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Topic: Where can you talk about "Objective" and "Sub
Started by: TonyLB
Started on: 3/21/2005
Board: RPG Theory


On 3/21/2005 at 5:06am, TonyLB wrote:
Where can you talk about "Objective" and "Sub

Over in 20' by 20' Room, we had a fun conversation where we all tried to suss out what we think about objective and subjective rules. The main take-away was that nobody really knew what the heck they were saying when they said "objective" and "subjective" about an entire rule.

I wrote this up in response, and I'm pretty proud of it, so I'm transplanting it:

Let me separate out two different factors about a rule here, and examine the combinations. I think it is possible to much more rigorously discuss the question of objective/subjective in these specific elements.

Interpretation: The things that the rule can possibly be saying, in terms of mechanics. A rule with Objective Interpretations tells you what can be done, who can do it, when they can do it, and what choices they have, all in game-mechanic terms. A rule with Subjective Interpretation fails in one or more of those criteria.

Application: The possible outcomes when the rule is applied. A rule with Objective Application does one thing and one thing only when it is relevant. A rule with Subjective Application gives some player the right to any of two or more possible outcomes when the rule is relevant. Note that the number of possibe outcomes can be infinite (e.g. "You may create a new NPC and how they become relevant to the scene")

Examples:

"Any time a player rolls a ten they get a Squeegee Token." Objective Interpretation, Objective Application (OIOA)

"Any time a player rolls a ten the GM may choose to award them a Squeegee Token, at the GMs sole discretion." Objective Interpretation, Subjective Application (OISA)

"When a player does something heroic they get a Squeegee Token." Subjective Interpretation, Objective Application (SIOA)

"When a player helps another character face their inner demons that character's player may award them a Squeegee Token." Subjective Interpretation, Subjective Application (SISA)



I'll jump right in and say that I think that SIOA rules are absolutely toxic. They beg people to conclude that other players are deliberately cheating them, and to get angry and argumentative about it.

SISA rules are... urgggh... hate to use this word, but... inferior. You can make a game that uses them and works, but you'd be better off, in every case I can think of, using an OISA rule instead of an SISA rule.

Now, the real question: Am I talking about real stuff here? Or have I fooled myself into dressing up my personal preferences with fancy acronyms?

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On 3/21/2005 at 8:41am, Silmenume wrote:
RE: Where can you talk about "Objective" and "Sub

Hi Tony,

TonyLB wrote: I'll jump right in and say that I think that SIOA rules are absolutely toxic. They beg people to conclude that other players are deliberately cheating them, and to get angry and argumentative about it.


I find it rather fascinating that you feel this way. The game I play in is almost entirely SIOA! And using your definitions matched to my group’s gaming inclinations we would tend to think that OIOA would, while not necessarily toxic, but be nearly impossible to implement.

I’m not posting this just to gainsay, but to add some data to your efforts.

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On 3/21/2005 at 11:06am, MikeSands wrote:
RE: Where can you talk about "Objective" and "Sub

Silmenume wrote: And using your definitions matched to my group’s gaming inclinations we would tend to think that OIOA would, while not necessarily toxic, but be nearly impossible to implement.


Why would it be hard to implement?

I can perfectly understand it being not to your taste, but the rule says "If unambiguous event X happens then do Y". That seems pretty damn hard to mess up in implementation.

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On 3/21/2005 at 1:14pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

OIOA rules are dead easy to implement. However, they (on their own) give no scope for player choice. If your game were composed entirely of OIOA choices then it would structurally resemble Chutes and Ladders... you roll some dice, and things happen, but anyone else would be forced to roll the dice in the same way and get the same results.

OIOA rules are very useful for creating a structure in which OISA rules can let players shine, however.

Jay: I'm interested to hear that you're running so much SIOA, as it doesn't match well with the vibe I'd gotten from your descriptions. Can you describe one such rule for us, to help give us some Actual Play structure to reference?

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On 3/21/2005 at 4:48pm, ffilz wrote:
RE: Where can you talk about "Objective" and "Sub

Well, OIOA doesn't only imply chutes and ladders. Chess is OIOA, or at least the way I understand your definitions.

But I think that subjectivity is a very important part of what makes an RPG different from other types of games.

Frank

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On 3/21/2005 at 4:50pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

No it's not. In Chess your turn comes up, and you have two or more (generally many more) possible outcomes of taking your turn. You can move the knight here, or move the queen there, or castle, or.... Those are all choices of Application, which makes it OISA.

EDIT: Technically, some of the rules are OISA, some of the rules are OIOA. "On your turn you can move any piece to any of its legal moves" is OISA. "When a piece lands on a square occupied by an opposing piece, that opposing piece is captured, and removed from the board" is OIOA, as is "Players alternate turns one after the other."

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On 3/21/2005 at 5:49pm, ffilz wrote:
RE: Where can you talk about "Objective" and "Sub

Ok, your description didn't imply that definition of SA. Hmm, can you really qualify a game that is entirely OIOA as a game? I've always wondered if "dice race" (which is what chutes and ladders effectively is) is really a game.

I'm also wondering if your SA/OA distinction is really usefull. There's definitely a difference between the choice between moves that a chess player can make (which is objectively limited to a small finite set at any given time) and the ability of a role player to choose to attempt any action he can describe.

Frank

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On 3/21/2005 at 6:23pm, Bankuei wrote:
RE: Where can you talk about "Objective" and "Sub

Hi Tony,

I think perhaps the real issue is whether mechanics are clear on what the specific conditions events occur and who gets authority over it. You say SIOA rules don't fly- I say look at PTA's fanmail. "You think X is cool, hand over a fanmail."

The reason the SIOA example you use fails is because it fails to define several key factors- who is responsible for deciding an action is heroic and making the award, how often that reward can be handed out, etc. The reason that fanmail works is that it establishes who is responsible, a clear easy to understand condition(even if subjective), and it is a limited resource, putting a cap on people just flinging it about at random.

Chris

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On 3/21/2005 at 6:34pm, Marco wrote:
RE: Where can you talk about "Objective" and "Sub

I agree with Chris, I think.

Clarity is an important factor in the Subjective judgment. If the game text is pretty clear about the context of heroism or the description of what "facing one's inner demons" means in the context of the game then I think these can be pretty good rules.

I mean, there may be some room for interperation (and I don't, for example, give out extra XP for good "roleplay" when I game on the theory that everyone gave 100% of what they had available that night). But on the whole a ref making a call as to what "heroic" means isn't necessiarly toxic.

-Marco

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On 3/21/2005 at 6:54pm, Lxndr wrote:
RE: Where can you talk about "Objective" and "Sub

The fanmail makes me wonder if there should be a third axis:

Objective Resources and Subjective Resources

"When someone does something cool, give fan mail, of which there is a limited #" seems different from "When someone does something cool, give a bonus squeegie point, of which there are an unlimited number."

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On 3/21/2005 at 6:58pm, John Kim wrote:
RE: Where can you talk about "Objective" and "Sub

ffilz wrote: I'm also wondering if your SA/OA distinction is really usefull. There's definitely a difference between the choice between moves that a chess player can make (which is objectively limited to a small finite set at any given time) and the ability of a role player to choose to attempt any action he can describe.

Well, I think role-playing action includes the question of Interpretation, not just Application. For example, in many RPGs, the player may describe an action without reference to the rules -- then there is a subjective assessment of what skill he should roll for that action, and then a roll whose results are also subjectively interpreted. I think this is clearly SISA in general.

I think this is a place where I disagree with Tony, who feels that SISA is "inferior" to OISA. Comparing the two, with OISA you always have to start your declaration from the rules -- i.e. you look at the rules and declare your action based on the enumerated choices. This can have some description layered on top of it, but it can't just be a non-rule-based description. I feel that going from the imaginary description itself and subjectively interpreting it into rules is a very valuable tool. Nothing wrong with OISA, but it can't do this.

On the other hand, as I think about more examples, I'm having trouble clearly distinguishing between Interpretation and Application. If I'm starting from a non-rules-description, which part is interpretation and which part is application?? I'll have to think about this some more.

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On 3/21/2005 at 7:09pm, Marco wrote:
RE: Where can you talk about "Objective" and "Sub

John Kim wrote:
I think this is a place where I disagree with Tony, who feels that SISA is "inferior" to OISA. Comparing the two, with OISA you always have to start your declaration from the rules -- i.e. you look at the rules and declare your action based on the enumerated choices. This can have some description layered on top of it, but it can't just be a non-rule-based description. I feel that going from the imaginary description itself and subjectively interpreting it into rules is a very valuable tool. Nothing wrong with OISA, but it can't do this.


I'll note that in a recent design effort of mine, GEAR (see Indie Design), there is an actual decision made at the start of a game as to whether declarations will be made in mechanics-terms or in in-game actions (I call the mechanics "intents" but it's the same thing).

There isn't a lot done with that except to note how it can be quite different depending on the circumstance.

-Marco

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On 3/21/2005 at 7:36pm, Lxndr wrote:
RE: Where can you talk about "Objective" and "Sub

Isn't OISA also the best way to describe the scene framing of such wonderful games as, say, My Life With Master or PTA, where you decide on the type of scene, at the very least, before wandering into the scene with your characters?

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On 3/21/2005 at 11:37pm, M. J. Young wrote:
RE: Where can you talk about "Objective" and "Sub

I'm having trouble with your definition of subjective application.

The examples given in the initial post both indicate that the player can decide whether or not to apply the rule.

The subsequent statement that chess moves are subjective applications doesn't, in my mind, fit that. They are strategic decisions, but they are objective applications of rules, as far as I can see--the pieces are able to do specifically defined moves which may have specifically defined consequences.

To make the distinction, let's compare

If a player's piece ends its move in the same square as an opposing player's piece, the opposing player's piece is removed from the board"

with

If a player's peice ends its move in the same square as an opposing player's piece, the player may choose whether or not to remove the opposing player's piece from the board."

I'm not completely certain whether that second example is subjective application (it could still be strategic choice), but I am pretty sure that in chess the removal of pieces from the board is an objective application of a rule--no one decides whether or not to remove them.

Similarly, the player may choose what move he will make, but he must make a move.

I think for your distinction between objective and subjective application of rules to work, you must isolate from the rules discussion anything that amounts to a strategic decision by a player. If the player may choose to do something based on whether the outcome benefits or harms his own position (whether that position is corporate or individual), that does not in my mind qualify as a subjective application rule. Rather, a subjective application rule would be any case in which someone in the game gets to decide whether or not the rule should apply in this case.

Which I think puts me in much the same situation as John: subjective application is not different from subjective interpretation, as in both cases we're asking whether or not the rule should apply. The OISA example is a case of the referee deciding whether or not a token should be awarded on this particular roll of ten (without any guidance concerning how to make that decision). The SIOA example is a case of someone deciding whether or not this particular instance rises to the level of being heroic enough to warrant application of the rule to get a token (again, without sufficient guidance for what is heroic enough). The SISA example is a case of a player deciding whether what the other player did qualifies as deserving a token under the rule (and once more, with no clear guidance on that). Thus they all come down to a subjective determination of whether the rule should apply in this case, absent any clear statement of how to make that decision.

The OIOA example really comes down to being a clear statement of conditions and consequences. The rest are vague statements of guidelines under which someone can choose to do something. The objective aspects aren't at all so objective, even when separated from the subjective portions, precisely because they are dependent on the subjective portion.

--M. J. Young

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On 3/22/2005 at 1:26am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

Heya M.J,

Now hold on a second:
A.

The OISA example is a case of the referee deciding whether or not a token should be awarded on this particular roll of ten (without any guidance concerning how to make that decision).

You saying that if we decide to play a game/each rule of that game, it is subjective. Because were all deciding every single second whether we keep playing the game and that's a subjective descision.

That applies to chess, monopoly, etc. All those games are exactly the same, your deciding if each rule should be used by deciding whether you continue to play at all (edit to be clear: You subjectively decide whether your going to keep playing/use this rule, then you make a strategic descision in relation to this rule). The thing about RPG's is that even once your past that 'do we play the game at all' subjective choice, you have often have even futher subjective choices, like:
"Any time a player rolls a ten the GM may choose to award them a Squeegee Token, at the GMs sole discretion." Objective Interpretation, Subjective Application (OISA)

"When a player does something heroic they get a Squeegee Token." Subjective Interpretation, Objective Application (SIOA)

"When a player helps another character face their inner demons that character's player may award them a Squeegee Token." Subjective Interpretation, Subjective Application (SISA)


So were talking about rules that say "Do you want to play me...and if you do, how are you going to play me?"



B.
I think for your distinction between objective and subjective application of rules to work, you must isolate from the rules discussion anything that amounts to a strategic decision by a player. If the player may choose to do something based on whether the outcome benefits or harms his own position (whether that position is corporate or individual), that does not in my mind qualify as a subjective application rule. Rather, a subjective application rule would be any case in which someone in the game gets to decide whether or not the rule should apply in this case.

Note: At the moment when I refer to meta-game, it means to be outside the rule sets influence, not outside the SIS, exploration and freeform gaming.

Firstly the descision is being removed from the player, and secondly the person who it's being handed to is deciding it on a meta game level, not a strategic one. If it wasn't that way and if the person who decides it was doing it for, say, gamist reasons so as to further his position, it would be strategic. I don't think Tony is talking about that, he's talking about rules that throw the descision to someone other than the player and ask them to make a descision that's 'best for the game'. And entirely meta game descision and a very subjective one at that.

Really, it's at the extreme meta game level. "Give 'em a point if they are heroic!". Heroism isn't a stone cold, clear cut condition, it's actually something you explore when you ask yourself 'was this heroic?'. It's actually a very interesting question when you think about it and is something you can explore...and the rule set asks you to, then provides zero assistance with that exploration. It's something you do entirely outside of the game itself.

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On 3/22/2005 at 1:42am, Arref wrote:
RE: Where can you talk about "Objective" and "Sub

M. J. Young wrote: The subsequent statement that chess moves are subjective applications doesn't, in my mind, fit that. They are strategic decisions, but they are objective applications of rules, as far as I can see--the pieces are able to do specifically defined moves which may have specifically defined consequences.


This is where I'm coming from.

If all the moves and values are worked out and defined objectively, the Player choices are the game part of the game.

I find this very different from subjective rule sets.

And 'toxic' is a fairly useless term.

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On 3/22/2005 at 2:02am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

Heya Tony,

Good subject! Now, can I compare this to something like the relic's in D&D 2E? The ones where the GM penciled in what extra powers they had. I would say this is actually a design point which encourages the user to become a designer himself. Would you agree?

"Any time a player rolls a ten the GM may choose to award them a Squeegee Token, at the GMs sole discretion."

Every time this comes up, the GM pencils in whether the award applies.

"When a player does something heroic they get a Squeegee Token."

The GM pencils in what he thinks is heroic, often adjusting during play for various circumstances.

"When a player helps another character face their inner demons that character's player may award them a Squeegee Token."

The GM pencils in whether the the player help face those demons, which again will be amended in further play, due to varying circumstances. Side note: I'll leave the second part of the example though...the player deciding to award the point sounds like normal strategic choice to me.


See how these all are very similar to the 'design it yourself!' structure I mentioned about D&D 2E relic items?

I'll say what I don't like about this:
A. It's bloody asking for money for a product, while not saying what is and isn't designed in it. PS: I like the D&D 2E relic idea...I think that is explicity shows what you have to design in it, as a user.

B: The big one. It's like a dragon eating it's tail. When these DIY elements come up during play, they must be designed at that point, right in the middle of play. It takes an incredibly disciplined user to not to mix up his in game concerns with what he designs. Even if he can, this sort of discipline is unreasonable or is best saved for significant tasks in life and not RP (even though I love roleplay and think it's pretty significant to me).

When in game concerns bleed over into the on the fly design and influence it, it gets this toxic feeling you note. This is where the dragon eat's it's tail, as if that's how it sustains itself. Here we have creative focuses that feed you by controlling behaviour...but the user is designing parts of these same focuses. He is controlling his controller. There is no creative focus here, it is masturbation as the creative limmits that kept him align with the group effort are designed out. Masturbation is fine on your own, but if your in a group your supposed to be doing something with them (why are you with them otherwise?). No one wants to come along, just to watch you wank. That's toxic.

As usual, this is a sliding scale thing...having just a few self design elements doesn't lead to this. But IMO it's on the path to the dragon.

On a side note, I had an older thread on something like this (this thread has helped me advance on from my previous ideas, though): http://www.indie-rpgs.com/viewtopic.php?t=13756&highlight=edit


The thing is, I think you always have to be bloody close to this problem. Roleplay floats on the sea of exploration. In chess, it's all there in the rules. For roleplay, this imaginary world will provide atleast part of the answers needed, rather than just rules providing them. It's like having chess, and then a few elements that are vague enough that they plug into an SIS.

I had some thoughts on how to help with this, but they have fled me. I'll be back latter! :)

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On 3/22/2005 at 4:12am, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

A rule that presents you with "strategic" options in how it can be applied is an SA rule. You have options. There is a decision point embedded in the application of the rule. And the definitions are about whether you have a choice to make.

I get that this doesn't jibe with some people's personal definitions of "subjective". But I can't build anything on definitions that vary from person to person. That's why I'm trying to get something as clear as I can as a foundation.


Now, that minor correction out of the way: A very interesting question has been raised. How much (if any) functional difference is there between a rule that presents you with an SA choice in whether it does anything, and a rule that presents you with an SI choice about whether it applies at all?

I'm positing that we're designing a hypothetical game "Killfest". We need to figure out how people hand out Spatter tokens. We have two possible rules:

• "When a character does something supremely gorey and disgusting the GM gives them a Spatter token."
• "At any time, the GM may give a player a Spatter token to signify that they have done something supremely gorey and disgusting."

As I hope the highlighting makes clear, these rules as stated are SIOA and OISA respectively, by the strict definitions. Now, are they meaningfully different?

I think the answer is yes. Specifically, I think they communicate different things when the GM doesn't give a player a Spatter token.

Under rule #1, if the GM doesn't give a Spatter token you can conclude either:

• The GM doesn't agree that your action was "supremely gorey and disguisting," or• The GM is misinterpreting the rules

Under rule #2, if the GM doesn't give a Spatter token you can conclude nothing.

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On 3/22/2005 at 6:26am, Bankuei wrote:
RE: Where can you talk about "Objective" and "Sub

Hi Tony,

Perhaps the key word to highlight in # 2 is "may"- because that's the one word that changes the rule into a "Mother-may-I"* choice of the GM's whim. But yeah, that's completely on point.

On a larger scale, this is why the "Golden Rule" and "Rule 0" are wack in general, because they basically throw "may" into a whole ruleset... "If you don't like it, you -may- ignore it"... This is a rule as much as any other, and its an escape clause for either bad design or designers who were too chickenshit to admit their wundergame doesn't cook, clean, slice, dice AND wash the car.

What may also be worth noting, when we're talking about objective vs. subjective(as you're using it here) is the use of physical tokens to nail things down to being objective.

If we roll a die, the die is a physical thing that can be referred to by the whole group. Though what all that means and how that affects SIS is interpretive to the group, a "4" on the die is a "4" on the die. Likewise, while points may not exist in a physical form, they often are tracked through physical records and serve a similar purpose.

While rules might point to how to manipulate or manage tokens, or how to interpret them, the rules can't invalidate their actual existance... which is very important. It serves as a flag to the group when subjective decisions are being made... If you rolled a "20" and you know you should have hit the DM's Very Important NPC, and he declares that you missed... the group can clearly see a subjective decision overriding "how play normally works"...

I'd say every one of these violations is a key sign of where mechanics and CA don't meet up, and are a good thing to look for when trying to identify CA tells.

Chris

*"Mother-may-I" is a term borrowed from Mike Mearls in regards to such rules and mechanics. I think it fits perfectly.

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On 3/22/2005 at 6:47am, Silmenume wrote:
RE: Where can you talk about "Objective" and "Sub

Hi Tony,

TonyLB wrote: Jay: I'm interested to hear that you're running so much SIOA, as it doesn't match well with the vibe I'd gotten from your descriptions. Can you describe one such rule for us, to help give us some Actual Play structure to reference?


Let’s see. I say subjective for several reasons. First there is no fixed or printed rules set, thus many times (not always) there is no “objective rule” to invoke. Second as the game tends to be unstructured/free flowing as to who gets to say what when, knowing when to invoke a fixed rule is very difficult and basically a subjective call. For example, many times combat rules are subjectively invoked by the GM not primarily to make sure everything “works out” properly, but rather when it suits his needs to make the play as exciting as possible. Sometimes we play out (essentially mime) whole segments of combat without a single roll, and other times many rolls are called for. Depending on how we mime out our combat actions we may or may not get bonuses or penalties to rolls. So here we have a case of SIOA. The application is expressed as specific bonuses to die rolls.

Conversely non-combat situations are also awarded awards for what is impossible to objectively define – “good role-play.” By being clever, or dumb, or passionate, or stoic, or inventive or whatever else contributes to the Dream in a profound way can be rewarded with “wisdom checks” and or bonuses to “swaying/rallying the NPC’s” or a cool new Character or a “Best role-player of the night star.” I’d guess this would be SISA.

The very difficult part about OIOA that I was referring to in my game is that there are very few fixed rules which call for relatively unambiguous invocation. Given that what is frequently rewarded “good role-play” is entirely subjective it is virtually impossible to make objective interpretations on that reward mechanism. Also, as what matters in the game is virtually infinite, we frequently don’t even bother with a fixed rules system but rather make judgment calls mated to die rolls (combat is the major exception to this, but even here there is much – er – sloppiness?) Even rolling up levels is open to subjective interpretation where all sorts of things usually end up being negotiated. FREX – I’ve played a Dunedain a couple of times recently. I was involved in the sack of Aria, I all by myself, by dint of will and Charisma alone defeated an enraged mob of 300+ townsmen who were about to murder my brother. Finally, in an effort to stave off a war between king Dain and king Thranduil, I went into the Dead Marshes with my brother and several others including Gandalf at the request of Gandalf to try and find some “bauble” of antiquity (1st or 2nd age Elven jewel) that would salve the ego of king Dain. By dumb luck via an unusual turn of fate Aragorn loaned me an elfstone that Arwen had betrothed to him. All I knew was that it was similar to phial of Galadrial. Without any real understanding or knowledge of what it did, I used the stone three times – once to open a Numenorean tomb, and twice to destroy great heaping mobs of spectral undead – IOW enough EP’s to make several levels. “By the books” I should get 3 levels, but the GM feels that 2 is more appropriate. He explained his case and I agree with him, but I intend to see if I can leaven my Character some via secondary skills or even my attributes (Wisdom and Charisma would be nice!) because of the workings of the stone (the light that shown forth was basically the light of the two trees via the light of the Silmarils present in the stars – very holy and uplifting stuff!) Thus even here there is much subjectivity involved – and I wouldn’t have it any other way! At least with this GM.

Did I make any sense at all? Let me know if you have further questions or there are ways I can make myself better understood!

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On 3/22/2005 at 9:49am, Jasper Polane wrote:
RE: Where can you talk about "Objective" and "Sub

What may also be worth noting, when we're talking about objective vs. subjective(as you're using it here) is the use of physical tokens to nail things down to being objective.


I think this is an important point. See, I don't think rules like PtA fanmail and TSOY's gift of dice are subjective at all. Who may use it, when they may use it, etc, all is very clearly defined. The tokens actually define these things.

--Jasper

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On 3/22/2005 at 11:04am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

TonyLB wrote: I think the answer is yes. Specifically, I think they communicate different things when the GM doesn't give a player a Spatter token.

Under rule #1, if the GM doesn't give a Spatter token you can conclude either:

• The GM doesn't agree that your action was "supremely gorey and disguisting," or• The GM is misinterpreting the rules

Under rule #2, if the GM doesn't give a Spatter token you can conclude nothing.

Interesting distinction.

I'm guessing what your saying is that the following really mean.
Rule 1. Players should do something gorey and assert the contention that this is gorey and deserves the reward listed here. The GM will agree or disagree with this contention.

Rule 2. Don't bother with asserting the contention, the GM will award the point with or without any arguement from you that you deserve a reward for these actions. Thus there is no real engagement (through beneficial arguement) between individuals about this reward. Not only does he get to decide what is gorey, you don't even get to push for times of your choice when he should decide this. Shit happens, you don't influence that.

Interesting distinction. Is this the sort of thing your getting at, because I thought I understood you with my last post?

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On 3/22/2005 at 8:31pm, M. J. Young wrote:
RE: Where can you talk about "Objective" and "Sub

Callan called me on the carpet on my last distinction. No, I am not talking about whether or not we're going to continue to play the game. Let me, though, take a familiar rule from a familiar board game, and morph it into three different versions. The game is Monopoly.

• If you draw the Take a Ride on the Reading Chance card, you must move your token around the board in a clockwise direction to that space.• If you draw the Take a Ride on the Reading Chance card, you may decide whether to move your token around the board in a clockwise direction to that space.• • If you draw the Take a Ride on the Reading Chance card, the first player to your left who does not own that space will decide whether your token will advance clockwise around the board to that space.

Rule one is clearly an objective rule objectively applied. Setting aside the matter of whether we're going to follow the rules, it's clear that if we're following the rules I will move my token to the Reading Railroad space.

Rule three, meanwhile, may have an objective value, but it is subjectively applied. The player on my left has the power to decide whether or not the rule should apply in this case. I've attempted to nullify the possibility that he would benefit from the decision (I would have to include several more provisions to eliminate all potential benefit), so the decision is based entirely on whether he wants you to go there or not.

Rule two, however, is a strategic decision. I make the choice based on whether I think that move is going to benefit or harm me. There may be subjective elements, but in the end the answer will reflect that which I think gives me the best board position.

The point about rules two and three are that whether or not I move, the rule has still been applied. In rule one, applying the rule means the piece is moved. In rules two and three, applying the rule means someone gets to choose whether or not the piece is moved.

I realize that strategic is a bad word. By it I mean "a decision that advances player objectives". That would mean that maneuvering the game into a position in which you can make a statement concerning premise is a strategic decision, as is altering the shared imagined space in a manner that opens new opportunities for exploration.

I will admit that in role playing games it is not always clear which are strategic decisions and which are subjective--if the referee gets to decide whether or not you get a token for your bravery, does that decision impact play in a manner that would influence his decision, or is it merely the referee acting in the manner of a teacher grading a work of art for creative expression? "I thought it was brave and merited a token" is an entirely subjective rule. "I gave him a token because I want to encourage that kind of play in the events ahead" may be a strategic one.

However, certainly, "I moved my knight to QB4 and so took his queen and put his king in check" is a strategic, not a subjective, decision; and the actions of the movement of the knight, the removal of the queen, and threat to the king are all based on entirely objective applications of objective rules. If I could say, "I promise not to take your king on the next turn, so you don't have to move him, because my promise means he's not in check," or you could say, "Taking my queen left your knight injured and debilitated such that he can't possibly take my king on the next move, so my king is safe where he is," that might be a subjective rule--we get to decide whether the apparent threat of one piece being in a position to take another is an actual threat. The subjective element arises in whether the rule applies automatically in a clearly defined and unarguable situation (objective) or whether someone decides whether this time the rule will apply.

The OISA example was not a case of deciding whether we're going to continue to play the game. It was a case of a clearly defined condition being necessary but not sufficient for the application of a rule, the remaining aspect being the subjective (or possibly strategic) judgment of the referee as to whether or not the bonus should be given. The rule initially read something like, "If a natural 10 is rolled, the player may be given a token, at the sole discretion of the referee." That is exactly the same as saying, "If a natural 10 is rolled, the referee is empowered to determine whether or not to give the player a token." Nothing in that is about whether we're going to continue to play the game. It's about whether the referee wants to give the player a token, and whether he's allowed to do so.

My primary objection is that I'm not persuaded we can clearly distinguish which part of a rule is subjective. If part of it is subjective, it's subjective.

Tony attempted to make the distinction clearer when he wrote: I'm positing that we're designing a hypothetical game "Killfest". We need to figure out how people hand out Spatter tokens. We have two possible rules:

• "When a character does something supremely gorey and disgusting the GM gives them a Spatter token."
• "At any time, the GM may give a player a Spatter token to signify that they have done something supremely gorey and disgusting."

As I hope the highlighting makes clear, these rules as stated are SIOA and OISA respectively, by the strict definitions. Now, are they meaningfully different?

I think the answer is yes. Specifically, I think they communicate different things when the GM doesn't give a player a Spatter token.

Under rule #1, if the GM doesn't give a Spatter token you can conclude either:

• The GM doesn't agree that your action was "supremely gorey and disguisting," or• The GM is misinterpreting the rules

Under rule #2, if the GM doesn't give a Spatter token you can conclude nothing.
I disagree.

In case #2, if the referee has not given you a Spatter token, you can conclude that the referee did not think you did anything sufficiently gorey or disgusting to merit such a token.

In case #1, if the referee has not given you a Spatter token, you can conclude that the referee did not think you did anything sufficiently gorey or disgusting.

Case #1 phrases the rule such that the referee is instructed to give tokens to those whose actions fit the standard, but leaves the judgment as to whether any particular action fits the standard to his subjective judgment.

Case #2 phrases the rule such that the referee is empowered to give tokens to those who in his subjective judgment meet his standards.

As someone has observed, the difference is entirely in the use of the word "may"--it changes the rule from mandatory to optional. It doesn't make it less subjective, really. If the rules were:

• "When a character does something supremely gorey and disgusting the GM will give them a Spatter token."
• "At any time, the GM will give a player a Spatter token to signify that they have done something supremely gorey and disgusting."

The difference evaporates completely.

With the "may" versus "will" distinction clarified, the question then falls back to the context of the game. Why would a referee choose to or not to give the token to the player? The answer is almost always going to be strategic--because doing so advances or impedes the referee's intentions for the game.

It may well be, though, that all "subjective application" rules are really "strategic application"; I'm not sure on that point. "Subjective interpretation" is more difficult, as it is almost always possible to turn a subjective interpretation into a strategic decision.

I've rambled long enough here. I'm still not happy with the idea--if there's subjectivity in the rule (which is not a bad thing), I'm not sure you can always be clear where it lies.

--M. J. Young

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On 3/22/2005 at 8:41pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

MJ: First, let me just ask for a quick clarification: When you use "subjective" in the first section of your text, you're no longer talking about it in any way that relates to my definitions, are you?

Because if you're expressing your own personal opinions about what the broader word "subjective" means, that's fine. But if you're saying those things in reference to one of my definitions then I'm going to correct your usage.


Now, on the two rules: I don't see how your modified ("will" version) rule #2 would work. Or, rather, as I read the rule, it would imply that the GM has to give out a Spatter token to a player at every single moment of the game, and that they signify that the players have done something gorey and disgusting (whether they have or haven't).

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On 3/22/2005 at 10:37pm, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

Hi M.J,

Actually, I think I missunderstood you and made a case on my misspercieved point. But looking at it closely now, why I made this mistake raises an interested line of enquiry from me (and hopefully more on target).

Rather, a subjective application rule would be any case in which someone in the game gets to decide whether or not the rule should apply in this case.

Which I think puts me in much the same situation as John: subjective application is not different from subjective interpretation, as in both cases we're asking whether or not the rule should apply. The OISA example is a case of the referee deciding whether or not a token should be awarded on this particular roll of ten (without any guidance concerning how to make that decision).

Emphasis mine.

At first, I thought you meant that deciding whether the rule applied was at the level of "Do we play the game or not?".

Re-reading it, I think it's a confusion that only if the reward is applied, did the the rule get applied.

"Any time a player rolls a ten the GM may choose to award them a Squeegee Token, at the GMs sole discretion." Objective Interpretation, Subjective Application (OISA)

Am I reading you right in that your saying that if that token isn't given, the GM decided the rule doesn't apply?

I think that's where the subjective interpretation and subjective application confusion is coming up.

There is no descision on whether the GM applies the rule. If a ten comes up, the GM must consider whether the player gets a token. There is no subjective "Oh, now I'll decide whether I want to decide if he get's a token". The GM must decide. No ifs, no buts. He must make a descision on this, he doesn't get to subjectively decide if he'll make this descision. Now, whether the token is handed out is subjectively up to him, yes. But like it or not, to play the game he must make a descision when a ten comes up. That is completely objective. There is no choice about whether he makes a decision on this, only choice on what his descision is.

I think we need to be careful of thinking that only if someone got a token out of such a rule, did the rule apply at all/the GM decided if the rule applied.


Once we have it pinned that the GM is objectively required to make a decision (even though he subjectively decides that decision), Tony's second rule example becomes significantly different.
"At any time, the GM may give a player a Spatter token to signify that they have done something supremely gorey and disgusting."


Nothing objective forces the GM to make a descision on this. If he's going to make a descision on it, it's because he subjectively decided to make a subjective descision. As Tony puts it, you learn nothing from such a descision. IMO that's because it's not at all creatively focused (to much subjectivity means it's just impractical to learn from by others). It's subjectivity stacked on top of subjectivity.


"When a character does something supremely gorey and disgusting the GM gives them a Spatter token."

Looking at it now, personally I like to think of it as a rule which forces two results. I consider someone at the game table having to make a descision, as a result in itself. "Ha! I rolled a ten, now you have to think about this question!" is the same as "Ha! I rolled a ten, now you have to take away ten HP!". The rules have forced something to happen...what happens is up to the user in this case, but he is certainly forced to do something. That's a result, objectively required.

Oops, I'm rambling!

PS: Did you forget example 3 in your post?

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On 3/23/2005 at 8:13pm, M. J. Young wrote:
RE: Where can you talk about "Objective" and "Sub

To do last things first,

Callan a.k.a. Noon wrote: PS: Did you forget example 3 in your post?

No; I got an extra asterisk marker in it, apparently, so it listed nothing as #3 and #3 as #4. I'd fix it, but it's too late.

I will concede that there is a difference between the subjective application and the subjective interpretation; what I'm not clear on is why it particularly matters in play--in both instances, players are going to gloss over the difference and just decide.

However, to clarify this, let me create a new set of less ambiguous examples (and attempt to get them to number correctly this time):

If the attack roll is at least 18, the attack does maximum damage.• If the attack roll is at least 18, the referee may ignore the damage roll and allow the attack to do maximum damage.• If the referee believes the attack roll is high in this situation, the attack does maximum damage.• If the referee believes the attack roll is high in this situation, the referee may ignore the damage roll and allow the attack to do maximum damage.

In cases 1 and 2 the Interpretation is clearly Objective, while in 3 and 4 it is Subjective. In 1 and 3 the Application is objective, while in 2 and 4 it is Subjective.

My perception is that case 1 is the clear rule: whenever an 18 or better is rolled, everyone knows that the attack does maximum damage.

In all other cases, if an 18 is rolled, everyone is going to wait for the referee to decide whether the attack does maximum damage or a damage roll is required.

#2 is distinguished in that if a 17 is rolled, no one will wonder--the referee doesn't give out bonus damage on 17's because the game doesn't call for it. On the other hand, with ##3&4 it may be that this referee only gives out bonus damage on 19 or 20, in which case the players will gradually learn that 18 doesn't count. In all three cases, though, from the player perspective this rule means that on high rolls they have to wait for the referee to decide whether they get bonus damage. With #2 they don't have to wait if the roll is not at least 18 because it's written in stone that lower rolls don't qualify. With #3 they have to wait to see whether the referee thinks this is a high roll in this situation--one might argue (assuming that it's d20 based) that a 20 would have to be a high roll in every situation, but a referee might object that against this adversary a 20 is not a high roll unless you've got hefty bonuses to support it. In case #4 the referee is deciding both whether he thinks the roll is high enough for the situation and whether he wants to give out the bonus, which is indeed two subjective decisions.

My concern is that I don't think the players care. In all three cases, the referee has the credibility to decide whether or not they get the maximum damage entirely on how he feels about it at the moment.

However, I will agree that a good referee who treats the rules as authoritative will distinguish in his own mind whether he's not giving the bonus because the roll wasn't high enough from whether he's not giving the bonus because despite the high roll he doesn't want to give it this time.

Tony, it may be that I'm uncomfortable with your use of "subjective" if it applies to chess moves (as someone has applied it in this thread). Every move we make in a game involves system/rules at some level. I think for this objective/subjective distinction to apply meaningfully to rules, we have to separate from it decisions that are made concerning moves made. There is a sense in which deciding to move my knight is choosing which rules apply, but I would not say that counts as subjectively deciding whether or not to apply the rules connected to moving knights.

At the same time, I find it difficult to find an example in which the decision of whether or not to apply a rule would not be strategic, in the sense that the person making the decision is doing so to achieve an objective in the game. Thus in my examples above, the referee could decide not to award the bonus damage in examples ##2&4 because he wants this particular enemy to be hard to kill. He could in fact decide in #3 that he is not going to give the bonus damage for exactly that same reason--he wants this enemy to be hard to kill. That's a strategic decision. What would a non-strategic subjective decision look like? I'm not sure. Maybe, "Yeah, 8 is high enough in this situation, I don't feel like digging out the dice for damage, so just do the maximum."

So I'm trying to distinguish "My guy walks across the street" from a subjective application of the rules. If "subjective application" is going to mean any time anyone decides to do anything not dictated by the rules, then it ceases in my mind to have any relevance to "rules" at all.

So maybe I'm just not getting this thread.

--M. J. Young

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On 3/23/2005 at 10:04pm, Valamir wrote:
RE: Where can you talk about "Objective" and "Sub

I think the discussion of Subjective vs. Strategic...while essentially tangental...does highlight a weakness in the original definitions.

While Tony's definition reads

A rule with Subjective Application gives some player the right to any of two or more possible outcomes when the rule is relevant.


Both of his initial examples are examples of some person making the interpretation on behalf of someone else.

I think that's an important distinction and one appropriate to make when using the word "subjective" a rule is objective when there is no question about how its going to apply to me. A rule is subjective when someone else gets to choose how its going to apply to me.

I think Tony missed this distinction in the initial definition and that led to his conclusion about Chess being full of subjective decisions which then opened this discussion on subjective vs. strategic.


The key difference would seem to me to be "when I have a choice in how / when / whether to apply a rule to me, its strategic". "when someone else has a choice in how / when / whether to apply a rule to me, its subjective". "when noone has a choice in how / when / whether to apply a rule to me, its objective".

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On 3/23/2005 at 11:21pm, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

Hi M.J,

My concern is that I don't think the players care. In all three cases, the referee has the credibility to decide whether or not they get the maximum damage entirely on how he feels about it at the moment.

However, I will agree that a good referee who treats the rules as authoritative will distinguish in his own mind whether he's not giving the bonus because the roll wasn't high enough from whether he's not giving the bonus because despite the high roll he doesn't want to give it this time.


That actually is the problem, he will indeed need to be a good referee. A referee is someone who isn't playing the game, he's watching over others who are playing. The big model doesn't differentiate between GM and player. The GM is just another player...he is playing, and he has stakes in how the game goes. His choices are strategic whether he likes it or not, unless he stops playing.

The players either do care, because they notice the conflict of interest, or don't care, not because the conflict isn't there, but because they haven't noticed. They enter some sort of 'The tree never fell in the woods because we didn't see it happen/the GM is just a referee' mode of play.

Typically the work around is that he does indeed stop playing, think about it, make a declaration, then start playing again. This isn't terribly effective at removing the conflict of interest and these are rules that asks a player, in order that the game goes on, to stop playing. Over and over. That's what I was getting at in my old thread I linked to, about run phase and editing phase, and being forced into editing/referee phase by the rules (sometimes multiple times for one task resolution).

Finally, when that conflict of interest bleeds in, you get the toxic effect where the creative focuses that apply to the GM (and help him make something interesting) are undermined by how he can control them. Things like the bad guy getting away by means that players would never have been allowed by the GM, in his interpretation of the rules.


Just on what you asked Tony,
Tony wrote: In Chess your turn comes up, and you have two or more (generally many more) possible outcomes of taking your turn. You can move the knight here, or move the queen there, or castle, or.... Those are all choices of Application, which makes it OISA.

I'll hypothesize that this actually defines a strategic choice, in showing what seperates it from a purely subjective choice (the objective part helps change it to a strategic choice). Sort of like XX is a woman and XY is a man, SISA is purely subjective and OISA is strategic. In that OISA can contain a subjective element and not be subjective, like I have an X chromosome and that's part of what makes me a man.

M.J wrote: What would a non-strategic subjective decision look like? I'm not sure. Maybe, "Yeah, 8 is high enough in this situation, I don't feel like digging out the dice for damage, so just do the maximum."

That's why I mentioned the design level. If your not making a strategic choice then your making a design descision (like penciling in the relic powers in D&D 2e). What that non-strategic subjective decision looks like is someone sitting down and designing a roleplay game. No play involved at all.

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On 3/24/2005 at 12:16am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

Hi Ralph,

Valamir wrote: The key difference would seem to me to be "when I have a choice in how / when / whether to apply a rule to me, its strategic". "when someone else has a choice in how / when / whether to apply a rule to me, its subjective". "when noone has a choice in how / when / whether to apply a rule to me, its objective".


I think this will take the discussion off a productive track. Someone else deciding how the rule works is a design attempt to make it objective. It's an attempt, because it assumes that other person for some reasons doesn't have a stake in the game and wont use the descision to strategic purposes. Someone who is playing in the game with you. Umm, to play, you need to have a stake. This isn't part of a definition, but an old design to help the "stop playing/decide/start playing again" conflict of interest work around to this problem.

The real distinction with OISA is that the game rules decide when you get to decide something. That's a really big difference from you deciding when your going to go and decide something.

The former requires strategy, the latter doesn't. The former can focus a group all onto the same strategizing activity, the latter can't. Really, it can't, only social contract rules setting up OISA like choices will make it seem like it can and only if you manage to forget social contract exists. Freeform play, for example...full of SC rules (containing OISA rules), but SC is often assumed not to exist.

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On 3/24/2005 at 2:50am, Valamir wrote:
RE: Where can you talk about "Objective" and "Sub

I'm afraid I don't follow you Callan. I can't parse what you're trying to say.

My point was to identify the source of confusion that caused MJ to start to discuss "strategic" choices, brought on by the unfortuneate use of board games as an example.

The reason why having multiple choices where the rules don't tell you which to do seems subjective in an RPG is because its someone else doing the choosing for you.

The reason why having multiple choices where the rules don't tell you which to do seems strategic in a board game is because its you choosing for yourself.

The reason why bringing someone else in to decide how the rule works is an attempt to make it objective is presumeably because the other person is a neutral third party with no vested interest to decide one way or the other.

In an RPG there is no such person...regardless of whether the GM is called a referee, they always have their own vested interest and are thus never objective. That's why traditional rule books add layer on layer of rules...because only the application of predetermined rules can be truly objective.

Far from being unproductive, I think this distinction is essential to put an end to the whole subjective vs. strategic tangent of the thread.

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On 3/24/2005 at 11:28am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

Heya Ralph,

The reason why having multiple choices where the rules don't tell you which to do seems subjective in an RPG is because its someone else doing the choosing for you.

I think your saying that it seems subjective, but it's actually always strategic on the part of the chooser. If not, ignore the following (and if not, what is it if not subjective or strategic? I couldn't see it from your second post).

I agree, mostly. With something like OISA, the Subjective Application part could called Strategic Application. However, I think it requires both OI and SA, for the idea of strategic choice to be involved, rather than just one side of this being thought to enable it alone.

Because without the Objective Interpretation at the start, you have nothing that everyone can understand equally. No objective interpretation, no common understanding. Without that understanding between you, your not playing a game with other people (your all playing different games at the same table).

No game, no strategy possible.

The S in OISA could stand for strategy, but strategy doesn't come from just that second half. Perhaps the S word could be replaced with another, but a subjective choice seems reasonable. In nar when I address premise my subjectivity is fine, and in gamism that subjectivity is up to the test of the challenge. It's how the player is subjective, that is of interest and up for exploration. If we want to know how the subject responds to stuff, we need his subjective responce. To develop a common understanding of it, we'll need it to be a strategic responce.

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On 3/24/2005 at 1:13pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

Valamir wrote: The key difference would seem to me to be "when I have a choice in how / when / whether to apply a rule to me, its strategic". "when someone else has a choice in how / when / whether to apply a rule to me, its subjective". "when noone has a choice in how / when / whether to apply a rule to me, its objective".

I'm willing to be convinced that this is an important distinction. It has some intuitive appeal. But I don't yet see what makes it vital. So... what's the important difference between "strategic" and "subjective"?

Apart from making MJ (and perhaps you) feel more comfortable with how labels are being applied, what's its wider significance? Does it correspond to something that impacts our sense of how to design a game?

And I have two for-instances, to try to get my mind around the terms. I have an intuitive sense for them, but not a hard-and-fast rational framework. Please don't take this as an attack: I expect that you do have a rational framework, and I'm genuinely just looking for clarification.

In Chess, if I put my Queen directly into the line of attack of a pawn then it's the other players choice whether or not to take it. By your definition, would my loss of a Queen therefore be the result of a rule subjectively applied, rather than strategically?

In Universalis there are many resources that belong to no particular player, yes? Would a rule that lets a player choose how to affect such a resource, but does not affect any resources that are uniquely assigned to either them or another player be subjective or strategic?

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On 3/24/2005 at 1:31pm, Simon Kamber wrote:
RE: Where can you talk about "Objective" and "Sub

M. J. Young wrote: Rather, a subjective application rule would be any case in which someone in the game gets to decide whether or not the rule should apply in this case.

I agree with you that strategic decisions aren't neccesarily subjective applications.

But I don't think "deciding if the rule applies" works as a definition. I would say that "Any time a player rolls a ten the GM awards them a number of squeegee tokens according to how heroic the action was" qualifies as subjective application, even though the rule neccesarily applies every time a 10 is rolled.

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On 3/24/2005 at 1:43pm, Simon Kamber wrote:
RE: Where can you talk about "Objective" and "Sub

TonyLB wrote: I'm willing to be convinced that this is an important distinction. It has some intuitive appeal. But I don't yet see what makes it vital. So... what's the important difference between "strategic" and "subjective"?

Apart from making MJ (and perhaps you) feel more comfortable with how labels are being applied, what's its wider significance? Does it correspond to something that impacts our sense of how to design a game?

I don't think the distinction is important so much as that the definition of "subjective application" as encompassing strategic decisions gives problems because it's two very different concepts, at least to me.

If the possible courses of actions, and the motivation for these actions, is clearly defined, then I don't think the rule can be considered subjective, even if there are multiple choices. Chess is a good example, I don't think the application of the rules in chess is subjective.


I would say that a suitable definition of subjective interpretation and application is that they are based in social contract, rather than defined by the rules or chosen by any one player.

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On 3/24/2005 at 1:53pm, Valamir wrote:
RE: Where can you talk about "Objective" and "Sub

Tony, I really think you're confusing yourself by bringing board games into this. The whole reason I was pointing out the distinction between subjective and strategic is to draw attention to the difference and why board game examples don't (generally) apply.

Chess rules are very simple. You losing your Queen is in no way subjective.

There is a rule that tells you you can move 1 piece of your choice on your turn. Its wholly objective. When: your turn. What: 1 piece. You have a choice as to which piece to move but the rules don't tell you which. Now by your definition that makes it an Objective Rule and a Subjective application.

Now lets play a variant of Chess where *I* tell you which piece to move on your turn. Again, you'd categorize this as an Objective Rule and a Subjective application.

But I think its pretty clear that these are completely different things: My making the choice about your piece is a very different game from you making the choice about your piece.

Consider your quote from the first post

I'll jump right in and say that I think that SIOA rules are absolutely toxic. They beg people to conclude that other players are deliberately cheating them, and to get angry and argumentative about it.


Its clear that what you're envisioning when you said this was "My making the choice about your piece". You wouldn't be concerned that other people are deliberately cheating you if it was YOU making the choice for yourself.

That's the key distinction.

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On 3/24/2005 at 2:11pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

Ralph, in all seriousness, do not tell me what I think. I am trying very hard not to respond in an inflammatory manner. But I am really immensely pissed off. What you've done is the very opposite of respectful treatment of my ideas.

Plus, I didn't ask what I was thinking. I asked what you were thinking. But now, in order for us to have a meaningful conversation about our opinions, I need to correct you. Which is a waste of your time and mine.

So, once again: I meant what I said, and I said what I meant.

I am not envisioning that players can only be upset about rules where other people effect them. I'll give an example:

When your character does something supremely heroic, take a Bonus Token from the jar.

If I take a token from the jar every time my character pays for a round of ale, other players can (and in my experience will) consider that cheating.

By your definitions, would this be a rule with a Strategic application?

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On 3/24/2005 at 2:18pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

Whoops... sorry, my mistake: Obviously that rule wouldn't be Strategic, as there are no choices involved. Would this rule:

When your character does something supremely heroic, you may take a Bonus Token from the jar.

... be strategic or subjective application?

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On 3/24/2005 at 2:44pm, Simon Kamber wrote:
RE: Where can you talk about "Objective" and "Sub

TonyLB wrote: Whoops... sorry, my mistake: Obviously that rule wouldn't be Strategic, as there are no choices involved. Would this rule:

When your character does something supremely heroic, you may take a Bonus Token from the jar.

... be strategic or subjective application?


How does the definition I proposed, that the defining factor for a subjective application is that the social contract provides the application, fit here? I.e. the rule is, as written, not subjective. But in practice, it would be, because social contract would dictate when you took a bonus token.

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On 3/24/2005 at 2:51pm, Valamir wrote:
RE: Where can you talk about "Objective" and "Sub

Tony...I have no desire to make you angry. But if I'm not permitted to come to a conclusion about what you mean based on what you say, then I'm not sure how its possible to have a productive dialog about anything.

If somewhere I came to a false conclusion, I concede that possibility. But all of my conclusions came directly from your own words, so getting angry with me is not really that fair. ALL of your subjective application examples in your initial posts involved 1 person passing judgment on someone else, until the issue got clouded with chess.

I believe I answered the question of what I think above. Perhaps if you read it again and overlook the parts you found upsetting you'll find it there in my example of the Queen's move and how who decides among the choices makes for a very different play experience.

When your character does something supremely heroic, you may take a Bonus Token from the jar.


I'll make a couple of points here.

1) you don't REALLY have a choice in the second part unless there's some reason NOT to take a Bonus Token. In other words if tokens are universally desireable (or universally undesireable) than there isn't really a choice you always (or never) take them. If the Bonus Token gives you some sort of increased effectiveness now but penalizes experience points later (for example) then there is the opportunity for a choosing among different preferences.

2) So assuming there is some actual choice in the above, then since the player is making it for themselves its clearly a strategic choice.

3) the subjectivity of the first part may result in an abusive "toxic" play, but that doesn't change the fact that the application is the player choosing what they think is best. Its no different than choosing which of your pieces I want to capture in chess. Now if I'm subjectively deciding how many turns in a row I can take (the interpretation is subjective) you can call that equally toxic.

But lets avoid that and make the choice between the following:


Every time you kill a Drowg you get to take either 1 Red Chip or 1 Black Chip.

vs.

Every time you kill a Drowg I get to choose whether you take 1 Red Chip or 1 Black Chip.

In these examples the Interpretation is entirely objective...did you kill a Drowg yes or no (assuming the rules are clear about what constitutes death and how to rule if the actual final fate of the Drowg is unknown). The Red and Black Chips have different valuable uses in the game such that which chips you take influences the ways in which your character can be effective going forward, i.e. there is a meaningful choice to make.

Can you see the inherent difference between you getting to choose the chip, vs. me choosing the chip for you? Very different play experiences, because the rules are creating a very different social dynamic.

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On 3/24/2005 at 5:27pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

Ralph, fair enough. I literally cannot conceive how you got what you thought I was saying from what I said, but if you thought that you were just recapping for clarity then I can hardly fault you for it. And now, of course, you realize that you were mistaken about what I was saying.

On your discussions of "making a choice for yourself or making a choice for another", absolutely, the difference in those instances is clear.

I get that, because I immediately jumped to questions, rather than affirming that I see the difference you're saying, you felt obliged to trot out clearer and clearer instances. They've made your point.

I think, however, that there are important boundary conditions that are only fuzzily defined in your usage of the terminology. And I'd like to understand those boundary conditions. Which is why I'm asking questions about situations where the usage isn't clear. So could you possibly address one of the unclear variations that I've proposed?

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On 3/24/2005 at 10:18pm, Valamir wrote:
RE: Where can you talk about "Objective" and "Sub

Well I'm not wedded to any terms. I only called it Strategic because that's how MJ referred to it. If it makes more sense to call it:

So: Subjective Choice made by Others vs.
Ss: Subjective Choice made by Self.

Thats AoK by me...its your proposed taxonomy. I was only concerned with identifying a distinction within your Subjective category that wasn't captured in the Taxonomy as you had it.


Objective Interpretation: There is no choice in what the rule means, its unambiguous.

Objective Application: There is no choice in when, how, or whether to apply the rule is it is unambiguous.

Subjective Interpretation Others: There is a choice to be made on what a rule means. That choice is made by someone other than the person being effected by the rule

Subjective Interpretation Self (aka Strategic): There is a choice to be made on what a rule means. That choice is made by the person being effected by the rule.

Subjective Application Others: There is a choice to be made on when, how, or whether to apply the rule. That choice is made by someone other than the person being effected by the rule.

Subjective Application Self: There is a choice to be made on when, how, or whether to apply the rule. That choice is made by the person being effected by the rule.


The ambiguities I can see are
a) how meaningful does the choice have to be to qualify as subjective. If the Choice is so loaded as to be effectively notta-choice does that make it objective?

b) what about rules that effect multiple players simultaneously. I guess that would depend on the context of the rule. Traditionally the "someone other than the person being effected" has been the GM. Overlap in applying a rule that would effect both the GM and the players has been limited to things like area of effect spells that will nail both a PC and an NPC. Traditionally, I would call such a rule "subjective other" because the distinction from the perspective of a player is the more meaningful one. But as games where players share power become more common, that gets a little more difficult.

I think its probably always unambiguous if you add "from the perspective of any given person". But what does that mean for different players having different perspectives for any given application...? I think that's a hella interesting avenue for exploration. Great Ork Gods comes to mind as a game where this situation is encoded into the rules. Certain players make the choice in certain arenas, so in those arenas they experience Subjective Self. Other players experience Subjective Other. In other arenas that's reversed. It creates a pretty interesting dynamic specifically because of the difference between self and other.

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On 3/24/2005 at 10:38pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

I think I see what you're saying. Can I offer a different way of looking at it, and see whether it twigs with what you're thinking? Because these issues of "What does it mean when rules affect both the executing player and other players?" are nagging at me.

Any individual rule can either Affect the character of the player executing the rule, or not. Short-hand-of-the-moment: APC or -APC.

Any individual rule can either Affect the characters of players other than the one executing the rule, or not. Short-hand-of-the-moment: OPC or -OPC.

I don't think that OPC = -APC, or APC = -OPC. For instance:

• APC/OPC: A player may take a token from some other player and keep it for themselves.• APC/-OPC: A player may take a token from a bowl on the table and keep it themselves.• -APC/OPC: A player may take a token from some other player and put it in a bowl on the table.• -APC/-OPC: A player may take a token from one bowl on the table and put it in another bowl.

Does that seem accurate to you?

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On 3/24/2005 at 10:59pm, Valamir wrote:
RE: Where can you talk about "Objective" and "Sub

At first blush that seems reasonable. My two initial reaction concerns with it would be:

1) is it really effecting the characters that's important? or the players? I'm thinking the players. Effecting a player's character *IS* effecting the player, so that's covered. Plus it allows for effects that aren't character specific.

2) These designations may be putting too fine a point on it...i.e. the more specific they are the less wiggle room you have for things that don't fit neatly.

By that I mean

APC/-OPC: A player may take a token from a bowl on the table and keep it themselves.


By this nomenclature taking a token from a bowl doesn't effect anyone elses character. But...if the tokens are drivers of character effectiveness, and there are a limited number of them in the bowl...then every time you take one there are fewer there for other characters...so ultimately you ARE effecting other characters (or at least other character's potential).

In other words I think trying to get too precise can open you up to spending too much time discussing minutia, when really its the big picture effect that's worth capturing.

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On 3/24/2005 at 11:46pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

Well, I think we're hitting a snag in methodology then.

You want to do big picture talk, and you're willing to use terms that have to be interpreted, well... subjectively.

I want to do big picture talk too, but if I can't find a term that's going to precisely and objectively map to what I'm talking about then I'm going to shy away from talking about it.

As for why? Witness the many ways that "subjective" and "objective" as undefined terms have been used in this very thread. You say that Chess is an objective game. I (and many other people, I suspect) would classify it as a subjective game, closer in fact to an art form. I don't think we're really going to learn a lot about chess by arguing that point, though we might learn a lot about ourselves.

By comparison, I can say with mathematical certainty that Chess is a game composed purely of a combination of OIOA and OISA elements (by my first definitions). To the extent that those terms mean anything, I can use them as tools for discussing Chess itself, rather than discussing the people doing the discussion.


So when you say that you can't pin down the distinction between affecting yourself and affecting others to language that we can agree on... far from making me excited about all the potential, it makes me very leery of the whole topic. Does that make sense?

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On 3/24/2005 at 11:47pm, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

Well, I got lost. If someone uses an objective rule to kill the monster I was about to kill on my turn (objective interpretation to subjectively remove a monster token of choice...the one I wanted to kill), there's no difference in him doing that than if I did it myself.
Note: If someone else can effect my resource like this, then it isn't exclusively my resource, it's a shared resource...thus no one else is making a descision for my resource. It's not mine to begin with! That monster isn't mine...and if they can choose what moves my PC makes, that PC isn't exclusively mine. That's why I don't see any value in this "it's different if someone else chooses" line of enquiry.

What interested me is how there is subjective choice in there, but only when combined with an objective element, can strategy exist. Only once a subjective choice is objectively limited, does it become strategy. What interested me further is when the rules fail to make it a strategic choice, and SC has to take up the slack and turn it into an OISA rule, which almost always means the rules are a bad design.

I'm just going to read for awhile longer, then split off my own thread specifically on maintaining strategic choice. Cause I'm not sure of this threads direction now.

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On 3/25/2005 at 2:58am, Valamir wrote:
RE: Where can you talk about "Objective" and "Sub

I will offer these final two comments,

If you're looking for language that can pin down with mathematical certainty distinctions about things having to do with social interaction around a game table...well...good luck with that. I don't see that as being within the realm of possible. I've come to accept grey areas and the need to take certain things on a case by case basis as a fact of life when dealing with people.

And to Callan...here on the Forge which has promoted the idea of player empowerment to make decisions for themselves vs. traditional games where a god-like GM makes all of the important decisions for you...you can't see the value in distinguishing between who has the power to choose between multiple options offered in a game?

I guess I really am in the wrong thread.

I hope that didn't come off as being snarky. I was pretty interested in the topic you raised Tony...but I'm realizing that there isn't ere's anything I can really contribute to the direction you want to go with it, so rather than continue to disrupt that, I'll just bow out.

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On 3/25/2005 at 5:09am, M. J. Young wrote:
RE: Where can you talk about "Objective" and "Sub

I want to put this forward tentatively. I have benefited greatly from Ralph's distinctions, but I think the matter of whether a decision is strategic is less based on who makes the decision.

What I'd like to suggest is that what is here called Subjective Application will always be Strategic. If someone, anyone, involved in the game is given the credibility to decide when and how to apply the rule, that person will make those decisions according to whatever best facilitates that person's objectives in play--even if those objectives are as benign as making the greatest number of other players happy.

I would further suggest that what is here called Subjective Interpretation may or may not be Strategic. The example Tony gave of taking a token if you do something heroic, and the player taking the token whenever he paid for the round of ale, demonstrates the case in which the player is making a strategic interpretation of the rule--"I have met the condition to gain this bonus."

However, I can see Subjective Interpretation as being non-strategic, thanks to the suggestion that subjective interpretation arises from ambiguity. If the condition is "supremely courageous" then someone has to determine what is "supremely courageous". The game could dictate who makes that decision (choices seem to be player doing the act, referee, consensus of the players, any one person at the table, or any one person at the table other than the player doing the act) or it could leave that ambiguous as well--in which case we need a subjective interpretation of who gets to make the subjective interpretation. The assumption here, I think, is that a subjective interpretation involves someone trying to be fair about how the rule is understood, that is, trying to be consistent in what it means for the conditions to have been met. The value in it of course is that it avoids mechanical definitions (e.g., "it is supremely courageous if you continue to fight when you have lost three quarters of your hit points" is much less useful with a one hundred hit point fighter than with a four hit point magic user) while letting the ambiguity be clarified by people who are actually able to assess the action in the context of play. One disadvantage is that it is open to abuse in all directions.

Callan wrote: What interested me is how there is subjective choice in there, but only when combined with an objective element, can strategy exist. Only once a subjective choice is objectively limited, does it become strategy. What interested me further is when the rules fail to make it a strategic choice, and SC has to take up the slack and turn it into an OISA rule, which almost always means the rules are a bad design.
I see what you're saying, but I think that in the strict terms we're using here that distinction isn't terribly significant.

My example would be "If the character does something heroic, the player may be awarded a white token." That's Subjective Interpretation (someone has to decide whether an action is "heroic") and Subjective Application (someone gets to decide whether or not to award the token). Presumably, though, white tokens have some objective value in the game, or there would be little point to awarding them. (There have been games in which players are awarded feel-good points, that is, recognition that they did something good in the game that doesn't actually have any value in the game, but I don't see that applying here.) Thus I conclude that you could indeed have an SISA rule that is still connected to something objective.

I hope this has contributed to the thread meaningfully, and I again want to thank Ralph for his input here.

--M. J. Young

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On 3/25/2005 at 9:54am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

Valamir wrote: And to Callan...here on the Forge which has promoted the idea of player empowerment to make decisions for themselves vs. traditional games where a god-like GM makes all of the important decisions for you...you can't see the value in distinguishing between who has the power to choose between multiple options offered in a game?

I see the value in that. I don't see it within the scope of this thread to discuss it. I thought this thread is about analysing the means by which someone is granted control of choice, rather than about that someone being the GM and being granted control to tons and tons of choices. That god like GM thing is a bigger issue and is just one design type which is facilitated by choice enablement. I think Tony's examples were indicative of such an issue, but not to promote discussion of that issue but instead the means by which it and other such designs are facilitated. Then again I could be wrong and I may be in the wrong thread as well (haven't had any responce from Tony so I may be well off aim).

And TUT TUT TUT on me for posting again when I said I wouldn't!

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On 3/25/2005 at 1:40pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

Ralph: Thank you for the many ways in which you've helped push this thread forward to fertile, productive ground. I'm sorry to hear that you're bowing out, but I know we all appreciate your input.

MJ: I absolutely agree that Subjective Application could always be strategic (for my own, personal, intuitive definition of "strategic"). SA rules are tools for the players who execute them, and they're naturally (and, IME, very consistently) going to use those tools to drive toward their own goals.

And I think, having reflected on it, that you're also right that SI rules will be used as tools to drive toward player goals. Sometimes the top priority will be something like "interpret the rules fairly", which can make it look as if play is being driven by something other than player goals. But I have real difficulty seeing a situation where somebody would deliberately and knowingly act against their own agenda. Once you define their agenda broadly enough, that becomes almost a tautology, doesn't it?

EDIT: Which does not mean I think it's a useless insight. To the contrary, I hadn't realized it, tautology or no, and it's an important point. Rules don't act. Players act.

Which brings us to my comment on Noon's contribution: Noon, I think you're absolutely right that the players need an objective... well, actually, I would label it "predictable", to differentiate it from the many other "objective" things we already have floating in the conversation. I agree that the players benefit from a predictable structure, so that they can leverage their individual subjective decisions into broader consequences.

I don't think this is a separate thread. I think it relates directly to what MJ is saying about the goal-seeking nature of Subjective Interpretation. Because, I would offer, A player will predict (and rely upon) the interpretation of future rules B and C when making his subjective application of current rule-instance A.

For instance:

• Player A is having fire breathed on him by a dragon. The princess is behind him. He may, or may not, elect to dodge, which gives him a roll to avoid all damage. He elects not to dodge, and gets well and thoroughly toasted.
• The GM now applies the rule "When a character has adequate cover they take no damage from area weapons". He decides that a knight in armor is not adequate cover. The princess takes full damage and dies. This runs counter to Player A's prediction of how the rule would be interpreted.
• The GM moreover applies the rule "When a character makes a heroic sacrifice they earn 10,000 XP". Since the princess died, he deems that the knights actions were neither heroic nor a sacrifice. No bonus. Once again, this runs counter to Player A's prediction.

If the idea that players will rely on predictions is accepted, then the later Interpretation of rules B and C has the capacity to retroactively change the import of the application of rule A. The knight in the example has now, retroactively, made a stupid, pointless, unstrategic decision. He has acted against his own interests, by his own choice.

How does the import of that to the player vary when (a) He thinks his prediction is 100% reliable (e.g. that the rules clearly support his position) and (b) He knows that his prediction is only a guess (e.g. that he's trying to predict what another player will choose to do)?

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On 3/26/2005 at 3:04am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

Hi Tony,

Tony wrote: How does the import of that to the player vary when (a) He thinks his prediction is 100% reliable (e.g. that the rules clearly support his position) and (b) He knows that his prediction is only a guess (e.g. that he's trying to predict what another player will choose to do)?

I thought that was the direction you were going, but I think your looking at multiple rules when you don't need to, while M.J. also does this until the multiples of rules meet something objective and infers that it then inherits objectivity.

You don't need to extend past one instance of OISA or SISA. If you want to play with someone, you both need to be playing the same game. How do you play the same game? You do so when you have a common understanding of what choices are available, in every participants mind. Commonly the list is short, because that's alot easier to make clear in the minds of multiple participants. The longer that list get's, the less likely it will be clear in everyones minds. The less likely its clear in everyones minds, the less likely your actually playing the same game between you all.

Hello SISA, with it's almost unlimited amount of choices. The chance of everyone playing the same game is nil. It doesn't matter if your all at the same table, that doesn't infer a common knowledge. No, being chums for 10 years doesn't do it either. No, reality being in front of everyone doesn't mean you all share a common knowledge either (okay, I'm pimping a point from another thread here; a little dangerous). Your just not playing a game with each other.

But what if a SISA rule applies to an objective rule latter on? Wouldn't that mean it becomes play?

Well, no. The objective rule it effects still doesn't let everyone equally understand under what limits you made that subjective application. You must have group understanding to have a group activity, it's that basic. Otherwise your playing near each other, not with each other.

The closest you'll get, and what actually does make it play, are social contract add ons "Oh, Jim could say I don't provide any cover to that princess, but he'd knows he's already done a ruling like that three times this session and I'm now going red in the face, as an indicator the fourth will be too much and he will 'loose' as a GM". Hello, an OISA rule! Fresh from the social contract! Now I can understand Jim's rulings! Now I'm playing with him!

There is no play at all possible with SISA rules, but they do encourage the end users to make their own OISA designs (often in a disorganised way). This is why I mentioned over and over the relics in D&D and how you can pencil in their powers. SISA rules demand you pencil in stuff until they become OISA or even multiple OISA rules.


On a side note Tony, there's something I find interesting about the way you put the following.
The knight in the example has now, retroactively, made a stupid, pointless, unstrategic decision. He has acted against his own interests, by his own choice.

Well no, the Knight/player didn't make a mistake. The GM used the rules like an attack, so as to kill his princess resource, and used another rule to attack the players income of XP.

Now, if the GM got something out of this, like he has a PC that get's some XP from all this, everyone would be saying "Oh, you bastard, you just did that to get XP!". They might even be saying it in shocked admiration, given the right gamist (or even nar...maybe even sim) game set up.

But when the GM isn't given any resource for it there's this perception that the knight/that player made a mistake. That what happened is simply what happens. Well as I and Ralph put it, no, the GM has a stake in the game (otherwise he isn't playing). These are attacks by him on the player (which as I said, is a neutral technique), but they aren't perceieved as such because hey, no ones benefiting from this are they!? The GM's stake, the one that is actually benefiting, remains hidden. It's illusionism enablement, via mechanics.

Either that or it demands the GM/whoever, stops playing and designs the game for awhile then start play again. Which is just disruptive and it's easier to slip over to illusionism than to keep doing that (so like system matters, you'll slip to good old illusionism).

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On 3/26/2005 at 4:52am, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

I think that what you're saying in the first section is this: That the Knight-Player and the GM may both believe that the rules are unambiguous and give them no choice... that, for instance, what is "enough cover" is clear and obvious to everyone.

If that's the case, though, isn't "attack" an awfully intent-laden word to refer to what the GM's doing? A GM could do exactly this, then tell you with complete honesty that he didn't make any choices at all... he just applied the straightforward rules.

That doesn't mean he didn't make a choice: He did. But he wasn't cognizant of it as a choice. And surely that consciousness, or the lack thereof, makes a difference in how the matter is communicated.

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On 3/26/2005 at 9:08am, Jasper Polane wrote:
RE: Where can you talk about "Objective" and "Sub

There is no play at all possible with SISA rules, but they do encourage the end users to make their own OISA designs (often in a disorganised way). This is why I mentioned over and over the relics in D&D and how you can pencil in their powers. SISA rules demand you pencil in stuff until they become OISA or even multiple OISA rules.


I don't see SISA rules having problems at all. Take this example:

"When a player helps another character face their inner demons that character's player may award them a Squeegee Token."


If the player awarding the token is also the one deciding if the condition is met, there really is no reason to define "face their inner demons" here.

Nor is there any reason to be consistent in interpreting the rule. Say my character is an alcoholic. I could decide to give the token when a player takes away my drink, or not. If I decide to give him a token, it doesn't mean I have to give a token to every player that does the same.

--Jasper

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On 3/27/2005 at 5:38am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

TonyLB wrote: That doesn't mean he didn't make a choice: He did. But he wasn't cognizant of it as a choice. And surely that consciousness, or the lack thereof, makes a difference in how the matter is communicated.

Emphasis mine.
Yes, but how long does this last? This nievity?

I do see this all the time on somewhere like the palladium boards. People talk about 'this is how it would work out' like it isn't their choice at all. These are young players or people who remain young in regards to such conciousness of self issues (and I'm not putting down such a state).

I believe this is soap bubble design. And in context of this discussion, these SISA rules could actually be treated as soap bubble OISA rules because the GM/whoever only sees the game world working in a certain way, and can't see their own choice in the matter (much the same as nieve "my guy" syndrome). They are objectively answered as much as the participant is unaware they have any subjective choice in the matter. This is a soap bubble just waiting to burst.

Really, I believe roleplay requires informed discussion between participants about how the game is played, to at least be possible. "how the game is played" requires the understanding that you are indeed making a choice as to how it plays. The bubble should be burst.

Soap bubble design leads to magical early roleplay experiences, I think. But it also leads to very nasty lack of consent issues latter, as the supposed objective choice of someone slips into a subjective choice instead (on how one treats someone else) as the GM figures out they have a choice over this. All without the other person consenting to that GM getting to have a choice over these things.

It's hard to think of an analogy: I suppose it's like accepting the orders/decrees of someone, who points at a computer monitor with a list of rules he's working from to give those orders. You decided to follow him because the rules are so concrete. Except over time that person has figured out how to hack the list of rules to show what he wants.

Actually, that's still not good enough. Instead: Over time, this guy hasn't learnt to hack these rules, he's realised he's always been hacking them and it just isn't possible for them to reflect anything but his will.

I get the feeling someone will argue with me now "Oh no, a good GM wouldn't just be doing what he wants". Sorry, by 'good' your just refering to a multiple of social contract OISA add ons, to make up for this soap bubble issue, so the GM isn't just doing what he wants. That's great that the end users might do that. But frankly I see the social contract having to make up for a fragile design, as just bad design. It's not fine for the designer to design this way, IMO.

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On 3/27/2005 at 5:58am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

Jasper Polane wrote:
"When a player helps another character face their inner demons that character's player may award them a Squeegee Token."


If the player awarding the token is also the one deciding if the condition is met, there really is no reason to define "face their inner demons" here.

Nor is there any reason to be consistent in interpreting the rule. Say my character is an alcoholic. I could decide to give the token when a player takes away my drink, or not. If I decide to give him a token, it doesn't mean I have to give a token to every player that does the same.

--Jasper

Yes, but how has the set of rules enabled you to get involved in a group activity with others? No one else has any concrete idea on what criteria you decided to give that point. Without that knowledge you are easily working on a similar, but seperate activity in the presence of others. This way, giving that point is like writing fifty pages of character history before play has even started...it is nothing to do with group play. It can effect group play, but it's just you, on your own, playing with yourself and no one else.

When you come to play as a group and the rules only enable you to play by yourself, they are the wrong rules for the job.

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On 3/27/2005 at 9:13am, Jasper Polane wrote:
RE: Where can you talk about "Objective" and "Sub

Yes, but how has the set of rules enabled you to get involved in a group activity with others? No one else has any concrete idea on what criteria you decided to give that point.


I don't see how you come to this conclusion without knowing more about the game. Why wouldn't they know my criteria? Should they know them? It depends on the situation in which the point was or wasn't given. To come back to my example:

"Dude, why didn't you give me a token? When Michael took away your drink, you gave him one."
"Then I was drinking away my guilt over my wife's death. Now I'm, y'know, just enjoying my drink."

Also, I don't really see how changing to OISA rules would change this. If the rule was: "When a player takes away another character's drink, that character's player may award them a Squeegee Token", the other players still wouldn't know my criteria for awarding the token or not. I still make the decision on a subjective basis.

--Jasper

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On 3/28/2005 at 9:31am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

"Dude, why didn't you give me a token? When Michael took away your drink, you gave him one."
"Then I was drinking away my guilt over my wife's death. Now I'm, y'know, just enjoying my drink."

This isn't group play. The only part of it that get's close to group play is the "Dude, why?" as they begin to explore it (and that isn't supported by this rule in question).

Take these two examples:
1. The book has relics in it, with blanks for the powers. The GM pencils what he thinks they should be before play begins.
2. Same thing, but the GM decides to pencil them in during the session.

It's the same as your example, where the player is basically penciling in what gets a token. Something like this isn't part of group play in either case. At best it's the preperation of material for use in group play. It's a missassociation that if your at a table with others, any descision you make is actually part of a group activity.

Is the GM drawing up a dungeon all on his own, part of group play? Is deciding all by myself whether someone gets a point, part of group play?

Also, I don't really see how changing to OISA rules would change this. If the rule was: "When a player takes away another character's drink, that character's player may award them a Squeegee Token", the other players still wouldn't know my criteria for awarding the token or not. I still make the decision on a subjective basis.

They don't know the other persons criteria, I'm not saying they do. They know the books requirements for the player to even have an opportunity to choose whether he gives out a point.

Without that, no one else has an objective measure of what you've contributed. When given the opportunity to give a point, by assessing that opportunity and what you did with it, I can triangulate an understanding of that decision. With SISA I've only got one point to work with "Something happened and it could have happened at any time". Triangulation isn't possible.

Do you agree that you need to give others tools so they can understand you, if you want to do work as a group with them? Or do you think understanding just comes?

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On 3/28/2005 at 10:15am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

A quick example of something familiar.

"If you were going to go live on a desert island, what three books would you take?"

Compare it to

"If you were going to live on a desert island, what books would you take?"


Is there much point to asking the second question? Would you get something out of asking that?

Note: be careful on answering that, unfortunately this example also uses the very objective criteria that your isolated on a desert island. It might help to instead compare:
"What three books would you keep if you had to loose all the rest?"
Vs
"What books would you keep, if you had to loose all the ones you don't keep?"

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On 3/28/2005 at 12:17pm, TonyLB wrote:
RE: Where can you talk about "Objective" and "Sub

Well, Callan, what does "group play" mean to you?

If we go with a definition like "play done in a group", then yeah... if my action (e.g. awarding a token) is part of the execution of the rules, and I'm sitting at a table with other players, then I'm engaged in group play.

I assume that you're working off some more stringent definition, but I can't read your mind to tell what it is. Care to elaborate?

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On 3/29/2005 at 1:39am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

If you want to play with someone, you both need to be playing the same game. How do you play the same game? You do so when you have a common understanding of what choices are available, in every participants mind. Commonly the list is short, because that's alot easier to make clear in the minds of multiple participants. The longer that list get's, the less likely it will be clear in everyones minds. The less likely its clear in everyones minds, the less likely your actually playing the same game between you all.

I like my previous summing up of it and think it covers the question.

Basically group play is merely avoidance of everyone playing a bunch of seperate games, at the same table. I say avoidance, because I think it's not a binary state but a sliding scale of how in sync everyone is kept at the table, in terms of playing just one game. The percentage of OISA rules to any other type, increases the syncronicity (sp?). The percentage of SISA rules to any other type decreases it.

"play done in a group" makes me think of a bunch of children playing in the same room and not spoiling each others focus of play (a group commitment to a focus on how to behave), but one is on the lego, another is doing a drawing, another bouncing a ball (no group focus on what to actually do, once were all behaving). They most certainly are a group, and they most certainly aren't doing something as a group. It's not something I usually clarify in my own mind, but for this thread it's important to be clear on how you can be in a group, but that doesn't mean your all working as a group.

"play done as a group" is what I'm thinking about when it comes to group play. Everyone is working on one lego project together, or everyone is working on one picture. No, they're not all working on one page but doing seperate little drawings in each corner of it. They are indeed working on the one picture, because the rules are helping them to work together. That just doesn't happen unless you have some rules (written down or otherwise).

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On 3/29/2005 at 2:50am, John Kim wrote:
RE: Where can you talk about "Objective" and "Sub

Noon wrote: Basically group play is merely avoidance of everyone playing a bunch of seperate games, at the same table. I say avoidance, because I think it's not a binary state but a sliding scale of how in sync everyone is kept at the table, in terms of playing just one game. The percentage of OISA rules to any other type, increases the syncronicity (sp?). The percentage of SISA rules to any other type decreases it.

As I said in the original 20x20 Room thread, I disagree that objective rules are inherently clearer. Humans are pretty good at communicating subjectively via nuances, feelings, and so forth. Sure, it is easy to miscommunicate -- but in my experience it is easy for people to misunderstand or miscommunicate through objective rules as well.

For example, a computer program is the ultimate in objective interpretation, but it can be extremely difficult for an average human to decipher. Sometimes a simple analogy can explain what the program does to a large degree much better than reading the code. On the other hand, subjective communication can also be very unclear as well.

Some people are better at one than the other. i.e. Someone with an engineering or science bent might understand something better if it is laid out in objective rules and numbers. On the other hand, I know a lot of people who are completely thrown off by such things -- whereas a few minutes of honest face-to-face communication over subjective boundaries just makes things click for them.

My point is just that I don't think there is a simple optimization here. Objective interpretation is often clearer -- but depending on the people, I do think there are many times when a subjective explanation is clearer to them.

This isn't directly on-topic, but I also think there are some cool examples of non-synchronization. I was stunned by Matt Turnbull's Singular Space, for example, which I think is a stroke of genius. The players have starkly different pictures of what is going on, and it is exactly that difference which drives the game.

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On 3/29/2005 at 10:14am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

John Kim wrote: As I said in the original 20x20 Room thread, I disagree that objective rules are inherently clearer.
*snip*
My point is just that I don't think there is a simple optimization here. Objective interpretation is often clearer -- but depending on the people, I do think there are many times when a subjective explanation is clearer to them.

I agree. But just like the computer code, the primary goal is to set concrete steps to follow. And by their having a concrete state, others can follow them at the same time as you, with you (and not split off into a similar but different games).

It may sound counter intuitive, but the primary goal for this is not to be easy for one individual to understand. Sounds odd, eh?

Take threads on the forge for example. Theres resistance to the use of jargon. "Why can't you just say something that's easy to understand instead of using all these unfamiliar words?" or "Why can't I just use a word my way, rather than the way the forge uses that word?".

There's difficulty in understanding something like this, because it's not supposed to be understood by just one person alone. Anyway, if I seemed to be arguing these types of rules are more clear, it wasn't my intent. Indeed, SISA rules seem far clearer...I've seen plenty of people on the palladium boards who say they understood a particular rule immediately. Usually several people in the same thread...but not actually sharing that same immediate understanding between them. When you don't have to work to understand a rule, it'll seem clearer.

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On 3/30/2005 at 2:49pm, Jasper Polane wrote:
RE: Where can you talk about "Objective" and "Sub

Without that, no one else has an objective measure of what you've contributed. When given the opportunity to give a point, by assessing that opportunity and what you did with it, I can triangulate an understanding of that decision. With SISA I've only got one point to work with "Something happened and it could have happened at any time". Triangulation isn't possible.

Do you agree that you need to give others tools so they can understand you, if you want to do work as a group with them? Or do you think understanding just comes?


I may give you a token when your character helps my character face his inner demons. If I give you a token, I clearly communicate: You helped me face my inner demons, I think this deserves a token. How is this not group play? To my mind, communicating with the group IS working with them.

--Jasper

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On 3/31/2005 at 1:46am, Noon wrote:
RE: Where can you talk about "Objective" and "Sub

"Dude, why didn't you give me a token? When Michael took away your drink, you gave him one."
"Then I was drinking away my guilt over my wife's death. Now I'm, y'know, just enjoying my drink."

If your playing from the one set of rules, why would someone have to ask that?

The first dude from your example here did what he thought he needed to do to get that point. But there hadn't been any clear communication.

Don't get me wrong, you can go on and talk with the guy, tell him what it takes to get a point (like in the example). But that's you guys at the table working out rules together as best you can.

How have the rules in the book aided that exploration?

They didn't. They set up something to explore, then left you to your own devices, even as they appear to be some sort of resolution mechanic.

SISA rules are not something you conclude an exploration with...they seed exploration. For example, if the rule is:

"When it would seems dramatically right to do so, the GM may declare the princess is about to be kidnapped (taking away their safe princess token)"
This isn't a resolution, it's the begining of an exploration. "Why is she vulnerable to kidnapping now? What happened to set that off?"

"When a player helps another character face their inner demons that character's player may award them a Squeegee Token."

In just the same way this isn't a resolution, it's the begining of an exploration. "Why did he give that point, and how do I get one? What happend to get that handed out?"

Both prompt you to explore why that happened, even if your just making up a conclusion all on your own.

Now let's look at this one:
"When a players happyness score reaches 5, they may give another player (who they think helped them) a token"

There's no exploration here. You already know why the dude is handing out a token at all, it's because he has five points of happyness. And given that he can only hand out that token when he reaches five, there is some strategic reason for doing so. You might not know what his strategy is, you might even want to find out what it is, but you don't need to find it out to continue play. You don't need to explore this, because there's nothing really left to explore about it.


To tie this in with playing as a group; SISA rules don't help everyone play the same game...they instead provoke everyone to explore what game other people are playing. "Dude, why didn't you give me a token?" stands for "What game are you playing/what rules are you using for when you hand out this point?"

If you want play to revolve around that real life exploration rather than SIS exploration, then cool. Indeed, lots of people do enjoy working out social contract between them, and such a design facilitates this. But don't try and pass this off as a resolution mechanic. Otherwise system does matter and your using the wrong system/tool for the job.

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