics dictating to Nar players what Premise they must Explore. How does a designer decide which social norms are the “focus of transactions” without choking or constraining the very decisions which are ostensibly the ones that should be free for the players to chose in the first place? Is it not the players who should decide which social norms are open to negotiation much in the same way that Narrativist players should have the choice of which Premise’s are open to negotiation/Exploration? Design wise, is this solvable on a general scale or only solvable on the local scale thus negating the point of published game system?
Forge Reference Links:
On 12/11/2004 at 7:10am, clehrich wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Jay,
I finally get what you're saying here. Thanks for that post. A few remarks from the peanut gallery:
Silmenume wrote: Sim facilitating mechanics, on the other hand, I believe, do not directly empower the players. In fact I think Sim mechanics tend to be somewhat “alien” to the players. IOW the players are more subject to the mechanics in Sim unlike Gam and Nar where the mechanics are more subject to the players. This does not mean that the players don’t have input in Sim, rather the players don’t have direct input/involvement via the mechanics.I'm a little confused here. You're saying, I think, that in Gam and Nar the expression of CA occurs through mechanics, whereas mechanics act as a constraint on expression in Sim? I'm not clear on how this distinction works, since it seems to me that in Gam and Nar the expression of CA, because it can only occur through mechanics, must also be constrained by mechanics. Doesn't this amount to the same thing?
If the role of Sim facilitating mechanics function to establish norms, the question I was hoping to ask originally in this thread was, “How do mechanics facilitate Sim CA expression?” Since Sim mechanics establish and reinforce norms then the question becomes what is open to the players? I would argue that I believe that Sim mechanics establish the norms of the physical external world to the characters. I would then say that the in game social norms are entirely within the purview of the players – subject to existing in game social norms. This may sound circular, but I believe that most Sim games are derived from existing Setting materials where such social structures are already present and thus available to act as the pre-existing social norms.So you're saying, then, that mechanics act in Sim to channel the manipulation and deployment of social structures from outside the game world and then express them into the game world? Whereas in Gam and Nar, manipulation occurs within SIS? I think I get half of this: that Sim refers upward to Social Contract (in Ron's formulation) for its resources, in the sense that Social Contract is what determines that X is the source-material from which we draw. Is that what you're doing?
I now believe that in Sim, causality should be thought of as two distinct but interacting parts – the “immutable” and mechanics protected physical norms, and the dynamic evolving negotiable social norms. It is in the social norms section that the players express their input.It sounds to me as though you're going Ron one further, arguing that in Sim there is an open zone of manipulation and a closed one, and that the open zone is Social Contract whereas the close is SIS. So the only way we can act in Sim is to express elements of the established Social Contract through mechanics, which act as a constraint on the way in which these social elements can be formulated and expressed. If we attempt to add things into the SIS by other means, they will be rejected. Whereas in Nar and Gam, I take it, the manipulation of SIS is the point, and Social Contract simply determines the sort of manipulation we consider legitimate. Something like that?
I should expand on what I mean by social norms. .... These “rules” are subject to negotiation and revision, but not outright challenge much in the same way Chris’ bricoleur can “change” an iron into a heavy weight and/or a local source of heat but not into a refrigerator. (This analogy was drawn from Chris Lehrich’s article Ritual Discourse in Role-Playing Games.)Well, by your formulation of Sim that means that we don't allow what you might call feedback from the SIS. That is, the manipulation can only go one way: we can take stuff from the social and express it in SIS, but we barricade off the SIS from its potential implications for the social. Is that what you mean? Because the point about bricolage would be precisely that there is no such barrier. My sense is that you're wrong, in that this really is bricolage, but that you're right, in that Sim gaming does indeed swear up and down that this feedback never happens. Myself, I think it does happen, all the time, and thus Sim is very supportive of subculture formation and legitimation, but at the same time it is very much in denial about this. But that may all be a vast tangent from your point. Have I got you more or less right, though?
The conundrum I was suffering was that these social norms are directly informed and shaped by the physicality in which the denizens who created them reside. IOW it seems to me that it is virtually impossible to create a Sim game without a Setting. Also since mechanics are essentially “alien” to the players, how then does a designer create a mechanics system that supports, encourages, facilitates etc. the negotiation of social norms via mechanics? The way I see it, as mechanics (rules of physics) are effectively fixed and social norms are “rules” that are expressly open to negotiation[,] how do you resolve the fixed nature of one and the dynamic nature of the other? By analogy, from a Sim point of view, it would be akin to mechanics dictating to Nar players what Premise they must Explore. How does a designer decide which social norms are the “focus of transactions” without choking or constraining the very decisions which are ostensibly the ones that should be free for the players to chose in the first place? Is it not the players who should decide which social norms are open to negotiation much in the same way that Narrativist players should have the choice of which Premise’s are open to negotiation/Exploration? Design wise, is this solvable on a general scale or only solvable on the local scale thus negating the point of published game system?You mentioned the ritual article, and I think you've just walked right into the firing zone thereof.
This sounds to me like you've stumbled on Victor Turner's basic point about initiation ritual, which he later expanded (and I'd agree with him) to cover a great deal of ritual in general. Basically the thing about ritual space is that it opens up all these exciting possibilities for free thought -- but at the same time it constrains the possibilities of how we think, and thus ensures that a desired answer is produced. It's a kind of brainwashing, when we're talking about initiations. Basically you think you are free to think whatever you like, but in reality the ritual is so structured that you can only come to one answer.
This applies here because the whole point is to establish the relationship between social contract and SIS such that it appears to be a freely constructed contribution. That is, it seems like we can do anything we want. But actually, the construction of the mechanics ensures that we will really only do a limited number of things, and if all goes well we will think we have complete freedom nevertheless. Furthermore, we construct the whole system and its rhetoric to announce firmly that there will never be feedback. To put it straight-up, we claim that "this is only a game, not art or deep thought or philosophy or whatever, it's just fun damnit." Look at some replies to Jonathan Walton's column "The Fine Art of Gaming" on RPG.net some time, and you'll see this popping up very vigorously. The thing is, of course it feeds back. How can you play these games and these characters and these actions and not have it affect you personally? And one of the points of Narrativism is to make this explicit, to formulate directly that this form of gaming should be about real moral quandaries, not simplistic constructs like alignment systems and whatnot. But the point about Sim is that it denies such a possibility at the same time as it forces it actually to happen. In other words, Sim would tend to announce that we can play games and live totally separate lives from ordinary people, yet this is all games and not serious at all, and even though we don't vote or take political action our opinions about such things are valid and important.
Veeery dangerous stuff, Sim.
I may be going into the implications of what you're saying rather than the nuts and bolts, but I think we're talking about the same thing. Or are we?
Forge Reference Links:
On 12/13/2004 at 10:36am, contracycle wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote:
I now believe that in Sim, causality should be thought of as two distinct but interacting parts – the “immutable” and mechanics protected physical norms, and the dynamic evolving negotiable social norms. It is in the social norms section that the players express their input.
I have trouble with this. I agree that in most Sim games there is some material that discusses the setting specific social norms, but am not sure why it is that you see this as being more malleable than the norms describing the games physics. I don't see players being free to devise or express the social norms of the setting any more than they are the physics of the setting, but I do think they can respond to those norms and affirm or refute through their actions. There is some danger in that mode of play though in that it seems likely to go Connecticut Yankee and simply serve as a counterpoint for statements of the players real-world norms.
On 12/13/2004 at 10:47am, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Hey Chris,
clehrich wrote: I'm a little confused here. You're saying, I think, that in Gam and Nar the expression of CA occurs through mechanics, whereas mechanics act as a constraint on expression in Sim? I'm not clear on how this distinction works, since it seems to me that in Gam and Nar the expression of CA, because it can only occur through mechanics, must also be constrained by mechanics. Doesn't this amount to the same thing?
I don’t think so. First of all, I’m not saying the only place that CA expression can occurs is via mechanics. I think it gets closer to that position in Gamism, but certainly not to exclusion. To me the role of mechanics are to Gamism as the poker table, cards and chips are to poker or a basketball, a court and elevated baskets with backboards are to basketball. Now, given that Exploration is such a nebulous activity including many transactions that are either resolved with Drama or take place entirely outside the SIS but still during Exploration (which can include such activities as Hacking) I cannot say that mechanics is the only way that Gamism is expressed. However I do think mechanics manipulation/employment is the primary tool by which the Gamist CA is expressed. This particular tool happens to be very much subservient to the player’s efforts.
To role of mechanics in Narrativism are very different from that Gamism. In Gamism mechanics are employed to determine effectiveness. In Narrativism mechanics are employed so as to maximize the moments where the players get to make those important and difficult decisions. IOW, now that we have employed mechanics to get us here, let us now delve into what is really important – the decision making (answering the Premise question). The mechanics can be either front loading and/or dynamic.
In either case (G/N) which “choice” the player makes (though they may be limited in number by mechanics) is not constrained by mechanics. The Gam player is free to pursue any strategy he sees fit given the tools (mechanics) he has at his disposal. The Nar player is free to choose to answer the Premise question any way he sees fit after using the tools provided (mechanics) to get to that point.
The problem is that Sim does not empower the players to “use” mechanics to pursue its CA. Nor do I think it is possible for mechanics to directly engage in the Sim CA. Note – while I am speaking of products I am not speaking of player motivations. Both the Gamist and Narrativist processes create a product – a Victor (the most effective/gutsy strategy) and a Theme (a story) respectively. Sim on the other hand creates not a thing, but many things – social/behavioral norms/rules. There is no bound to the number of social/behavioral norms/rules. The more social/behavioral norms/rules, the richer the Dream. While any given Gamist game may not have to be bounded by a victory condition, it is inherent to the CA. IOW the conclusion of a game/campaign can be that moment in time when player effectiveness is ultimately assessed. While any given Narrativist game does not need to be bounded by the definite conclusion of the examination of the Premise, such conclusions can be designed in a holistic and non-arbitrary manner such that they actually facilitate the examination of the Premise (i.e. What are you willing to go into deadly combat/die for?). In Sim there is no inherent boundary to the creation and revision of social/behavioral norms/rules that facilitates the process of Dream creation. The Dream is inherently unbounded; though the players may choose anytime to stop there is nothing in the SIS social/behavioral norms/rules creation process that would dictate that end.
To get back to my point that mechanics are not directly involved in the creation revision of social/behavioral norms/rules is that they are an emergent property of the decisions of the players. As these rules are emergent, any mechanics that
To get back to my point that mechanics are not directly involved in the creation revision of social/behavioral norms/rules; I say this because such norms are governed by the dynamic social/behavioral norms which evolve and are effected by such decisions during game play and are not static like published mechanics or physics mechanics.
In Sim, all player decisions are essentially behavioral decisions – we are laying down norms/rules of behavior. Any social/behavioral based mechanic that determines which/whether behavior is displayed by a player character essentially negates that very input. This would be akin to a Gamist mechanic deciding which strategy a player must employ or how a Narrativist player must answer the Premise question. Conversely for these social/behavioral norms to be observed by the players as norms they must be demonstrated consistently, which strongly devalues the employment of a mechanic to just “state” said norm. IOW in Sim social/behavioral norms are demonstrated by a player within the SIS and are (hopefully) inferred by the other players, not merely stated said player. Now a player may not succeed in demonstrating his desired behavior, but that too is read in light of the social and physical norms of the world. For example a player may wish to play himself off as suave, but for some reason (bad luck perhaps?) ends up getting shot down in flames consistently. Maybe he’s a jerk and doesn’t see it in himself. That would be a character norm. Or maybe he just picks the wrong women. That too could be a character norm. Maybe he’s just plain unlucky. All the above and many more reasons could be mined out of the outcomes of the efforts, but that’s the point. If mechanics altered the player’s input (not success - for that is beyond one’s control) then mining the outcomes for norms would be pointless because it would be devoid of any player’s influence. Again this would be similar to trying to evaluate player effectiveness in Gamism when the mechanics dictated which strategy the player had to use or trying to evaluate player decisions with regards to Narrativism when the mechanics dictated which answer the player must use.
In Sim mechanics can be employed to mediate the consequences/results of a players choice/action, but they cannot be employed directly for the purposes of abduction, deduction or most critically social/behavioral induction.
So, Chris, to address you question a little more directly about “constraints”, I offer the following. In Gam and Nar, the “design” of the mechanics does “constrain” initially, but the employment of them actually empowers the players. In Sim mechanics employment does not empower the players to establish or negotiate social/behavioral norms and at worst constrains, dilutes or otherwise corrupts this very Sim CA action as the norms are expressed and not stated. As everything that a player does in the SIS is part of the social/behavioral process any mechanic other than the physics of the world unduly alters that process. The best thing that mechanics can do is get out of the way. But not completely, and that is one of the many paradoxes in Sim. If we do get rid of mechanics completely then we are directly in the realm of myth and are no longer Exploring.
I don’t know if I’ve made any sense at all. I’m having one hell of a time grappling with this myself right now.
clehrich wrote: So you're saying, then, that mechanics act in Sim to channel the manipulation and deployment of social structures from outside the game world and then express them into the game world? Whereas in Gam and Nar, manipulation occurs within SIS? I think I get half of this: that Sim refers upward to Social Contract (in Ron's formulation) for its resources, in the sense that Social Contract is what determines that X is the source-material from which we draw. Is that what you're doing?
I agree with the second part of your statement. The first part does not mirror my thinking. I don’t think that mechanics can directly channel the manipulation and deployment of social structures within the SIS – at least not in a way that is consistent with Sim. That is the conundrum that I was wrestling with. Game designs typically deal with manipulation processes, and Sim is not amenable to such processes. Like you mentioned in your thread On RPGs and Text [LONG], Sim starts with things and moves towards structures. Except I believe that Sim frequently starts with some social structures already in place via source material (the code of the Jedi, the beliefs of the Dunedain, etc.). The key here is I don’t think those social structures can really be codified in mechanics per se, though they may be presented “in text” as background material or ethnographic “information.” It is just these social/behavioral norm/rules that I believe are being celebrated in Sim and if that is truly the case then there is one hell of problem for the designer.
clehrich wrote: It sounds to me as though you're going Ron one further, arguing that in Sim there is an open zone of manipulation and a closed one, and that the open zone is Social Contract whereas the close is SIS. So the only way we can act in Sim is to express elements of the established Social Contract through mechanics, which act as a constraint on the way in which these social elements can be formulated and expressed. If we attempt to add things into the SIS by other means, they will be rejected. Whereas in Nar and Gam, I take it, the manipulation of SIS is the point, and Social Contract simply determines the sort of manipulation we consider legitimate. Something like that?
Actually I am coming to the belief that there is no direct way to express Sim – which automatically precludes mechanics as a means of Sim expression. This is not to say that mechanics are not necessary. Not at all. If I recall properly, you indicated that the myths of the mythic cultures are first and foremost based upon/informed by the physical world around those creating them. The same works for Sim. The “point” of mechanics is to function as that physical fictional world. Ideally “everything” that a player commits to the SIS is filtered through the physics of the fictional/SIS world. Practically that is not possible nor is it really desirable or strictly necessary as long as norms are more or less adhered to. However, the physics/mechanics should be fairly “alienated” from the players for the express reason of making the physics non-negotiable.
clehrich wrote: Well, by your formulation of Sim that means that we don't allow what you might call feedback from the SIS. That is, the manipulation can only go one way: we can take stuff from the social and express it in SIS, but we barricade off the SIS from its potential implications for the social. Is that what you mean? Because the point about bricolage would be precisely that there is no such barrier. My sense is that you're wrong, in that this really is bricolage, but that you're right, in that Sim gaming does indeed swear up and down that this feedback never happens. Myself, I think it does happen, all the time, and thus Sim is very supportive of subculture formation and legitimation, but at the same time it is very much in denial about this. But that may all be a vast tangent from your point. Have I got you more or less right, though?
Actually, from my point of view, I haven’t really begun to touch upon the feedback loop between the SIS and “real world”. My employment of the term bricolage was in reference to the social/behavioral norms as they are negotiated within the SIS. IOW the social/behavioral norms within the SIS should not be tossed around or discarded heedlessly, but rather seen as the source from which more complex and richer norms can be constructed e.g., there ought to be a continuity of change, not discontinuous changes.
I am in full agreement about subculture formation and real world feedback between the SIS and the players. We have a player in our group who likes playing evil characters. Not just bad men, but demonically evil stuff. Not only does this cause consternation within the game space, but all the rest of us have all collectively scratched our heads about him personally. Conversely decisions made in game are constantly matched against the individual outside the game as we seek “meaning” to actions taken in game.
So where does that leave us? Have I done anything to make my position any clearer?
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On 12/15/2004 at 5:43am, clehrich wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote: ....I do think mechanics manipulation/employment is the primary tool by which the Gamist CA is expressed. This particular tool happens to be very much subservient to the player’s efforts.Okay, I think I get this part.
....In Narrativism mechanics are employed so as to maximize the moments where the players get to make those important and difficult decisions....
The problem is that Sim does not empower the players to “use” mechanics to pursue its CA. Nor do I think it is possible for mechanics to directly engage in the Sim CA. .... Sim on the other hand creates not a thing, but many things – social/behavioral norms/rules. There is no bound to the number of social/behavioral norms/rules. .... In Sim there is no inherent boundary to the creation and revision of social/behavioral norms/rules that facilitates the process of Dream creation. The Dream is inherently unbounded; though the players may choose anytime to stop there is nothing in the SIS social/behavioral norms/rules creation process that would dictate that end.I get the part about boundaries, but I'm not sure I'm getting this bit about empowerment. On the former, you're saying (I think) that the process of constructing complex self-referential systems of intertwined meaning is its own end, and thus it has no fixed end-point. There is no "arc" to this, no formulation of winners/losers or resolution or whatever; it just is what it is and the more you do it the richer it gets. Something like that? I'll get back to the empowerment in a second; something you say farther down seems to fit that for me.
To get back to my point that mechanics are not directly involved in the creation revision of social/behavioral norms/rules; I say this because such norms are governed by the dynamic social/behavioral norms which evolve and are effected by such decisions during game play and are not static like published mechanics or physics mechanics.So there are basically two different sorts of structures at work here. On the one hand, there are the game-mechanics, which dictate things like physics. On the other hand, there are those which we develop and formulate through play, the intersecting meanings of the bits and pieces we cobble together to make the Dream live. And the former are fixed and static, while the latter are utterly flexible. Yes?
In Sim, all player decisions are essentially behavioral decisions – we are laying down norms/rules of behavior. Any social/behavioral based mechanic that determines which/whether behavior is displayed by a player character essentially negates that very input. ... [example about the suave guy who fails] ....I don't really get this one. I thought that the norms & rules were things that happened in the SIS through the constructed intersections of objects of the game-world, constrained by mechanics but still infinitely open. Now they're player structures? I don't quite see how this one works. And if these are norms, then does that mean I have to do the same thing next time? Is this fidelity to character or something?
.... In Gam and Nar, the “design” of the mechanics does “constrain” initially, but the employment of them actually empowers the players. In Sim mechanics employment does not empower the players to establish or negotiate social/behavioral norms and at worst constrains, dilutes or otherwise corrupts this very Sim CA action as the norms are expressed and not stated. As everything that a player does in the SIS is part of the social/behavioral process any mechanic other than the physics of the world unduly alters that process. The best thing that mechanics can do is get out of the way. But not completely, and that is one of the many paradoxes in Sim. If we do get rid of mechanics completely then we are directly in the realm of myth and are no longer Exploring.No, wait, hang on. I don't want to derail this thread into the other very long one I'm in now, but there are mechanics in myth too. You can't just do anything -- it's not freeforming. But I'll get back to this in a second, since I think I see where you're going.
I don’t think that mechanics can directly channel the manipulation and deployment of social structures within the SIS – at least not in a way that is consistent with Sim. That is the conundrum that I was wrestling with. Game designs typically deal with manipulation processes, and Sim is not amenable to such processes. Like you mentioned in your thread On RPGs and Text [LONG], Sim starts with things and moves towards structures. Except I believe that Sim frequently starts with some social structures already in place via source material (the code of the Jedi, the beliefs of the Dunedain, etc.). The key here is I don’t think those social structures can really be codified in mechanics per se, though they may be presented “in text” as background material or ethnographic “information.” It is just these social/behavioral norm/rules that I believe are being celebrated in Sim and if that is truly the case then there is one hell of problem for the designer.Yeah, see, this is where I think you're going to chase your tail. You're setting yourself up two different categories of structure, when there are clearly several more that have to be present.
• Physics structures -- these tell us the bounds of physical/natural possibility within the game-world
• World-cultural structures -- bad term, but I mean the stuff that says that people from Borogravniorgia generally behave like this when they see that
• Player-social structures -- another bad term, but these are the rules of play as play, the things that say you should talk in character or bring your own dice or pretend you haven't read the Monster Manual when you have
• Historical structures -- this is what you actually want to produce, the structures of how the game-world "really works" that come about from long experience of the intersection of all these other sorts of structure combined with lots of bits of "stuff" ground through the gears
I think that all of this could in principle be compiled and written down in the game books, except for the last. What you're saying, I think, is that if you try to write down the latter sort of structures, you're in a hell of a lot of trouble, analogous to what happens if you say "Here's the Premise, and here's what the answer is, now go discover that" in Nar. Right?
Actually I am coming to the belief that there is no direct way to express Sim – which automatically precludes mechanics as a means of Sim expression. This is not to say that mechanics are not necessary. Not at all. If I recall properly, you indicated that the myths of the mythic cultures are first and foremost based upon/informed by the physical world around those creating them. The same works for Sim. The “point” of mechanics is to function as that physical fictional world. Ideally “everything” that a player commits to the SIS is filtered through the physics of the fictional/SIS world. Practically that is not possible nor is it really desirable or strictly necessary as long as norms are more or less adhered to. However, the physics/mechanics should be fairly “alienated” from the players for the express reason of making the physics non-negotiable.See, I think you're making a classic mistake of Sim gamers in general. That's good, though -- you're a firsthand witness to how this really works and can check my arithmetic, as it were. There is this weird notion out there that somehow the "real" structures are physics and nature. I think that's totally historical and cultural, having to do with the origins of such games in both wargames and also the longstanding correlation of gamer culture with computer/science "geek" culture. Social mechanics and structures tend to drop out of the equation as though they don't work that way. But you see, they do work that way, because actually nature does not work by these sorts of mechanics. Nature doesn't actually give a rat's ass what happens to you -- what happens to you doesn't mean a damn thing from a cosmic perspective. But we, as human beings, don't like that, so we construct nature as having rules of a higher sort. Now in these various mechanics systems I see all sorts of desperate attempts to convince ourselves that this is "only the physics," there's no value judgments or anything built in, but it ain't so. And I see a followup to that in the desire not to mechanize certain kinds of social interactions -- except that in fact, these rules-sets mechanize all sorts of social things, like morale in wartime and mass psychology and whatnot.
Where you are dead right is in saying that some part of this equation has to be alienated: there has to be something against which to check whether your constructions make any kind of sense. In myth, that's nature more or less as it appears to be, so we can't have eagles be phenomenal swimmers who eat ants. I think that the physics mechanics substitute for that to some degree, but that actually a lot of the other mechanics do too.
Where I think you're wrong is in saying that things like social mechanics cannot necessarily be inflexible. Why not? The only thing that cannot be inflexible is the rules of engagement, how the players manipulate this vast system. Everything else could certainly be predetermined. In myth, in fact, these things usually are predetermined: you cannot conclude through myth that incest is OK, because that's as false a conclusion as that eagles swim in the deep sea and eat ants. Both are simply untrue, and in the same way. That's the point: you're claiming that the cultural law (no incest) is equivalent to natural law. You see?
Basically the way I'm reading this, it seems like the point of mechanics in Sim is to construct fixed structures to which more or less everything can preliminarily be attached. So when we see a big green guy with an axe, we may not yet be able to slot him into a really large system of meaning, but we have at least a working premise to go from, in the same way as we know that cars don't fly and that cows go "moo." These things are equivalent to natural law, and if they are violated we expect to find a mystery, a way to prove that actually these laws weren't violated, because actually it wasn't a cow or whatever. And you need a basic system like this in place or you have no "nature" as a baseline. What I think is very striking is that there doesn't seem to be a "culture" to balance that out in the normal thinking of Sim. What substitutes for it? Because it's the dialectical relationship between the two, the constant creative tension, that prompts myth to get cracking and do something. That's a tangent, but this thread is starting to explain to me a whole lot about Sim mechanics that I've been struggling with on the other thread without a lot of success.
We'll get back to feedback and stuff some other time; it's a tangent and off-thread. Sorry about that.
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On 12/20/2004 at 8:17am, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Hey Chris,
clehrich wrote: On the former, you're saying (I think) that the process of constructing complex self-referential systems of intertwined meaning is its own end, and thus it has no fixed end-point. There is no "arc" to this, no formulation of winners/losers or resolution or whatever; it just is what it is and the more you do it the richer it gets. Something like that?
In a word, yes.
clehrich wrote: I thought that the norms & rules were things that happened in the SIS through the constructed intersections of objects of the game-world, constrained by mechanics but still infinitely open. Now they're player structures? I don't quite see how this one works.
The underlined part is in line with my thinking. Let me expand a bit. “…[T]he norms & rules were things that happened in the SIS through the constructed intersections of objects of the game-world” which are set into motion by player action, “constrained by mechanics…” There would be no intersections of objects of the game-world without player action. I see that I chose my original phrase poorly. When I said “player structures” I was hoping to convey the idea that these structures (norms and rules) were both the objective and eventual result of the players actions, not such things as printed rules sets and preproduced “background material” which might cover such topics as governments and cultures. Although this phrase falls short of the mark as well, I posit this in its stead as a pointer to the idea which I am flailing to get at – “player created structures.” But even this isn’t entirely correct because the player efforts do not directly create things because their inputs are filtered through a layer of mechanics. Thus these “structures” (norms and rules) are not truly, directly “constructed” by the players. This has relevance to the “Historical structures” you mentioned and I will deal with that more later. (I have sweated over this part of my response for a few days, and I know that I have failed to make myself any clearer. Please feel free to ask pointed questions.)
clehrich wrote: And if these are norms, then does that mean I have to do the same thing next time? Is this fidelity to character or something?
Does one have to do the same thing next time? No. A player does not have to do anything. However if a player is trying to portray himself as brave, then he is going to have to respond to dangerous or threatening situations in a brave fashion often enough that others can read this pattern of behavior (read – rule of behavior) and ascribe it to him. This is what I meant by norms. But does the player have to play his character as brave? Only if he wishes to be regarded as such. Does this mean a player must always play brave? No. Characters, like people, are not immutable. The idea is that the quality is expressed through repeated action and possibly over time becomes identified as a character norm. However, as the character is also part of a larger social unit, his actions will or should reflect his “culture” as well. Thus a player has the opportunity to play off, support, illuminate, contrast, etc. the character’s culture (which carries its own rules of behavior, social mores, values, taboo’s, etc.) in the process. To draw on a previous example of Doc Holliday, he can be described as an excellent shot only because we have established through long play that he is indeed an excellent marksman. That is a behavioral norm that a player actively cultivated for his character by consistent action. Was the player ever forced to be a good shot? No. He chose to develop that aspect of the character. Also, if the consequences of Doc’s duels result in the people of the surrounding culture lionizing him for his skill with the gun and the killing of many men is such duels, then that “says” something (establishes a “rule/norm” of behavior) about the culture he is operating in as well. (The “consequences” part is typically the DM’s role – there is much to say about this, but I do not want to continue along that line here.)
clehrich wrote: Yeah, see, this is where I think you're going to chase your tail. You're setting yourself up two different categories of structure, when there are clearly several more that have to be present.
• Physics structures -- these tell us the bounds of physical/natural possibility within the game-world
• World-cultural structures -- bad term, but I mean the stuff that says that people from Borogravniorgia generally behave like this when they see that
• Player-social structures -- another bad term, but these are the rules of play as play, the things that say you should talk in character or bring your own dice or pretend you haven't read the Monster Manual when you have
• Historical structures -- this is what you actually want to produce, the structures of how the game-world "really works" that come about from long experience of the intersection of all these other sorts of structure combined with lots of bits of "stuff" ground through the gears
I think that all of this could in principle be compiled and written down in the game books, except for the last.
You are correct about the number of different categories of structure, I hadn’t thought past the SIS itself and those design efforts engineered to manipulate it directly. Those darn blinders of mine!
However I do wish to bring up a notion that I should clarify on my part just to make sure we are on the same page. By mechanics I refer to the definition of System offered in the Provisional Glossary – “The means by which imaginary events are established during play, including character creation, resolution of imaginary events, reward procedures, and more. It may be considered to introduce fictional time into the Shared Imagined Space.” So while you are correct in that the first three items on the bulleted list can be compiled and written down, I do not think the compilation of those “structures” is rightly referred to as mechanics. By Sim mechanics I mean the formalization of the “means(/process)” of the creation of the “Historical structures.” IOW you don’t roll a twenty sided to create or are empowered by such an action to create a structure/norm (or Code as you employed it in your post in On RPG’s and Text [Long]. The Code is a by-product of play whereas the Text is the direct result of play.
I’d like to refer back just a little on a section I skipped over earlier as it now relates to what I am driving at. When I used the term “social structures” I was speaking of those structures within the game world that are the manifestations of what you provisionally termed “World-culture structures.” These structures are subject to change over time via the actions of the players. I do not believe they are without “mass” or “inertia” and thus utterly changeable, but they are open to slow evolution and alteration. These “social structures” can be entirely in the form of a meme and without physical form or fairly physical and can be seen in such things as governments with buildings and legislatures with legislators or kings with castles and armies and what not. These “World-culture structures,” I do not believe, are static and therefore should not be ossified within a fixed mechanics system. These “World-culture structures” may be, and in my game at least, are some of the very things that we are attempting to build via character play. This is both the celebration of the “World-culture structures” and our input to them through the course of play. The players are going to (ought to) have an impact on the world, and it ain’t gonna be on the laws of physics (physics structures)!
clehrich wrote: What you're saying, I think, is that if you try to write down the latter sort of structures, you're in a hell of a lot of trouble, analogous to what happens if you say "Here's the Premise, and here's what the answer is, now go discover that" in Nar. Right?
Yes, exactly. However, if you freeze the social structures (World-cultural structures) in the world by locking them into mechanics then you severely limit the impact the players have on the world.
clehrich wrote: See, I think you're making a classic mistake of Sim gamers in general. That's good, though -- you're a firsthand witness to how this really works and can check my arithmetic, as it were. There is this weird notion out there that somehow the "real" structures are physics and nature.
Actually I see Sim game play being primarily focused on the “World-cultural structures”. I may be short sighted in this, but this is where I think the players’ actions are going to be felt. In fact I believe it is the only place where the players’ actions, via their characters, have an impact when dealing with the idea of structures within the SIS. The way I have been employing the phrase social rules/norms is essentially synonymous with “World-cultural structures” – though in the wider sense (from personal to national) that I had proposed. Am I making any sense?
clehrich wrote: Where I think you're wrong is in saying that things like social mechanics cannot necessarily be inflexible. Why not?
Well, I make assertion, which may very well be a misunderstanding, based upon my game experiences and this post in your thread Not Lectures on Theory [LONG!]
clehrich wrote: Structures are handed to us, most obviously in everything from social agreements to rules systems to setting to whatever. We permit ourselves only a limited range of movement. At the same time, every manipulation of any structure within that system necessarily changes its meaning, however slightly…
My understanding of this would be such. I am playing a Ranger of Ithilien. Every time I act in the capacity of a Ranger of Ithilien, I am adding to the body of the structure of “Ranger of Ithilien”. I am altering, however slight, what it means to be a Ranger of Ithilien. Every sacrifice I make, every judgment I make, every law I enforce or not enforce says something about what it means to be a “Ranger of Ithilien.” Rangers are supposed to law abiding, however there should be no mechanic that forbids me from acting in a manner contrary to that structure called “Ranger of Ithilien.” There must be consequences to my actions, but no prior mechanics based constraints outside of physics itself the should limit what I can and cannot do. That is what I mean when “social mechanics” should not be inflexible. It is just these very social structures which are being built upon, expanded, altered, etc., via play. Now I may be wrong, but that is what I meant. (Contracycle – I hope that I have addressed your issue here.)
clehrich wrote: …And you need a basic system like this in place or you have no "nature" as a baseline. What I think is very striking is that there doesn't seem to be a "culture" to balance that out in the normal thinking of Sim. What substitutes for it? Because it's the dialectical relationship between the two, the constant creative tension, that prompts myth to get cracking and do something. That's a tangent, but this thread is starting to explain to me a whole lot about Sim mechanics that I've been struggling with on the other thread without a lot of success.
You’ve run into the very problem that I created this thread about! That “culture” your refer to is the “World-cultural structures” aka social norm/rules that I have been going on about in this thread. While they can be compiled I do not think they can be formalized in mechanics! But that is the very heart of the game. The physics is fixed – the cultures are informed by the physics/physical world, but are pliable and are open to growth via player actions. The key is that the players must be keyed into the culture to begin with via source material. It is the “culture,” as it were, that we are fiddling with when we play! That is why I keep going on and on about the physics needing to be alienated from the players. If there is a dialectic between the two, one should be fixed and one should be open. Given their natures, the physics must be locked so that the “culture” can be explored. Just as the physics are typically informed by the source material/a source, so is the cultural. (I wonder if a successful game of Sim can be created from scratch or without any cultural source material.) The problem I’ve been wrestling with is, “How does one encourage/facilitate the players to adopt these cultural points of view via mechanics?” I have a feeling that one can’t, at least not universally.
clehrich wrote: We'll get back to feedback and stuff some other time; it's a tangent and off-thread. Sorry about that.
No worries. I just don’t have the mental agility to handle too many topics. I would be interested in that thread when it does come up.
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On 12/21/2004 at 7:05pm, contracycle wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote:
My understanding of this would be such. I am playing a Ranger of Ithilien. Every time I act in the capacity of a Ranger of Ithilien, I am adding to the body of the structure of “Ranger of Ithilien”. I am altering, however slight, what it means to be a Ranger of Ithilien. Every sacrifice I make, every judgment I make, every law I enforce or not enforce says something about what it means to be a “Ranger of Ithilien.” Rangers are supposed to law abiding, however there should be no mechanic that forbids me from acting in a manner contrary to that structure called “Ranger of Ithilien.” There must be consequences to my actions, but no prior mechanics based constraints outside of physics itself the should limit what I can and cannot do. That is what I mean when “social mechanics” should not be inflexible. It is just these very social structures which are being built upon, expanded, altered, etc., via play. Now I may be wrong, but that is what I meant. (Contracycle – I hope that I have addressed your issue here.)
Not as such, no. Although I do think I have a clearer idea of what you are getting at.
OK so this is like "representing". The idea is that any ranger of ilithien is a representative of all rangers of ilitien; the actions of this ranger and all rangers reflects up this ranger and all rangers.
If I am reading you correctly than I think the terminology at the moment is confusing things. The thoughts we associate with the term ranger of ilithien might be better identidfiable as the content of the setting, or as a meme associated with the term, which is part of the setting. Either way these are not really social STRUCTURES so much as the associations with particular names/ideas that grow and develop over the course of play.
That said though their growth is rather limited; it's rare that players run characters with so much influence that their behaviour is thought to be definitive for all similar characters in the setting. In the next game, the default or generally-held perception of the rangers will still be dominant. The local group of characters, OTOH, may have a specific view based on personal experience, and that view may be fair or unfair (such as "all the ranger are hypocrites" based on some negative encounter). These are presumably the local-to-the-group historical structures.
You’ve run into the very problem that I created this thread about! That “culture” your refer to is the “World-cultural structures” aka social norm/rules that I have been going on about in this thread. While they can be compiled I do not think they can be formalized in mechanics!
I would suggest that "an eye for an eye, a tooth for a tooth" is a social norm that has been rendered into a mechanism.
On 12/22/2004 at 11:35am, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Hey contracycle,
contracycle wrote: OK so this is like "representing". The idea is that any ranger of ilithien is a representative of all rangers of ilitien; the actions of this ranger and all rangers reflects up this ranger and all rangers.
In a way, yes. But its more complex and takes place within an entire Sim game’s “structural” framework. For example this Ranger of Ithilien, whom I shall call Leuca (which strangely enough happens to be the name of my Ranger of Ithilien!), is a man who can also have the roles. These other roles include leader among his men, friend to others, traitor to the Steward (back story), husband to a wife, and father and protector to a child. All these roles overlap and compete for attention and ascendancy in my character Leuca, sometimes at the same time. Every action he takes further defines his role in each, especially when they are in conflict with one another. All these decisions not only reflect his fulfillment of each role, but they also define the individual. Lastly they color the fictional world as a whole. That’s the whole point. Its not just that he is a Ranger of Ithilien, it’s the sum total of the entire web of relationships around him. The aggregate of all these relationships (and the decisions that went into them) of all the PC’s and the NPC’s is the sum total of the Historical structures – everything that was added and which comprises the making of the Dream.
contracycle wrote: If I am reading you correctly than I think the terminology at the moment is confusing things. The thoughts we associate with the term ranger of ilithien might be better identidfiable as the content of the setting, or as a meme associated with the term, which is part of the setting. Either way these are not really social STRUCTURES so much as the associations with particular names/ideas that grow and develop over the course of play.
I’ll agree with you that my terminology is probably confusing as I have not thought everything through yet. Nevertheless, you make the classic mistake of virtually all the discussions on Sim (As well as those of “Sim” game designers.) There is absolutely no ontological reason why social setting should be static or beyond the scope of action of the players in Sim play. I play a Ranger of Ithilien for the specific purpose of adding to the body of interrelated memes (historical structure) regarding what it means to be a Ranger of Ithilien. When Simulating, we are mucking around with the Setting elements (at least the social or socially derived ones)! Its not just some clockwork machine or deistic device – we are there to have input on the making of more!
Let’s examine your notion about the Rangers not being a social structure. First of all the designation of Ranger is a social contrivance. That these individuals (a social grouping) are grouped together with a common identity and purpose is a social contrivance. They are a social structure; just like a government is a social structure, so is a military unit. Sure they could have been introduced via a book and can be considered part of Setting, but as they are a structured group of sentient beings, there is absolutely no reason that a player cannot play one, nor is there no reason why a player cannot add to the corpus of understanding/meaning of that structure. Remember, it is only through the actions of individuals belonging to that social structure that we can say anything about what it does or later stands for. IOW the Rangers could say that they are nothing but brigands, but if they act in the defense of the people and are upright and just in all they do – it does not matter what they say about themselves, what matters is what they have done. There is absolutely no reason why players cannot be part of “what they have done.”
I am saying that if sentient beings are involved then you will have social structures. If you have social structures then those structures are open to modification and addition. Those social structures be they governments, military units or social mores can only find expression via the actions of those who are subject to them or represent them. A man is not just unless he acts just. A government (a social structure) cannot be said to be just unless the individuals within it, on the aggregate, wield its powers justly.
I would say then that a character is really nothing more than the aggregation of his actions. If a character can be said to have qualities or behaviors then it is because the player has demonstrated such characteristics over long play. IOW that thing which is called a character is actually a collection of behaviors (aka rules of behavior or norms). Thus that which might be called Leuca can also be thought of as an interrelated grouping of exhibited behaviors/norms i.e. a social structure.
You are correct in that the larger the social structure is, the less of an influence the players will have on it as a whole. The converse is that the player has a huge influence at the Character level. In the game that I play in, because I have many characters, I do have a larger influence on the game world as a whole than if I just played a single character. See, its not just about a/the character; its the entirety of the whole web of structures – which constitutes the Dream.
contracycle wrote: The local group of characters, OTOH, may have a specific view based on personal experience, and that view may be fair or unfair (such as "all the ranger are hypocrites" based on some negative encounter). These are presumably the local-to-the-group historical structures.
Absolutely! We had two new players in our game last Friday. Those two certainly came away from that particular game with a bitter dislike of Rangers. That’s the whole point! That one person comes away from a game with a certain set of historical structures and another player will have another distinct set makes for a really fascinating after game debrief! So not only are there different group level historical structures, there will also be player level historical structures. I’m going to have a different take on the game events from that of another player, and that’s really cool!
contracycle wrote: I would suggest that "an eye for an eye, a tooth for a tooth" is a social norm that has been rendered into a mechanism.
I can see how that could be social norm, but I’m not sure how that is a game mechanic by my understanding of the term mechanic. My understanding is that a mechanic is a specific feature of system and system is the means by which events are established into play. I’m not seeing that a social more or social code and a process are the same. Could you expand on you assertion for me please?
However, if such a social norm, which is always open to change over time, can be rendered into a game mechanic, I’m not certain one would want to do so. Social norms are subject to change, even if extremely slowly. Ossifying it into a mechanic sends a message of “hands off.” That would be the equivalent of saying to a Nar player that you are not permitted address the Premise this specific way. You see, the social structures are the very things that are available to the players to work on. To cull any structure out of player influence a priori and say they are inviolate seems deprotagonizing to me – but that may just be more myopia on my part.
I’m tired – I hope I have made some sense. I look forward to your response.
On 12/22/2004 at 2:51pm, Simon Kamber wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote: However, if such a social norm, which is always open to change over time, can be rendered into a game mechanic, I’m not certain one would want to do so. Social norms are subject to change, even if extremely slowly.
But would it not be possible to declare certain parts of the social structure immutable? While it's possible for your ranger to change what it means to be a ranger, is it possible for your ranger to change what it means to be part of a social structure?
As far as I can see, it seems possible to create mechanics to represent the interactions of social norms, even if these social structures themselves are not defined by the mechanics. So, a mechanic could describe what happens what happens when a character from a given part of the structure interacts with another character, allowing the specific factor of "what it means to be a ranger" to have an influence, but allowing the players to define "what it means to be a ranger", and how it influences the mechanic through, for instance, modifiers to a fortune roll.
On 12/22/2004 at 8:28pm, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
xect wrote: But would it not be possible to declare certain parts of the social structure immutable?
Because social structures are not ontological structures, but rather are constructed of the interactions between people. Those nature interactions will always be different from one moment to the next, even if in the slight. That means to a person who is being mugged a police officer is a good thing. To the mugger that very same police officer, being a part of the same social structure (the police force), is now considered a very bad thing. While the officer is doing the exact same thing, it is the relationships between the various individual that’s important. To demonstrate how social structures can overlap and collide, suppose the mugger was the police officer’s friend. Let us also say that the victim was some punk kid who was the son of powerful and corrupt nobleman who was making life very hard for his brother. So here we have this police officer who is a member of that structure know as the police, who’s relationship to that structure known as victim is both profession and antagonistic (which also means that police officer has a relationship to that structure known as lord of his brother), and who has a relationship to that structure known as criminal element that is called friend. All those relationships define the police officer’s character. Restricting how the police officer manages his relationships with those various structures would be to impinge on the very game action in Sim. It would be akin to limiting player input, a priori via mechanics, on how a player is allowed to address a Premise or a Challenge.
xect wrote: As far as I can see, it seems possible to create mechanics to represent the interactions of social norms, even if these social structures themselves are not defined by the mechanics.
The problem is that social norms can’t interact. It people interacting in ways that are consistent with social norms. Some of the people are player characters. The players can’t manipulate social norms as objects, they express them through actions. The interactions are the very player actions themselves. You don’t need mechanics to represent them because in acting the players are already expressing them. How the players choose to act is the Sim game action. If you put those choices into mechanics then you are removing the player input. You would be killing the Sim game action. Mechanics such as those would be the Sim equivalent of The Impossible Thing Before Breakfast.
However, I may be misreading you. Could you give a concrete example of what you mean by “mechanics that represent the interaction of social norms.” That would be very helpful!
On 12/22/2004 at 8:44pm, Marco wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote: All those relationships define the police officer’s character. Restricting how the police officer manages his relationships with those various structures would be to impinge on the very game action in Sim. It would be akin to limiting player input, a priori via mechanics, on how a player is allowed to address a Premise or a Challenge.
The example you quoted seems to me to be one of Premise in the Narrativist sense. What distinguishes a Narrativist choice from a Simulationist choice in that scenario assuming the player's PC is the police officer?
-Marco
On 12/22/2004 at 10:20pm, M. J. Young wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
I have taken the question of what a mechanic is to a new thead on the Theory forum, Defining Game Mechanic
I agree with Jay that Simulationism must involve creation within the shared imagined space, at least to some degree; I don't think that you can limit the amount of such creation. However, I agree with Marco that the example given seems entirely narrativist to me: if the player is psyched by examining the moral issues, he is playing narrativist, no matter what else is happening in the shared imagined space.
--M. J. Young
Forge Reference Links:
Topic 146590
On 12/22/2004 at 11:20pm, Simon Kamber wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote: However, I may be misreading you. Could you give a concrete example of what you mean by “mechanics that represent the interaction of social norms.” That would be very helpful!
I agree with you that mechanics should never define what the player characters do. But the results of these actions can be helped along by mechanics.
So, even though it's the players choice that this police officer chooses to go through with his job, the setting's reaction, which in this case means the mugger and the mugged, can be described, at least partly, through mechanics.
Basically, while I agree that you can't describe what a player character does under these circumstances, you can have the mechanics describe what happens to the society when he does it. What do the norms of the mugger dictate?
On 12/23/2004 at 6:00am, clehrich wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
M. J. Young wrote: I agree with Jay that Simulationism must involve creation within the shared imagined space, at least to some degree; I don't think that you can limit the amount of such creation. However, I agree with Marco that the example given seems entirely narrativist to me: if the player is psyched by examining the moral issues, he is playing narrativist, no matter what else is happening in the shared imagined space.I don't buy it. If every time a moral issue gets dealt with in a Sim game suddenly it becomes Nar, then we're shifting back to a true Big Horseshoe theory, in which Sim is nothing at all but exploration and as soon as anything interesting happens we get a "real" CA.
Jay's example was, I thought, about how the police officer is trapped in webs of social meaning not of his own making. What I think Jay is saying is that such social webs are important to the characters, and part of what makes Sim play interesting is watching how characters grapple with these things. Nar is at some level about our addressing these problems, by means of the characters; Sim is about the characters themselves.
On 12/23/2004 at 6:03am, clehrich wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
xect wrote: Basically, while I agree that you can't describe what a player character does under these circumstances, you can have the mechanics describe what happens to the society when he does it. What do the norms of the mugger dictate?Jay is saying, and I think I agree with him, that mechanics do not dictate social norms. They may dictate the general framework, but social norms are flexible. We cannot know by looking at a chart how the mugger will react or deal with things. What Sim wants is the depth and complexity of real life, so it projects unchallengeable structures into mechanics, and builds other structures in prose descriptions. If all such norms were structured mechanically, we could play Sim with a computer GM, because all he'd be is a mechanical arbiter looking up the appropriate charts.
I think Jay is trying to pick out several layers in Sim, of which mechanics and character are only two. Social norms are, if I understand him right, another layer, and one that is not -- or should not be -- mechanically formulated.
On 12/23/2004 at 10:32am, Simon Kamber wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
clehrich wrote: Jay is saying, and I think I agree with him, that mechanics do not dictate social norms. They may dictate the general framework, but social norms are flexible. We cannot know by looking at a chart how the mugger will react or deal with things.
I agree thus far. What I was talking about was: Is it possible to have a mechanic that gives the game master a structure that describes the interaction in such cases, allowing him some help in deciding the final action of the mugger. I agree that it can't be completely arbitrary, since that would leave the GM with little to do, but I also think that having to "play" the social norms of both the mugger, the mugged and everyone else in the setting without anything to aid him, is a bit much to ask of one player.
On 12/23/2004 at 2:49pm, Marco wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
clehrich wrote: I don't buy it. If every time a moral issue gets dealt with in a Sim game suddenly it becomes Nar, then we're shifting back to a true Big Horseshoe theory, in which Sim is nothing at all but exploration and as soon as anything interesting happens we get a "real" CA.
Yes, but I think that's pretty implicit to the model. That's one reason why the Beeg Horseshoe theory has a lot of traction.
Specifically, to my understanding, if what was enjoyed by the player (and reinforced by the group) was that complex decision and its vagaries then it's Nar.
It certainly fits the textbook definition of Nar. I'm not clear on how it fits the definiton of Sim.
If, say, the player didn't really care about the difficulties inherent in the decision but was just, for example, trying real hard to portray a cop and chose the 'choice I think he'd make in a movie' then I think that's Sim.
I think. I'm not real sure. But I'm pretty sure that if the player sees the choice as a hard one or a troubling one whether because of the social-web in-game or because of his own morality then I think it has got to be Nar play under the defintion.
Jay's example was, I thought, about how the police officer is trapped in webs of social meaning not of his own making. What I think Jay is saying is that such social webs are important to the characters, and part of what makes Sim play interesting is watching how characters grapple with these things. Nar is at some level about our addressing these problems, by means of the characters; Sim is about the characters themselves.
To me, watching how the character grapples with the situation when the player does not looks something like this (exaggerated to show that the player doesn't engage):
Player: "I shoot the mugger. Then, later at the bar, I'm angsty about it and complain to my partner. I sit over my drink and make a wistful remark to the waitress. Oh, and I reload my gun and make sure my car is maintenanced too."
Certainly the character is upset. The player isn't engaged with the emotional content of the issue. A real, more enjoyable example might involve some dramatic actions on the part of the player (such as saying the wistful remark and faking emotion)--but I think the real difference is, IMO, whether the player is engaged with the situation.
-Marco
On 12/23/2004 at 3:37pm, Caldis wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
I'm with Marco on this and I think the big distinction that his example shows is that it's not the presence of a moral question that makes it nar rather it's how the question is dealt with.
If the player is questioning what this decision will say about the characters values and morals, what meaning my choice of action for the character will bring to the situation, then it's narrativist. If the player is questioning what a character of this type should do based on genre tropes then it's a sim based decision.
Of course I'm a big proponent of the Beeg Horseshoe and dont see any problem with nar decisions like this popping up in a sim game.
On 12/23/2004 at 5:25pm, contracycle wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote:
I’ll agree with you that my terminology is probably confusing as I have not thought everything through yet. Nevertheless, you make the classic mistake of virtually all the discussions on Sim (As well as those of “Sim” game designers.) There is absolutely no ontological reason why social setting should be static or beyond the scope of action of the players in Sim play. I play a Ranger of Ithilien for the specific purpose of adding to the body of interrelated memes (historical structure) regarding what it means to be a Ranger of Ithilien. When Simulating, we are mucking around with the Setting elements (at least the social or socially derived ones)! Its not just some clockwork machine or deistic device – we are there to have input on the making of more!
OK I understand your argument about meaning, about modifying the existing knowledge and perceptions associated with 'social structures'. But I get a bit uneasy with the term structure in this context, and disagree with your conclusions about the common error in sim.
I definitely think you are on to something when you suggest that in selecting to play such a ranger, I am purposefully choosing to interpret rangerness and to comment on it, if only implicitly, to my audience (that is, other players). I think that captures an interesting element in the way players approach the sim game.
On the other hand, I think there is an excellent reason for game design to use social systems as limits to action, hard limits. And that is to impose this social structure on the players in much the way that it would be imposed on the characters. I think that if a setting has rules of social behaviour then challenging/discussing them may be the purpose of play, but so may be to just explore and experience them.
I am saying that if sentient beings are involved then you will have social structures. If you have social structures then those structures are open to modification and addition. Those social structures be they governments, military units or social mores can only find expression via the actions of those who are subject to them or represent them. A man is not just unless he acts just. A government (a social structure) cannot be said to be just unless the individuals within it, on the aggregate, wield its powers justly.
I much prefer 'social relationship' to 'structure' but that may just be due to the conventions of my own reading on such topics. Certainly two people in an organisation have a relationship that operates on at least two levels - the formal and the informal. Now the formal relationships are properly described as structures IMO, and they often impose themselves on the individual very firmly and an in a manner that implies a completely independent ontological existance. That is, "ignorance is no excuse in the eyes of the law." Now it may be true that the structures power arises only as a result of human action, and it may also be true that the informal relationships between individuals modify the actual execution of those patterns of action and response, but it is still true that the structure exists in some degree, if only as a kind of social contract.
I can see how that could be social norm, but I’m not sure how that is a game mechanic by my understanding of the term mechanic. My understanding is that a mechanic is a specific feature of system and system is the means by which events are established into play. I’m not seeing that a social more or social code and a process are the same. Could you expand on you assertion for me please?
Hmm, my point was rather that this is an example of people trying to render fuzzy human interactions into some formal framework. So they are building a social mechanism, in much the way they might build a house or dig a well. In terms of that society - in terms of IT'S identity as a purely social structure - that law is indeed a mechanism that, ideally, should execute 100% of the time when triggered.
So again this was raised partially to address what may be a terminology problem - I think it may be as valid to talk about social mechanisms as it is to talk about game mechanisms. You and I sign up to having certain decisions mediated by system and dice just as members of the body politic sign up to have some decisions mediated by due process and law.
Now this makes the discussion of mechanism in RPG quite thorny. If I appreciate what you are saying, it is something like this: the setting may have a rule like 'thous shalt not covet they neighbours ox', but if I want my character to covet his neighours ox, that rule should not be interpreted as a mechanism that prevents that coveting as a character action. On the other hand, the social mechanism here is very definitely intended to prevent that coveting from happening in the first place. I think this is where we have previously parted company over whether "social norms" are mutable or immutable. If my character covets an ox that it is unlikely to feed back to the law and cause it to be changed - all its likely to due is to bring down retribution on my characters head.
Now there does not seem to be any reason to not set up such social structures as laws as thing that CANNOT be changed by character action. Part of the exploration of the setting might be exactly the fanaticism with which such structures are maintained. I think that is rather different from the broader case of not writing game mechanics that mandate player action. The law may not be changed by you but you can still 'physically' break it.
Anyway I would like to extend what I understand of your argument a little further. As corollary to your claim that the player is 'commenting' on the 'rangers of ilithien' simply by choosing to be one, and for there actions to be interpreted in relation to that label, then my claim is further: the 'social structures' with which the players have chosen to engage dictate the true topic of play. If you have a player who is one of these rangers, and another who is the priest of some god, and another who is a renegade ork or whatever, then surely the conduct of play will comment on the relationships between the orks, the rangers, and the church, in various unpredictable ways.
I think that what you have identitifed is the underlying cause of some deprotagonisation in sim. I may choose to play a character of type X, but really the game has no need of a type X and my Xness is in fact irrelevant to the course of play. That is unsatisfying. The 'structure' with which the player sought to engage has been removed from the locus of play.
On 12/24/2004 at 6:54am, M. J. Young wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Caldis wrote: Of course I'm a big proponent of the Beeg Horseshoe and dont see any problem with nar decisions like this popping up in a sim game.
I'm not at all impressed by the Beeg Horseshoe (apart from the fact that it raises some very intelligent questions), but I don't have any problem with "nar decisions" "popping up" in a "sim game".
The question isn't whether players in a simulationist game ever make moral or ethical decisions for their characters. The question is when those choices appear, do they become the reason for play (narrativism) or are they incidentals that are part of the overall experience of this character's life (simulationism)? We accept just as readily that combat may arise in simulationist play, but not make it gamist--the question is whether the game drifts to being about player skill in combat or treats the combat as another incident in the overall picture.
--M. J. Young
On 12/24/2004 at 11:45am, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Hey M. J.,
While it may be said that all (good) premises are about interesting conflicting claims laid upon a character, not all situations where interesting conflicting claims laid upon a character are Premises. The claim that all interesting conflicting claims laid upon a character is synecdoche. This goes all the way back to when I was saying that while conflict is the heartbeat of play, in isolation any given conflict is CA neutral. It is how the players approach and attend to the conflict which indicates whether this particular conflict is being seen by the players in the light of Challenge, Premise, or Sim opportunity. You can’t just look at the conflict from outside the game and say what CA is contained within. You have to look and see how the players dealt with it to make a call as to what form that conflict could be categorized into. Without context you can’t make the call. Conflict is just that, conflict. The only thing that has a CA identifiable aspect is the players’ actions. IOW there is no such thing as a Premise conflict. Rather you have a conflict that the players treat as a Premise (or a Challenge or Sim conflict).
Hey Xect,
xect wrote: … the mugger and the mugged, can be described, at least partly, through mechanics.
… you can have the mechanics describe what happens to the society when he does it. What do the norms of the mugger dictate?
The problem is that muggers are individuals who belong and interact within a society first and are muggers second. This is where class based “sim” games got into so much trouble. By having mechanics for a “thief” class what happened was the players did not treat their characters as individuals functioning within a society who committed muggings, but rather treated their character’s “vocation” as character and context. Other than the fact that muggers steal from people violently their responses to such a situation as I indicate in my post are going to be as individual as people are. While it is assumable that most muggers would have antipathy towards a law enforcer such a preconception virtually smothers any possibility of glimpsing the vast sea of human conditions. What is the nature of the friendship between the cop and the mugger? I had indicated that they were friends. To mechanize that relationship between that cop and the friend who had committed a mugging is to deny the player of the cop the opportunity to plumb that very relationship, which is the Sim game action, with any subtlety or complexity.
Hey Chris,
clehrich wrote: Jay's example was, I thought, about how the police officer is trapped in webs of social meaning not of his own making. What I think Jay is saying is that such social webs are important to the characters, and part of what makes Sim play interesting is watching how characters grapple with these things.
Exactly. This requires the GM to be as complex and confounding as real people are. Not only is it interesting to watch how the players grapple with things, it is interesting as a player to work through such difficult situations.
Hey Marco,
Marco wrote: Yes, but I think that's pretty implicit to the model. That's one reason why the Beeg Horseshoe theory has a lot of traction.
The problem with the Beeg Horseshoe theory is that it was based on an incorrect understanding of Sim. If Sim is a mythic process, which is about the construction and manipulation of meaning structures then Sim categorically cannot sit in the middle of the horseshoe. The best you can get is a pitchfork with Gam and Nar as the tines and Sim as the handle and Zilchplay at the intersection of all three.
I’ll say this again and again and it is getting very old saying this – engagement has ABSOLUTELY NOTHING to do with determining which CA is in operation. Watch any Gamist in the middle of an intense/important Challenge and I sure that you will see and they will tell you they are thoroughly engaged in the Challenge at hand. I just wish this idea about engagement would die the ugly and ignominious death that it so thoroughly deserves. If the players weren’t engaged then they would not be playing – it’s really that simple.
Hey contracycle,
I’ll start off by saying that on the whole; we are very much on the same page. On a number of issues I think we are only a small matter of clarification away from agreement and on the very little that remains we’ll go from there.
contracycle wrote: Now there does not seem to be any reason to not set up such social structures as laws as thing that CANNOT be changed by character action. Part of the exploration of the setting might be exactly the fanaticism with which such structures are maintained. I think that is rather different from the broader case of not writing game mechanics that mandate player action. The law may not be changed by you but you can still 'physically' break it.
I understand what you are saying, and it makes sense. You are right in that there is a difference between mechanics that mandate player action and those in-game social structures which do “demand” behavioral norms from the characters. Not only am I fully with you that such demands can have an effect on the player actions, I’m saying that they should/ought have an effect on player actions. That’s the whole point of playing another being from another culture with its own set of social norms. This is why I keep bringing up the notion of consequences to player actions.
You’re example of –
contracycle wrote: Now this makes the discussion of mechanism in RPG quite thorny. If I appreciate what you are saying, it is something like this: the setting may have a rule like 'thous shalt not covet they neighbours ox', but if I want my character to covet his neighours ox, that rule should not be interpreted as a mechanism that prevents that coveting as a character action. On the other hand, the social mechanism here is very definitely intended to prevent that coveting from happening in the first place. I think this is where we have previously parted company over whether "social norms" are mutable or immutable. If my character covets an ox that it is unlikely to feed back to the law and cause it to be changed - all its likely to due is to bring down retribution on my characters head.
- is spot on with what I have been trying to get across. You’re right in that such actions are likely to bring down retribution on the characters head. And in my opinion, such actions given the social climate should stir up such responses. My point is that as long as sentient beings are involved the response cannot be perfectly uniform. Conversely if the players do manage to create circumstances in play whereby they overthrow the controlling social structure (government) they should be allowed the freedom to try and change whatever seems appropriate to their character’s interests and history. IOW the players should not be forbidden mechanically from trying such an act. However, just because the players try to change a social structure (government, body of laws, etc.) does not mean that they can or ought to succeed. It is all dependent on the local situation.
You’re example of the more on theft is a great example. I’m not arguing that the players should have the authority or capability to outright change such a more, all that I am arguing is that the possibility should be removed utterly by fiat. The possibility of success could be so remote that for all practical purposes it is impossible, but that is something that should be demonstrated in-game, not forbidden outright for the players to try. We are entering into tricky realm here, though. This is where local skills are vitally important and why I think that Sim is so very difficult to pull off. It is because so many judgment calls need to be made that individual skill is so vital. Mechanics cannot lead the way – its all aesthetics and local choice on this level.
contracycle wrote: Certainly two people in an organisation have a relationship that operates on at least two levels - the formal and the informal. Now the formal relationships are properly described as structures IMO, and they often impose themselves on the individual very firmly and an in a manner that implies a completely independent ontological existance. That is, "ignorance is no excuse in the eyes of the law." Now it may be true that the structures power arises only as a result of human action, and it may also be true that the informal relationships between individuals modify the actual execution of those patterns of action and response, but it is still true that the structure exists in some degree, if only as a kind of social contract.[/qutoe]
Your take is, again, spot on. What I had been trying to say, however poorly, is that how the players respond in relation to such a structure will have some bearing upon it, however miniscule – I did not mean to imply that it will change in a large way or the player will overturn it or have it tossed out. All I’m saying is that the players can have an effect on how that structure is understood, implemented (or not!). Frex - "ignorance is no excuse in the eyes of the law” – unless you’ve saved the Lord’s/President’s/King’s life. However, even supporting that structure without any intent to undermine at all will alter the nature of that structure just due of the circumstances under which that structure was affirmed and reaffirmed. Finally suppose the players were responsible for the downfall of that segment of society which enforced that structure? I’m just saying that change to a social structure is not impossible, even if seemingly unimaginable, and for that reason they should not be codified into a game mechanic.
Finally, I should note that perhaps the reason the players have chosen to play a certain setting might just be because of the social mores implicit in the source material. All that I am saying is that all that stuff is inherently open to “commentary”, as you put it, in Sim. The key here is that what is or isn’t open to challenge is something that is set at the local level, much in the same way that what the Premise question is is set at the local level. I think many times that decision is made implicitly (one example of this is in the choice of source material) and never really openly articulated. So let’s say the players enjoy playing flawed good guys, and a new player comes to the table who enjoys playing really evil characters. I don’t think that any of the players’ predilections can be negotiated – they like playing the way they play (supporting certain social structures). If the new player does not desire to play flawed good guys then the only recourse is for everyone else to change their desires or for the players to vote with their feet. All this makes Sim very difficult to run. Because if one player is supporting one structure as his means of enjoyment and another is tearing down that same structure as his means of enjoyment, you are going to have some serious inter-player conflict. (I’m getting frustrated because I know that I am only confusing matters more than helping – I hope you can see through my shortcomings and get what I am trying to get at.)
contracycle wrote: Anyway I would like to extend what I understand of your argument a little further. As corollary to your claim that the player is 'commenting' on the 'rangers of ilithien' simply by choosing to be one, and for there actions to be interpreted in relation to that label, then my claim is further: the 'social structures' with which the players have chosen to engage dictate the true topic of play. If you have a player who is one of these rangers, and another who is the priest of some god, and another who is a renegade ork or whatever, then surely the conduct of play will comment on the relationships between the orks, the rangers, and the church, in various unpredictable ways.
Absolutely! You haven’t extended my point at all, you’ve just restated it in your own words! I see Sim something like this:
Character <---> Social Structures <---> The Dream/Source material.
So while our main vehicle of input is the Character in the long run what we are doing is building and expanding upon the Dream. Thus if one were playing a game in Middle Earth one would likely play character types that more or less reflect the social structures contained with the books that one liked while expanding on them (the social structures) at the same. IOW the characters reflect the Dream and the Dream is reflected in the characters. How we play our characters builds the Dream. The collective Dream effects our choices regarding our characters. This collective part in important. If we aren’t all on the same page, more or less, on what social structures are being celebrated, which one are open to change and which are essentially closed there is going to be much friction at the table.
In a strange way I think that Character and the Dream are all social structures. Yes, I understand that the physicality of the world is important and is not a social structure, but the social structures in the world are informed by them and thus are accounted for inherently. Think of the Freeman in Dune being so adapted to the harsh desert life and how that rang though all their customs and social structures. In essence the physical world’s effects are co-opted into social structures and are thus already accounted for.
contracycle wrote: I think that what you have identitifed is the underlying cause of some deprotagonisation in sim. I may choose to play a character of type X, but really the game has no need of a type X and my Xness is in fact irrelevant to the course of play. That is unsatisfying. The 'structure' with which the player sought to engage has been removed from the locus of play.
Absolutely! And all this stuff is worked out on the local level. Which made me wonder in the first place how mechanics fit in with all of this. My response was that player level mechanics (not in-game social mores, laws, etc.) really cannot aid in this portion of the game process. The best mechanics can do is get out of the players way as much as possible. There can be much prose written about the in-game social mores, laws, customs but I don’t believe they can or ought to be rendered into mechanics. Like you said, “the 'social structures' with which the players have chosen to engage dictate the true topic of play.” That topic is totally dynamic.
It’s getting late, but I hope that I have in some small way cleared up some minor discrepancies.
On 12/24/2004 at 2:58pm, Marco wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Silmenume wrote:
Hey Marco,
Marco wrote: Yes, but I think that's pretty implicit to the model. That's one reason why the Beeg Horseshoe theory has a lot of traction.
The problem with the Beeg Horseshoe theory is that it was based on an incorrect understanding of Sim. If Sim is a mythic process, which is about the construction and manipulation of meaning structures then Sim categorically cannot sit in the middle of the horseshoe. The best you can get is a pitchfork with Gam and Nar as the tines and Sim as the handle and Zilchplay at the intersection of all three.
I’ll say this again and again and it is getting very old saying this – engagement has ABSOLUTELY NOTHING to do with determining which CA is in operation. Watch any Gamist in the middle of an intense/important Challenge and I sure that you will see and they will tell you they are thoroughly engaged in the Challenge at hand. I just wish this idea about engagement would die the ugly and ignominious death that it so thoroughly deserves. If the players weren’t engaged then they would not be playing – it’s really that simple.
You can call it what you want, but look at the recent thread wherein the analysis of someone's play is that it's Incoherent because there is no social-reinforcement and no engagment with other elements on the part of the poster.
I think that for the description of play to be had without player engagement then it's something like "it was a dysfunctional episode of play with Gamist hallmarks."
-Marco
On 12/24/2004 at 10:31pm, Silmenume wrote:
RE: Ramblings on the role of Mechanics in CA's (fishing)
Hey contracycle,
This is basically a PS to my previous post.
contracycle wrote: As corollary to your claim that the player is 'commenting' on the 'rangers of ilithien' simply by choosing to be one, and for there actions to be interpreted in relation to that label, then my claim is further: the 'social structures' with which the players have chosen to engage dictate the true topic of play. If you have a player who is one of these rangers, and another who is the priest of some god, and another who is a renegade ork or whatever, then surely the conduct of play will comment on the relationships between the orks, the rangers, and the church, in various unpredictable ways.
The one key to remember is that Rangersness is not only thing that is being focused upon. It a fictional person who has the vocation of Ranger who is being depicted. That “Rangerness” certainly does form a great deal of that “individual’s” identity, but it is not the only component. That individual has other roles in that society/social structure at large. At the very, very least his is the son to someone, which means he does have (or would frequently have depending on the culture) filial responsibilities. (He is a member of a unit so he has responsibilities those other individuals – he has responsibilities to the crown – he has responsibilities to his friend who saved his life, he has responsibilities to another from whom he borrowed money from, etc.) I’m trying to get across the idea that Sim isn’t about “a” thing, its about the “web of many things all at once,” that happens to find its central locus and expression in that player’s character. But from that character we address and add to the Dream as a whole. Thus it is not just the character, but the character, the social structures and the Dream as a whole. You can’t separate one out and focus on it to the exclusion of the others in Sim.