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Topic: Re: Sim has not be discussed as process yet it needs to be s
Started by: Marco
Started on: 1/11/2005
Board: GNS Model Discussion


On 1/11/2005 at 7:28pm, Marco wrote:
Re: Sim has not be discussed as process yet it needs to be s

contracycle wrote:
Marco wrote:
I'm just sayin'


Yes Marco, but I think its that nuance that we can now lay to rest. I fully agree that retrospectively the prodct of sim oplay is something that can rightly be termed "a story" even if one in need of significant editing. I think however that this casual term is sometimes misleading in the apparent attribution of a story-based CA to sim. I like Silmemune's construction because it does not exhibit the same conflation.


I am still considering Jay's proposition and, while I think I have some serious questions about it, it's certainly interesting.

However, I do have an issue with what you've said: you talk about story as the "retrospective" product of Sim play. I don't understand that, and I think this concept is important wrt Jay's formulation.

According to the glossary, Story is found in the *Transcript* of play--a re-telling of play after the fact. Therefore, in any game wherein there can be said to be Story, it must be retrospective, whether Sim, Nar, or Gamist.

I believe that the glossary is significantly out of step with the way Story is used in common discourse here (Ron also talks about players who are using Sim play to make stories "just in retrospect or in pre-play prep.")

-Marco

Transcript

An account of the imaginary events of play without reference to role-playing procedures. A Transcript may or may not be a Story.


And from Shared Imaginary Space: "see also Transcript (which is a summary of the SIS after play)"

(Emphasis added).

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On 1/11/2005 at 10:57pm, Ron Edwards wrote:
Retroactive story

Split from Sim has not be discussed as story but it needs to be so at Marco's request.

Best,
Ron

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On 1/12/2005 at 8:36am, contracycle wrote:
RE: Re: Sim has not be discussed as process yet it needs to be s

Marco wrote:
According to the glossary, Story is found in the *Transcript* of play--a re-telling of play after the fact. Therefore, in any game wherein there can be said to be Story, it must be retrospective, whether Sim, Nar, or Gamist.


I challenge Nar - Nar has Story Now and does not need Story Afterwards.


I believe that the glossary is significantly out of step with the way Story is used in common discourse here (Ron also talks about players who are using Sim play to make stories "just in retrospect or in pre-play prep.")


Thats unsurprising IMO - the local definition of story in several fields is specific, and ALL of them are in use in the common discourse. Story as artistic production, story as mere sequential events (my life story by some D-list celeb frex), story as outright lie (he's just telling stories). As you maty recall, it would be my preference that we referred specifically to formal story when we mean that.

Story has too many meanings to be a really solid term. We all know what it means and yet we don't. We all know that a news story and a love story are very different beasts, created for different purposes, and with significant differences in structure.


An account of the imaginary events of play without reference to role-playing procedures. A Transcript may or may not be a Story.


The step I think you are missing is that a transcript can be storified in exactly the same way as any other event. That is I could tell you the story about how I broke my nose in a car accident, and in the telling there will be certain details I ommit, and certain details I exaggerate that did not appear important at the time, and certain verbal and presentational devices I employ to lend impact. And yet none of it will be fictional, as is often implied by the term.

Similarly I could tell you any number of stories of what happened in play and it is highly likely that this narration will not simply be an acount of things as they happened in the order they happened - that raw material will be manipulated to present a viable, actual, story. The same sorts of dramatic device to enhance or emphasise will be employed.

So it does not surprise me to see the claim that Sim players can in a sense be engaged in the making of story. What threy are really doing they is playing and then recounting their play experiences in story form. But this would only happen if and when someone actually recounted it.

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On 1/12/2005 at 1:09pm, Marco wrote:
RE: Retroactive story

Although "Story Now" sounds like it's different than "Story Afterward" it doesn't match what the glossary says. It says this:


Story Now

Commitment to Addressing (producing, heightening, and resolving) Premise through play itself. The epiphenomenal outcome for the Transcript from such play is almost always a story. One of the three currently-recognized Creative Agendas. As a top priority of role-playing, the defining feature of Narrativist play.

(Emphasis added)

What this means is that, in fact, with Story Now, the Story still exists in the Transcript--afterward. The term Story Now, despite containing the word 'Now,' does not mean that story, still a property of transcript, appears somewhere else in the game.

When you talk about a Transcript being 'storified,' what do you mean to be saying is different for Nar play vs. Sim play?

-Marco

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On 1/12/2005 at 1:44pm, contracycle wrote:
RE: Retroactive story

Marco wrote:
What this means is that, in fact, with Story Now, the Story still exists in the Transcript--afterward. The term Story Now, despite containing the word 'Now,' does not mean that story, still a property of transcript, appears somewhere else in the game.


OK. Firstly lets bear in mind that any definition in the glossary was formulated in a specific moment in time. Things change and it may well be that as a result of subsequent discussion we decide a concept was poor or badly phrased and go back and change it. I can see some of the quibble you point to in a strict reading of the text but I think its overly pernickety. see below.


When you talk about a Transcript being 'storified,' what do you mean to be saying is different for Nar play vs. Sim play?


Actually yes, I think.

Story Now does mean Story Now, story happening right here. I read the paragraph you site as indicating that the actual transcript after play will exhibit the traits of formal story - things like premise and theme, climax, foreshadowing et al. Thats because that actually happened in play. So, Story indeed happened Now AND appears in the subsequent transcript as a reflection of what happened in actual play.

I think - certainly thinking of my own Sim games this is true - that in Sim story does not happen Now if at all. That is, play proceeds and the ultimate transcript is mostly just a sequence of events. When that sequence of events is recounted to someone else, it will be "storified" in the same way we "storify" any given anecdote.

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On 1/12/2005 at 3:20pm, Marco wrote:
RE: Retroactive story

contracycle wrote:
Story Now does mean Story Now, story happening right here. I read the paragraph you site as indicating that the actual transcript after play will exhibit the traits of formal story - things like premise and theme, climax, foreshadowing et al. Thats because that actually happened in play. So, Story indeed happened Now AND appears in the subsequent transcript as a reflection of what happened in actual play.

(Emphasis added Italics)

I'm not sure what you mean by this. What exactly is going on during the play of a Narrativist game that isn't happening in a Simulationist game that makes something called 'story' happen 'right here?'

(Emphasis added Underline)
Are you saying that a transcript of a Sim game must include stuff the author has made up--which never actually happened in play--in order to make the transcript a story (with theme, foreshadowing, climax, etc.)


I think - certainly thinking of my own Sim games this is true - that in Sim story does not happen Now if at all. That is, play proceeds and the ultimate transcript is mostly just a sequence of events. When that sequence of events is recounted to someone else, it will be "storified" in the same way we "storify" any given anecdote.

Can you expand on this? What makes the transcript of a Nar game more than just a "sequence of events?"

-Marco

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On 1/12/2005 at 3:30pm, Valamir wrote:
RE: Retroactive story

Gareth's explanation is exactly how I view the difference between Nar's Story Now and story generated by Sim play.

I think this can be even more exaggerated in story produced by Gamist play. I remember as a lad playing AD&D and adventuring in a dungeon which was being designed as we played by random rolls on the dungeon generator in the DMG. We fought monsters suitable to the appropriate level by rolling on the corresponding random monster table. AND THEN we wrote the "story" afterwards with all kinds of retro justifications for why the dungeon was the way it was and why the monsters were there. In the part I remember most clearly we decided that the Beholder (encountered in a deep level) was the "boss" of the dungeon and was raising an army of orcs and goblins to invade the surface. And the Gelatenous Cubes and Carrior Crawlers and the like were brought in by the Beholder to keep the dungeon clean so the army wouldn't die of disease. Which made for a pretty good story when we were 10...but was totally retroactive since all of those elements were purely randomly generated and had no built in story rationale to them at all.

I think the same process goes on in pure sim play. The monsters may not be randomly generated but the choices the players make, being not known in advance, serve the same purpose.

I think Illusionist play in many ways is actually Story Before, which is related to the many discussions had elsewhere about the uncomfortable division that exists under the label Sim currently.

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On 1/12/2005 at 3:35pm, Valamir wrote:
RE: Retroactive story

Can you expand on this? What makes the transcript of a Nar game more than just a "sequence of events?"


That's a real softball Marco. The difference is that the transcript of a Nar game has thematic meaning that was present during actual play and resonated during actual play because the players were addressing premise during actual play.

The transcript of a Sim game doesn't have to have thematic meaning at all for it to have been a successful Sim game, and if it does that theme is typically only recognized and appreciated after the fact (possibly with the aid of retroactive rememberings) and was not featured as part of actual play.

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On 1/12/2005 at 5:05pm, Marco wrote:
RE: Retroactive story

Valamir wrote:
Can you expand on this? What makes the transcript of a Nar game more than just a "sequence of events?"


That's a real softball Marco. The difference is that the transcript of a Nar game has thematic meaning that was present during actual play and resonated during actual play because the players were addressing premise during actual play.

(Emphasis added)

That's a difference in the play of Nar and Sim, not a difference in the transcript, though. According to the glossary, 'story' doesn't exist in play, but is a property of the transcript.

Certainly a Sim game can have thematic elements present during play--they simply aren't the focus of the players--but wouldn't the transcript be identical?

[Aside: I understand your Gamist example and I agree with it--if substantial amounts of data are added after play to make the transcript a story then the transcript has been 'story-fied'--but that seems to me to purely be a mattter of technique used in the play of the game and not CA. I see no reason why Sim or Gamist play couldn't be as true to the transcript as Nar play.]

-Marco

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On 1/12/2005 at 6:11pm, Ron Edwards wrote:
RE: Retroactive story

Hi Marco,

I think you're corrupting the definitions in the Glossary a little. By addressing Premise during play, a group/person is creating story in a mindful fashion, at the moment, as a "point," in the sense that Lisa (TheGM) calls "playing on purpose."

If one is playing in any other way imaginable and still manages, in retrospect, to have created a story, then the "other ways imaginable" are not magically transformed into Narrativist play.

There doesn't seem to me to be any controversy or inherent difficulty in these statements.

Best,
Ron

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On 1/12/2005 at 7:06pm, Wormwood wrote:
RE: Retroactive story

Ron,

At the risk of shifting the dicussion somewhat, I think the real question about Sim versus Nar Transcripts is what distinguishes them. Making the distinction during play is not a solution to this. I've gotten the sense that there should be an observable tendency for differentiation between Sim and Nar Transcripts, even when both are overtly "stories" (i.e. have themes and such).

Is there a way to describe this difference? Or are Transcripts poor tools to make this distinction? If so, what is missing in a Transcript that gives us the ability to distinguish during play? Should we then not abandon or upgrade the concept of Transcript so that we may do so?


- Mendel S.

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On 1/12/2005 at 7:21pm, Ron Edwards wrote:
RE: Retroactive story

Hi Mendel,

The transcript tells us nothing about the processes of play, or more specifically, what made it fun for the participants. It is 100% worthless for this purpose. That's the theoretically-sound, fundamental answer. I suggest giving up this idea:

I've gotten the sense that there should be an observable tendency for differentiation between Sim and Nar Transcripts


... entirely. I have no idea where you "got the sense," but it has potentially poisoned your understanding of the issues.

All of the above holds when we compare one transcript against one another.

Now let's expand our focus to multiple (theoretically, all) historical instances of Simulationist and Narrativist play. Yeah, that's a lot, isn't it? I submit that of those two pools, we would find more "hey, story" among the transcripts of the latter. I also submit that the stories in question (again, compared across the two pools) might have a broader range of topics and theme.*

I don't think that's difficult to understand, nor do I think it creates any problems, of any kind, in understanding my point about the one-on-one comparison.

Best,
Ron

* Clarification: broader does not necessarily mean better. I think I'm now going to have to put up with years of misunderstanding about that, after posting this. I can't wait ...

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On 1/12/2005 at 7:47pm, Marco wrote:
RE: Retroactive story

Ron Edwards wrote: Hi Marco,

I think you're corrupting the definitions in the Glossary a little. By addressing Premise during play, a group/person is creating story in a mindful fashion, at the moment, as a "point," in the sense that Lisa (TheGM) calls "playing on purpose."

[snip]
Best,
Ron

Hi Ron,

When a Narrativist playing in Author Stance takes an action to add a thematic element to the game's narrative (and therefore transcript) he could be said to be "mindfully" creating story--no argument. But what about when a Simulationist playing in Actor Stance takes an action that adds a thematic element to a game's narrative (and therefore the transcript).

We can say he is not 'mindful'--but can we say he is not 'creating story?'

If one kept a running transcript of play during a thematic Simulationist game, looking at it at any point during play would show just as much 'story' as a Narrativist game, wouldn't it? If so, then what is the meaning of 'retroactive story?'

Some people here seem to be saying that an honest transcript of play from Sim wouldn't usually (reliably?) contain thematic elements. This is what I think contra aludes to and what Ralph describes with his AD&D game's retrofit. I think this is misleading: whether your play reliably has thematic elements or a literary structure will depend on the techniques you used rather than what you enjoyed about it and I see no basis for assuming dishonesty (incompleteness, selective remembering) in a transcript judged to be a story.

-Marco

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On 1/12/2005 at 8:09pm, Ron Edwards wrote:
RE: Retroactive story

Hi Marco,

When you say,

We can say he is not 'mindful'--but can we say he is not 'creating story?'


... it's a bit like saying, "When I connect two wheels with an axle and push it around, am I not creating a vehicle?"

Yeah, I am. Such an act is potentially "utterly unmindful," but frankly, the chance of such a thing occurring in this way, or failing to become mindful in the near future, seems low to me. Low as in "vanishing."

When Sim play creates story, it is probably rare-to-vanishing that it does so in the "monkeys flew out my butt" way - no mindfulness, just "happening." As I see it, far more common is having one of the participants begin with a story in mind, then share it with, instil it in, or inflict it upon (views differ) the other participants. Also common is having this participant conduct this authority/influence during play itself in a more improvisational fashion. And also common is having this participant retrofit the play-itself into more story-like form as a form of prep for the next session.

Therefore I don't spend a lot of time considering the process/product issue that you're raising here. I don't think it's of much consequence, in terms of an actual phenomenon.

Best,
Ron

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On 1/12/2005 at 9:28pm, Marco wrote:
RE: Retroactive story

Ron Edwards wrote: Hi Marco,

When you say,

We can say he is not 'mindful'--but can we say he is not 'creating story?'


... it's a bit like saying, "When I connect two wheels with an axle and push it around, am I not creating a vehicle?"

Yeah, I am. Such an act is potentially "utterly unmindful," but frankly, the chance of such a thing occurring in this way, or failing to become mindful in the near future, seems low to me. Low as in "vanishing."

When Sim play creates story, it is probably rare-to-vanishing that it does so in the "monkeys flew out my butt" way - no mindfulness, just "happening." As I see it, far more common is having one of the participants begin with a story in mind, then share it with, instil it in, or inflict it upon (views differ) the other participants. Also common is having this participant conduct this authority/influence during play itself in a more improvisational fashion. And also common is having this participant retrofit the play-itself into more story-like form as a form of prep for the next session.

Therefore I don't spend a lot of time considering the process/product issue that you're raising here. I don't think it's of much consequence, in terms of an actual phenomenon.

Best,
Ron

I think I'm a bit confused by this. Are you drawing a distinction between Sim play where the GM functionally, and mindfully preps a situation with inherent theme in the conflict (a technique, I would think) and play where he does not? I agree that Sim play with certain techniques won't reliably produce story in the transcript--but if the group is using techniques that do reliably produce story under Sim I'm not sure what relevance that choice has to saying 'story is created during play.'

-Marco

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On 1/12/2005 at 10:22pm, Wormwood wrote:
RE: Retroactive story

Ron,

If I'm reading this right, thematic presence in the transcript is an accurate indicator of nar, although it is very imprecise. And you cannot do much better using just a transcript. If that is the case, and we have some more precise and equally accurate way to identify nar from play, what additional observation is lacking the in transcript which gives that precision?


- Mendel S.

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On 1/12/2005 at 11:48pm, The GM wrote:
RE: Retroactive story

Ron Edwards wrote:

I think you're corrupting the definitions in the Glossary a little. By addressing Premise during play, a group/person is creating story in a mindful fashion, at the moment, as a "point," in the sense that Lisa (TheGM) calls "playing on purpose."



Hey! I'm imfamous. ;)
Ron nails succinctly what it took me about 563 posts to try to define in my own mind. If you did it after the fact, it ain't on purpose. Those incidents are typically refered to as 'accidents'. Can you have a happy accident? Sure can, but it doesn't mean that you intended to address Premise.


Editted to add: I think the key word here is INTENT. If there is no intent to address Premise, then the resulting outcome can not be PoP, no matter how the script reads after the fact.

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On 1/13/2005 at 1:04am, Wormwood wrote:
RE: Retroactive story

Lisa,

The problem is you need something besides intent. After all, how can you distinguish unconscious, or unavailable intent from an accident? And this issue is not simply theoretical, many people play differently than they intend. Which do we take as correct the intent they claim, or the intent their actions imply?

There needs to be something else, which we can all point to to say these are indicative of nar versus sim (no need for certainty just a better judgement than that which has confounded things in this case). The transcript is insufficiently precise. Intent is untrustworthy.

Perhaps the solution is a meta-transcript, which incorporates records of techniques and the SIS they generate. Or perhaps we should just accept that distinguishing between sim and nar along this border is infeasible.

-Mendel S.

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On 1/13/2005 at 1:31am, Bankuei wrote:
RE: Retroactive story

Hi guys,

The imaginary events in play do not tell us what happened in real life.

The situation is the same if I told you to read a book of fiction, then tell me what the author was going through or thinking about when they were writing the book. You might be able to pull elements, but you wouldn't be able to say for sure what the author used as inspiration or their thought process. You could tell me the premise, but then again, all traditional storytelling is done with the goal of expressing a premise, whereas roleplaying has many possible goals on the part of the participants.

The Creative Agenda is held by the players, not by the characters, so we need to look at the actions and decisions of the players as the key to determine what's going on. And the telling signs are when folks within the group, or the group as a whole chooses to do support an action or decision that supports one CA and not another.

Therefore, to make that judgement, you either have to have been there and observed play for some period of time, or have a video or audio tape showing the group in play. The key point for either is noting the approval/disapproval mechanism of the group and the individuals in the group.

For the most part, people who play don't consciously pick up on the approval/disapproval bits, and they don't ever think about mapping "what's going on in play" to "what's going on with Alice, Bill and Cathy". This makes gathering accounts from players kinda hard, but not impossible, if you ask the right questions and get honest answers.

As far as audio/video recordings, you probably could pick up enough tells over a period of time to call it, but the key point is being able to read the expressions and reactions of the players.

Chris

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On 1/13/2005 at 3:48am, Marco wrote:
RE: Retroactive story

Hey guys,

Chris is right--although it's not stated what the 'tells' are for Narrativist play, trying to figure out specifically what unconscious motives are at work is even harder. The mindfulness issue is a separate one than this (although it's important, related, and worth another thread quite soon).

This is about the concept of "Story After"--which was often contrasted with Story Now--which, yes, did seem to hinge on intent or mindfulness or something like that.

But, we've evolved since then: the glossary defines story as a part of transcript--something that definitionally comprises past play.

Any long time poster on The Forge, can tell you that the Narrativists are enjoying the thematic elements of play more than their Sim counterparts--that's what defines them--but it's quite another thing (today) to say that Narrativists some different kind of story that has another definition or that non-Nar play must be self-deceiving (like the supposition that Simulationist might be unconsciously dressing up their transcripts to include themeatic elements).

What we're trying to get at (here) is whether Narrativists create story (thematic elements of transcript) 'during play' whereas Simulationists create 'story after play.'

-Marco

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On 1/13/2005 at 4:11am, The GM wrote:
RE: Retroactive story

Wormwood wrote: Lisa,

The problem is you need something besides intent.


I 'm not being snarky here, but how so? From Websters: Intent:Something that is intended; an aim or purpose.
If I intend to go to the store, but instead go to a friend's on a whim, then I did not fulfill my stated intent. I did not 'go with purpose'. My intent was either weak, poorly thought out, or even non existant. One might even say that I didn't intend on going to the store at all, I just kinda thought I should. At the end of the day, no matter how you cut it, if I did not go with purpose, I did not address the task at hand.
I think you're right when you say that this is not a theoretical problem in gaming and game design. Many people do in fact play differently than (and here's the caveat) they think they intend to. Why is this? Because the stated intent is either weak, poorly thought out or misunderstood. People, it seems, will always take the comfortable path. So when you say, 'Hey guys, we're gonna address Premise in this game session,' and then no one does, it's worth going back to the SC and CA stage of the game to figure out why the intent failed. It's likely players took the easy, familiar road.

Intent is indeed *very* trustworthy *IF* it is clearly stated, understood, and acted upon by all participants. A Nar game can not, repeat, can not turn into a Sim game if everyone is following the stated intent of playing that specific type of game. This, in a nutshell, is Playing on Purpose.
Good post by the way. :)

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On 1/13/2005 at 4:30am, Ron Edwards wrote:
RE: Retroactive story

Hello,

I smell unnecessary contention, arising partly because the words intent and motive have undergone a fairly bloody history here, long ago.

Lisa, perhaps the best way to look at it is demonstrated intent. That's why I like to say "agenda," because an agenda can never be "unexpressed." It can be hidden, subtle, or covert, but not there's no such thing as an agenda without consequences - real interactions and events show us agenda, period.

If people can agree that we are talking about expressed phenomena, and merely acknowledge that some sort of internal processes (intent, motive, etc) are involved without debating what they are, then I think we'll discover a lot more agreement in the last few threads than superficially appears to be the case.

Best,
Ron

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On 1/13/2005 at 4:38am, The GM wrote:
RE: Retroactive story

Very good, then. Please mentally edit in the word agenda in place of the word intent in my last post.

Thanks. :)

Editted to add (to prevent unneccesary confusion) Agenda is indeed *very* trustworthy *IF* it is clearly stated, understood, and acted upon by all participants. A Nar game can not, repeat, can not turn into a Sim game if everyone is following the stated agenda of playing that specific type of game. This, in a nutshell, is Playing on Purpose.

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On 1/13/2005 at 6:21pm, Wormwood wrote:
RE: Retroactive story

Marco,

I think the issue with transcript as story has been answered. In essence, nar implies a story transcript, but a story transcript does not imply nar.

Which means transcript cannot tell us CA, but perhaps only give us support for a CA conclusion (inductively).


Lisa,

If we confine ourselves to observable intent, then I suggest we consider a meta-transcript which contains all observations of the game (at least with minimal interference of play - ideally no questions and answers, as asking about a theme can easily change borderline play to another CA). In what I've been working on I call that meta-transcript the content of play. I've also found that while you can rarely observe most play content, only a small and identifiable subset of it must be extracted to distinguish play behaviors, such as CA. (Although this subset varies significantly based on what you are trying to determine.)

I agree the entirely honest and open play group is a case where the identification of agenda is entirely trivial. But we also want to be able to identify less overt signs and patterns, otherwise the distinction becomes useless except for groups that have already made it.


I hope that helps, and thank you for the clarification,

-Mendel S.

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On 1/13/2005 at 7:31pm, Marco wrote:
RE: Retroactive story

Wormwood wrote: Marco,

I think the issue with transcript as story has been answered. In essence, nar implies a story transcript, but a story transcript does not imply nar.

Which means transcript cannot tell us CA, but perhaps only give us support for a CA conclusion (inductively).


Yes that's true, but my question wasn't about determing CA. It was about the Ron's and Gareth's use of the phrasing 'creating story retroactively.'

Judging by the glossary, I can say:
1. "Narrativist story exists only after play since story is found in the transcript which exists only after play" --or--
2. "Sim play and Nar play both create story (thematic elements of transcript) during play since they both simply add elements to the transcript."

In his last response to me, Ron (as far as I could tell, I asked a yet-unanswerd question) drew a distinction between Sim play that uses story-making techniques and Sim-play that doesn't.

I don't understand the relevance of that, so I'm considering the question still open.

-Marco

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On 1/13/2005 at 7:35pm, Ron Edwards wrote:
RE: Retroactive story

Hiya,

I've lost all sense of relevance for this thread or any post in it, so I'm pretty much stepping out.

I don't see any unanswered questions, because I don't really see any questions. Maybe I'll come back in about a week or so to re-read it, and maybe then it'll be like, "Oh, I get it," and then I'll try to contribute. Until then, it's all a big shrug.

Best,
Ron

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On 1/14/2005 at 2:10am, Jaik wrote:
RE: Retroactive story

Marco wrote:
Wormwood wrote: Marco,

I think the issue with transcript as story has been answered. In essence, nar implies a story transcript, but a story transcript does not imply nar.

Which means transcript cannot tell us CA, but perhaps only give us support for a CA conclusion (inductively).


Yes that's true, but my question wasn't about determing CA. It was about the Ron's and Gareth's use of the phrasing 'creating story retroactively.'

[SNIP]

-Marco


Here's my take on this retroactive story: the difference between myself and Donald Trump (at least my view/version of Donald Trump).

I went to college because I just sort of always assumed I would. I had a sucky job, then found a better (but not great) one and took it. I got married a little over a year ago, got a much better job that happened to come available at my company, and recently purchased a home.

I've pretty much wandered through life without much drive. I've gotten really lucky. I would stumble across a better job. For my recent promotion, I was more active in my search, mostly because I now have a family to think of, not just myself and a few bills.

I see Donald Trump as having lived a life filled with purpose and drive. He set himself high goals with long-range plans and set out to achieve them. he was always looking ahead and thinking of the big picture.

Trump plays narr, I play sim. He's looking ahead to shape his life, exerting all the control he can. I coasted through, just doing what I felt like, and I ended up in the mid-early stages of the American Dream. I didn't really plan for it and certainly didn't work feverishly, but if you squint a little bit, my life forms a pretty coherent story. Donald Trump wrote his.

Note that my recent ambition and drive did not magically transform anything. just as a mostly-Sim player who decides to add some Theme to the game suddenly transforms into a Narr player. Isn't it a basic tenet of the Big Theory that almost no-one is a purely single-CA player? In fact, CA isn't acted out through entire campaigns or even sessions, but small, discreet decisions.

Helpful? Muddying? Neat but kinda dumb?

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On 1/14/2005 at 4:49am, Marco wrote:
RE: Retroactive story

I think it's a good analogy about how Nar players being said to "play on purpose" (although it's quite possible to play Nar without 'intending to' as Ron points out--if you are consistently addressing Premise even if you aren't thinking in terms of an author, you're playing Nar, at least according to many long-time posters).

However: story is still created the same way in any CA: events happen in play and are added to the transcript. When the transcript is examined (containing only past play) it may be seen to have elements of theme.

Thus, all story is retroactive.

I think the confusion happens because many posters see a fundamental difference in play that might create story from play that will more often create story: but as Wormwood pointed out, the transcript is the same either way.

Also: despite the distinction I think Ron was drawing, since Sim creates theme as reliably as Nar (if the right techniques are used) the amount of story-transcripts from Sim compared to Nar isn't really relevant (I think that if people think Sim is far more common than Nar, then the total number of Sim-stories is probably much higher than Nar stories and not the reverse).

Basically, I think 'retroactive story' is old terminology and is out of date with the glossary.

-Marco

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On 1/14/2005 at 10:13am, Silmenume wrote:
RE: Retroactive story

My understanding of “retroactive story” means altering/editing the fabula of a game so that in the retelling it NOW conforms to story where one did not exist as a direct result of the actions of the players – the syuzhet.

Thus Narrativism reliably creates fabula that contains Story without need of post game editing to get it in there. Sim on the other hand frequently requires lots of editing of the fabula to get Story.

What “on purpose” or “mindful,” in the case of Nar, means is that the players are specifically making the kinds decisions that reliably results in their fabula containing Theme. This is accomplished by players addressing a Premise until conclusion.

Just to be clear, I am using the gloss version of Story – transcript with a Theme.

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On 1/14/2005 at 9:55pm, Wormwood wrote:
RE: Retroactive story

The problem seems to be a confounding of terms, which supports Marco's claim that we should abandon the idea of a retroactive story.


Marco seems to be saying that:

Sim can reasonably produce a Transcript which is a story.


Jay seems to be saying that:

A (non-story) Transcript may be modified into a story.

Nar typically produces a Transcript which is a story.


None of these contradict each other. What causes a contradiction is the use of an assumption that "A Transcript which is a story required Nar." But Ron has already pointed out a Transcript doesn't give us that kind of precision. What causes the causes confounding is that anything a Transcript is able to say about a game is "retroactive", so if a transcript is a story it is a retroactive story (with respect to the play it records). However if a transcript is modified into something else, this can be construed as a post play re-write of the play, i.e. also a "retroactive" story. These are clearly different phenomena, but without some further clarity there is no way to disambiguate the term retroactive story, making it largely irrelevant to the discussion.

Also, the utility of talking about modified transcripts seems only relevent if you have fallen into the fallacy that since Nar implies a story transcript, a story transcript implies Nar. The positive does not (in general) imply the converse.

I hope that helps,

-Mendel S.

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On 1/15/2005 at 6:37am, John Kim wrote:
RE: Retroactive story

I think I see the troublesome issue here. There is a difference between the literal meaning of the phrase "Story Now" using the glossary definition of "story" -- and the meaning of Narrativism. Let me try giving three cases.

1) Players are playing with the mindful agenda of "addressing premise" as their purpose. As the transcript happens, they can see the results of their efforts. When the transcript is complete, it forms a story.

2) Players are playing with some other agenda, such as following their character's motivations or competing over some resource. Nevertheless, when the transcript is complete, it also forms a story.

3) Players are playing with some other agenda, as in #2. When the transcript is complete, it does not form a coherent story. Later, a player tells a story about happened, editing and perhaps embellishing the transcript to do so.

Now, here's the trick. The definition Ron suggests of Creative Agenda says that #1 is Nar, while #2 and #3 are not. However, story is defined in terms of the transcript -- so both #1 and #2 are identical in terms of story produced. Now, one can claim that #2 happens very rarely -- i.e. comparable to waiting for accidents. That's debatable but I'll accept it as a valid claim for the moment. But if that is true, then transcript should be a reliable indicator of Creative Agenda, except in rare cases. So I see a split in usage, or at least emphasis, in what Narrativism is about.

Narrativism-as-story: The creation of a story is definitional to Narrativism -- where "story" is a quality of transcript as defined in the glossary and commonly thought of in other media such as books. Sim will not reliably produce a transcript with story, and can create stories only by editing and embellishing after-the-fact. This means that transcript is a fairly reliable criteria, particularly over several sessions. If something reliably creates transcripts-with-story, then it is Narrativism.

Narrativism-as-experience: The creation of a story is necessary but not sufficient for Narrativism. i.e. Narrativism is more than just story. Various other forms of play will also reliably create story. So even if I am reliably creating transcripts which have story, I may not be getting true Narrativism. There is some other quality to play that is required.

It seems to me that in practice people seem divided over usage -- or even perhaps drift back and forth between these two.

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On 1/15/2005 at 6:14pm, The GM wrote:
RE: Retroactive story

Wormwood wrote: I agree the entirely honest and open play group is a case where the identification of agenda is entirely trivial. But we also want to be able to identify less overt signs and patterns, otherwise the distinction becomes useless except for groups that have already made it.


Mendel,
I let this statement sit for a few to chew it over. When I came back to it, it still bothered me. Perhaps I'm going off tangent a little too far for the purposes of this thread, if so, we can move the discussion. My question, is a simple one though. Why in the world would you waste your time in playing with a group that is not 'entirely honest and open.' This seems, to me, to be an exercise in frustration and disapointment. How can you form group agenda if people aren't being honest?

Thanks for any clarification you have to add. :)

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On 1/16/2005 at 12:17pm, Silmenume wrote:
RE: Retroactive story

Hey John,

John Kim wrote: Narrativism-as-story: The creation of a story is definitional to Narrativism -- where "story" is a quality of transcript as defined in the glossary and commonly thought of in other media such as books. Sim will not reliably produce a transcript with story, and can create stories only by editing and embellishing after-the-fact. This means that transcript is a fairly reliable criteria, particularly over several sessions. If something reliably creates transcripts-with-story, then it is Narrativism.


The problem with this is that CA’s describe action verbs. Players are “addressing” Challenge, “addressing” Premise, or engaging in “Bricolage.” CA’s by definition describe processes (things that human beings are doing), not products (things that human being have created). Conversely products cannot traced by to CA’s. It is not a commutative process. Process leads to product reliably, but not flawlessly or perfectly. Because of this imperfection one cannot abduce back from product to process and hence CA.

John Kim wrote: Narrativism-as-experience: The creation of a story is necessary but not sufficient for Narrativism. i.e. Narrativism is more than just story. Various other forms of play will also reliably create story. So even if I am reliably creating transcripts which have story, I may not be getting true Narrativism. There is some other quality to play that is required.


Again this is flawed. Narrativism is not an experience, it is a process. To rephrase I would offer –

Narrativism-as-process: The creation of a story is typical (even expected) but not sufficient for Narrativism. i.e. Narrativism is not equivalent to story. Various other forms of play can possibly create story, but not nearly as reliably. So even if I am creating transcripts which have story, this is not evidence enough to claim that I am expressing the Narrativism CA. There is some other quality to play that is required. This quality is the address of Premise.

My take on the issues…

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On 1/16/2005 at 1:45pm, Marco wrote:
RE: Retroactive story

Silmenume wrote:
Narrativism-as-process: The creation of a story is typical (even expected) but not sufficient for Narrativism. i.e. Narrativism is not equivalent to story. Various other forms of play can possibly create story, but not nearly as reliably. So even if I am creating transcripts which have story, this is not evidence enough to claim that I am expressing the Narrativism CA. There is some other quality to play that is required. This quality is the address of Premise.

My take on the issues…


Although I agree that this is a more text-book way to say it, I think that the element that I agree with John on is that address of Premise is most clearly defined, IMO, experientially (the player's experience is what detects premise).

-Marco

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On 1/16/2005 at 7:47pm, John Kim wrote:
RE: Retroactive story

Silmenume wrote: Narrativism is not an experience, it is a process. To rephrase I would offer –

Narrativism-as-process: The creation of a story is typical (even expected) but not sufficient for Narrativism. i.e. Narrativism is not equivalent to story. Various other forms of play can possibly create story, but not nearly as reliably. So even if I am creating transcripts which have story, this is not evidence enough to claim that I am expressing the Narrativism CA. There is some other quality to play that is required. This quality is the address of Premise.

This is inconsistent hedging between the two, in my opinion. You're trying to deny that it is the product, and yet make a claim about reliability at the same time. What if something does reliably create transcripts with story? Does that tell us anything about whether it is Narrativist? If not, then you need to drop the claim about reliability from the definition.

Assuming that you do drop this, then I'm fine with it. The words "experience" versus "process" create a slightly different emphasis, but they are similar and both denote something active rather than a fixed product. By saying it is a process, you are emphasizing technique -- i.e. Narrativism is one way of creating story. Different ways of gaming may reliably create story, but if you stick to one particular process of creating story, then you are Narrativist. On the other hand, "experience" emphasizes the feelings of the real people involved. i.e. Any process which creates the same feelings in the participants is Narrativism.

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On 1/17/2005 at 9:26am, contracycle wrote:
RE: Retroactive story

Wormwood wrote: The problem seems to be a confounding of terms, which supports Marco's claim that we should abandon the idea of a retroactive story.


which is arse-backwards: the whole reason I am proposing such emphasis on retroactive story is precisely to resolve this very issue.


Sim can reasonably produce a Transcript which is a story.


... which I deny, without serious editing.


These are clearly different phenomena, but without some further clarity there is no way to disambiguate the term retroactive story, making it largely irrelevant to the discussion.


Narr creates story in play. Sim creates events which can be storyified after play. I don't see any ambiguity.


Also, the utility of talking about modified transcripts seems only relevent if you have fallen into the fallacy that since Nar implies a story transcript, a story transcript implies Nar. The positive does not (in general) imply the converse.


No, what it attmepts to do is cirumvent the blind alley of asserting that sim and narr can both produce story. We are attempting to specify that they do so in different ways.

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On 1/17/2005 at 9:35am, contracycle wrote:
RE: Retroactive story


This is inconsistent hedging between the two, in my opinion. You're trying to deny that it is the product, and yet make a claim about reliability at the same time. What if something does reliably create transcripts with story? Does that tell us anything about whether it is Narrativist? If not, then you need to drop the claim about reliability from the definition.


I don't think iot can be reverse engineered like this. I'd be willing to concede that a heavily railraoded game might be rigorously structured to produce a story-like transcript but I do not believe such a mode of play can do so RELIABLY, for all the reasons dfiscussed under TITBB.

I EXPECT that most instances of narr play will produce something story like.


By saying it is a process, you are emphasizing technique -- i.e. Narrativism is one way of creating story. Different ways of gaming may reliably create story, but if you stick to one particular process of creating story, then you are Narrativist.


That does not follow as far as I can see. Firstly I dispue different ways of gaming can reliably create story, secondly I dipsute that Narr ius characterised by one particular process. Narr is THE process fo creating actual story here and now, as I see it. Sim is NOT.

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On 1/17/2005 at 12:32pm, Marco wrote:
RE: Retroactive story

contracycle wrote:

Sim can reasonably produce a Transcript which is a story.


... which I deny, without serious editing.


If this is true, then we need the concept of an "accurate Transcript" which would, indeed, distinguish Nar from Sim play (well, reliably). But the essays tell us flatly this isn't so--and don't make any mention of people necessiarily exaggerating, adding, or subtracting from the transcript (i.e. the example transcript in the Nar essay is discussed as inaccurate--it just says 'we can't tell').

This would at least re-define Transcript as listed in the glossary.

Earlier I had given an example:

A group of supers are sent on a mission to rescue a turned Nazi scientist during WW II. His 'capture' will be of great importance to the allied war effort. Along the way of searching for him, they come across various atrocities of his (and may have to fight some). In the end, assuming they overcome the obstacles and don't abandon the mission (both of which are reasonable for the characters) they find him.

An NPC will bring up the question as to whether he should be rescued (or terminated or left to the Nazis).


It seems to me that most of the time (relaibly) this game-scenario will play out:
1. With Premise inherent in the situation.
2. In the form of beginning, rising action to climax, conclusion.
3. With whatever foreshadowing or symbolism is in the various obstacles and environments.
4. Reliably. That is, if I ran it and the power-scale was approproiately judged and the players had agreed to play generally patriotic (but not necessiarily dogmatic) supers recruited by the allied forces the game would proceed along a sufficiently predictable path).

Therefore: It seems to me it should make a Story without editing being required.

However: There's no reason to think it would be a Narrativist game. That would depend on how the players react to the inherent question of loyalty to the cause over a personal sense of justice. If they simply dig the fights, enjoy the versimilitude, apply themselves to talking in character (maybe even discussing the issue--but getting involved as their players) the game will be Sim.

This is, IMO, because the players are not 'engaged by premise.'

I don't see why this kind of game wouldn't be considered bog-standard or in need of editing.

Maybe you could explain how this example might pertain to TITBB--perhaps that will shed some light on why it wouldn't reliably generate story?

-Marco

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On 1/17/2005 at 1:45pm, contracycle wrote:
RE: Retroactive story

Marco wrote:
This would at least re-define Transcript as listed in the glossary.


so what?



4. Reliably. That is, if I ran it and the power-scale was approproiately judged and the players had agreed to play generally patriotic (but not necessiarily dogmatic) supers recruited by the allied forces the game would proceed along a sufficiently predictable path).


Sheesh, note all the qualifiers. What if they ARE dogmatic. Thats exactly the kind of editing I am pointing too: your literal transcript might contain an hour long argument as to what is the appropriately patriotic action which may be ommitted when the play is recounted or remembered.


Therefore: It seems to me it should make a Story without editing being required.


Yes, if we assume Ideal inputs and perfect conditions, your logic is impeccable. However, as you have yourself argued, UNLESS they engage with the premise they are reacting to the game on the basis of some other agenda, and if you contrain that activity to your idea of "appropriate story" structure you will probably be railroading and have all sorts of other problems to deal with.


I don't see why this kind of game wouldn't be considered bog-standard or in need of editing.


Because even if if it was rigorously participationist, as this proposition implies, if the players are not engaged with premise their actions will comprise decisions that do not address the premise and deal with other things like challenge. I can't see what "bog standard" has to do with anything.


Maybe you could explain how this example might pertain to TITBB--perhaps that will shed some light on why it wouldn't reliably generate story?


Because they are not engaged with the address of premise. The raw material contains many other things which will be ommitted in any telling of the story. Or just the accidents of play - mabe they shoot the NPC whose supposed to raise the moral issue in act 1. Maybe they don't care as they are only here to trounce nazis and don't care a fig about the "moral paradox". Simply writing such a scenario, even running it, is no guarantee whatever that a story will be the end product.

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On 1/17/2005 at 4:07pm, Wormwood wrote:
RE: Retroactive story

contra,

You cannot prove non-existence inductively. Sim can, with the right techniques, and with appropriate circumstances produce a transcript which is a story with no editing. Is this probable? Hard to say, but claiming it is not possible by listing situations in which it doesn't occur is insufficient. Marco provided an example of the situation, that is enough to show that it can happen. (Reliability given appropriate circumstances is a trivial thing, which is what Marco seems to be getting at. Contra, you seem to be saying that sim play does not often reach those circumstances, which doesn't really matter, if in those cirumstances the transcripts are unmodified stories.)

Also, in the revisionist sense of retro-active story you are building bad theory. Since story is identified via interpretation, there isn't a point where you can certify that "re-writing" does not take place.

Lastly, if your claim of the converse fallacy (story transcript implies Nar) were true, then this implies that transcript is all that is needed to distinguish Nar, which as Ron pointed out is not valid.


The border between Nar and Sim is complex and deserves study, but the approach you are taking in defining that border is at best unhelpful, and at worst obfuscatory.

I hope that helps,

-Mendel S.

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On 1/17/2005 at 4:26pm, contracycle wrote:
RE: Retroactive story

Wormwood wrote:
Also, in the revisionist sense of retro-active story you are building bad theory. Since story is identified via interpretation, there isn't a point where you can certify that "re-writing" does not take place.


Thats kinda the point.


Lastly, if your claim of the converse fallacy (story transcript implies Nar) were true, then this implies that transcript is all that is needed to distinguish Nar, which as Ron pointed out is not valid.


Fortunately I offered the term EXPECT. At no point did I ever advance as hard a claim as you are attacking here, or as hard as Marco has implied. This whole discussion of the bloody transcript is wholly off the point as far as I am concerned, and conducted entirely as a courtesy to Marco, who for some reason doesn't really believe in Story Now.


The border between Nar and Sim is complex and deserves study, but the approach you are taking in defining that border is at best unhelpful, and at worst obfuscatory.


I did not want to define a border, and if I were to nominate a border it would be the distinction between briocolage as the process of myth construction and narratavism as the process of story construction.

It doesn't seem impossible to me that some particular series of sim events might produce a story by accident, I just don't think it matters as a general principle.

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On 1/17/2005 at 4:42pm, Marco wrote:
RE: Retroactive story

contracycle wrote:
Sheesh, note all the qualifiers. What if they ARE dogmatic. Thats exactly the kind of editing I am pointing too: your literal transcript might contain an hour long argument as to what is the appropriately patriotic action which may be ommitted when the play is recounted or remembered.


There virutally aren't any stipulations at all: were this not the GNS forum, I would just say "the PC's are on a mission from the allied forces"--however, this dialog, being what it is, I have to be very exacting or people will, for example, claim that the PC's must be being railroaded for a "mission scenario" to be considered 'reliable.'

I think this is unfortunate--but I've seen it enough times to know it's a possible objection (and I think you're reading too harshly: I allow that players could have dogmatic characters--I simply didn't mandate it.)


Because they are not engaged with the address of premise. The raw material contains many other things which will be ommitted in any telling of the story. Or just the accidents of play - mabe they shoot the NPC whose supposed to raise the moral issue in act 1. Maybe they don't care as they are only here to trounce nazis and don't care a fig about the "moral paradox". Simply writing such a scenario, even running it, is no guarantee whatever that a story will be the end product.


It seems your supposition is that the actions the PC's take is where 'address of premise is found'--and therefore, if an accurate Transcript contains actions that look to the reader like address of premise then, indeed, it is reliably Narrativist (or are themed).

However, That isn't the case from the definition in the essay (and Ron says it's not so, as well). It's true that PC's must take actions in order for premise to be addressed--no argument.

That is only part of the Narrativist formulation. Those 'actions' could be taken under any CA.

The other part, what makes Narrativism distinct from other CA's, is the player's realtionship to those actions.

I think that what you are arguing for is basically "Story Oriented Gaming" under almost any reasonable definition: Theatrix will reliably produce a story. Call of Cthulhu will as well. There's a reason those games aren't described as Narrativist though.

-Marco

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On 1/17/2005 at 5:18pm, Marco wrote:
RE: Retroactive story

contracycle wrote:
Wormwood wrote:
Also, in the revisionist sense of retro-active story you are building bad theory. Since story is identified via interpretation, there isn't a point where you can certify that "re-writing" does not take place.


Thats kinda the point.

I'm not sure what 'the point' is though: If Story is something that exists only in the eye of the beholder and has no basis in transcript (i.e. that it's all deconstructionist and I can claim I see story in a completely accurately rendered transcript of a hack-and-slash D&D dungeon as easliy and correctly as I see it in a Sorcerer game) then, well, why should I believe in Story Now? Or even Story-At-All?

I think that it is profitable to use a 'reasonable' defintion of story and there are certainly cases where we have exacting transcipts of games (IRC games). Wouldn't those count as accurate?

-Marco

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On 1/17/2005 at 8:04pm, John Kim wrote:
RE: Retroactive story

contracycle wrote:
John Kim wrote: By saying it is a process, you are emphasizing technique -- i.e. Narrativism is one way of creating story. Different ways of gaming may reliably create story, but if you stick to one particular process of creating story, then you are Narrativist.

That does not follow as far as I can see. Firstly I dispute different ways of gaming can reliably create story, secondly I dispute that Narr is characterised by one particular process. Narr is THE process of creating actual story here and now, as I see it. Sim is NOT.

As I said, there are different concepts being expounded here which are both using the label of "Narrativism". I don't think either side is right or wrong -- they're just conflicting usage which has to be made clear. It seems to me that your usage is what I described as Narrativism-as-story.

Really, I like that definition because it seems clear to me. Anything which reliably creates transcripts with story is by definition Narrativism. However, it is not the definition which many people have historically meant when they used the word "Narrativism". Notably, in his Narrativism essay a year ago Ron came out with the idea that transcript was not useful in determining the Creative Agenda of a game.

I also note that you support Jay's idea of Simulationism-as-myth-making. Again, there's nothing wrong with that idea, but it's different than prior definitions of the word "Simulationism". For clarity of discussion, I think this should be clearly distinguished from other usage. For example, you could label it as a variant model (like the "3D" model or Scarlet Jester's "GEN" model). Indeed, I would strongly urge coining new terms even if the concepts are similar (perhaps Story-ism and Myth-ism ?).

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On 1/18/2005 at 9:01am, contracycle wrote:
RE: Retroactive story

Marco wrote:
I'm not sure what 'the point' is though: If Story is something that exists only in the eye of the beholder and has no basis in transcript (i.e. that it's all deconstructionist and I can claim I see story in a completely accurately rendered transcript of a hack-and-slash D&D dungeon as easliy and correctly as I see it in a Sorcerer game) then, well, why should I believe in Story Now? Or even Story-At-All?


Thats facetious, yiou are in no doubt that story exists and can be produced.

And it seems we are back to your very first question: if sim can produce story at all then it is indistinguishable from Narr. The point I'm trying to make is that even when story does appear in the eye of a beholder of a transcript, that is NOT the same as story here and now in actual Narr play.

I think that it is profitable to use a 'reasonable' defintion of story and there are certainly cases where we have exacting transcipts of games (IRC games). Wouldn't those count as accurate?


I have already allowed multiple times that an after-the-fact transcript might resembvle a story, but that I consider this unlikely and improbable. I cannot imagine that any mode of play other than the adress of premise will concentrate its action on the address of premise. And if it fails to do so then the strictly observed action that appears in a transcript will contain non-story elements; the output as a whole will not be story like.

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On 1/18/2005 at 9:12am, contracycle wrote:
RE: Retroactive story

John Kim wrote:
As I said, there are different concepts being expounded here which are both using the label of "Narrativism". I don't think either side is right or wrong -- they're just conflicting usage which has to be made clear. It seems to me that your usage is what I described as Narrativism-as-story.


Cool. Yes, I am arguing that the claims to story by Narr should be asserted more strongly, and the claims to story by Sim be dropped.


Really, I like that definition because it seems clear to me. Anything which reliably creates transcripts with story is by definition Narrativism.


... except I don't think the transcript is important in this regard, especially. The only reason the transcript was mentioned was to identify where Sim can make a claim to being/having produced "story". I am proposing that if we recognises that this is after-the-fact story, rather than story-in-play, the ownership of Story-in-play by Narr is clarified and strengthened.


However, it is not the definition which many people have historically meant when they used the word "Narrativism". Notably, in his Narrativism essay a year ago Ron came out with the idea that transcript was not useful in determining the Creative Agenda of a game.


Agreed - I don't think it is particularly important either. All I was trying to explain was the phenomonen of sim players retroactively organising the events they experienced into a story, and then laying claim to Story en bloc.


I also note that you support Jay's idea of Simulationism-as-myth-making. Again, there's nothing wrong with that idea, but it's different than prior definitions of the word "Simulationism". For clarity of discussion, I think this should be clearly distinguished from other usage. For example, you could label it as a variant model (like the "3D" model or Scarlet Jester's "GEN" model). Indeed, I would strongly urge coining new terms even if the concepts are similar (perhaps Story-ism and Myth-ism ?).


Hmm well maybe. But while I think we are proposing a new take on sim, I'm not so sure that its really a new model. I've railed against the ubiquity of the Story term for some time now and think that the identification of sim-as-myth and narr-as-story makes existing GNS clearer. I think we should be able to interpret the "sequence of events" produced by sim as raw material for bricolage, rather than describing them as one of many varieties of story as we have tended to do to date (and thus getting sucked into the morass Sil identified of the story model being applied to sim innapropriately).

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On 1/18/2005 at 1:30pm, Marco wrote:
RE: Retroactive story


Thats facetious, yiou are in no doubt that story exists and can be produced.

It's not faceitous, Gareth: I just wasn't sure what you were arguing. It sounded to me like you think "all transcripts" are opaque as to their accuracy and therefore aren't a good indicator of anything. That didn't sound reasonable to me: a carefully noted transcript is, IMO, the one piece of hard data that could actually come out of most games.

I think that if we do define Nar-as-story and Sim-as-Something-Else then a great deal of what has been considered Sim play would be redefined to Nar play and games like Theatrix would become Nar.

It seems like you are arguing for a major departure from Ron's essay and theory and while that's fine, I agree with John that we need another term (in this case, I think Dramatist from GDS would serve pretty well, but John can correct me if that's not so).

contracycle wrote:
I have already allowed multiple times that an after-the-fact transcript might resembvle a story, but that I consider this unlikely and improbable. I cannot imagine that any mode of play other than the adress of premise will concentrate its action on the address of premise. And if it fails to do so then the strictly observed action that appears in a transcript will contain non-story elements; the output as a whole will not be story like.

(Emphasis added)
In my example, the idea that 'thematic elements' will appear in the transcript seems both likely and probable. That's why I posed it. When you address it, you gave four objections:

1. So many qualifiers: I submit there are really very few (and all that are there are entirely reasonable for most real games).

2. What if there is a big argument about patriotism: I'm not sure why this is a factor. I don't see why it'd be likely, but according to the definition of transcript, a meta-game argument wouldn't appear there. If the argument happened in game (between characters) it'd be dead on thematic and the more the better.

3. What if they shoot the NPC who poses the question: I don't think anything is damaged if they do from a story standpoint. I placed the NPC in the description in order to make the Premise Question incredibly clear so that no one could miss it. Narrativism doesn't require NPC's to come in and "phrase the question" in order for the game to be a story. Neither should Sim.

In any event, the NPC could be an NPC teammate or a captured allied soldier whom they are reliably likely to encounter. What makes you think it is likely that they'd shoot him or likely that they'd miss him if he is obvious and in a place they are likely to visit?

4. The players don't care about the premise: Of course I think this is the determining factor between Sim and Nar. But I don't think it is necessiarly clear in the transcript of play:

1. Their characters may care--if they are playing 'in character' they may be disgusted and revolted. They might even have the conversation about rescuing him (especially if posed by an NPC). Of course, they are all Gamist and the last castle has the big battle--so they're not going to give up the mission--but that isn't part of the transcript of the game.

I think this is relaibly likely in Exploration of Character--a common Sim type, according to the essay (and, not coincidentally, one that I think is associated with 'story-oriented gaming' for the very reasons that it does, reliably, produce story given any theme in the situation).

2. If there is no in-character dialog and the characters are all treated as pawns, then a transcript of the game will not read "like a story" (with dialog and character exposition) but the action of the game will still show clearly that the main characters cross the country, see terrible things, and do their duty anyway. That's an answer.

I believe that theme will be created in the transcript if:
(a) They rescue the scientist.
(b) They decide not to.
(c) They abort half-way through deciding he's not worthy (I actually think this is the more 'Nar' response since it indicates that the players are more interested in the themes than the mission. If the players have strong feelings about justice over patriotism this would result in an arguably 'inferior'* story in the sense that it's anti-climax).

As I see it, it won't be answerd if:
(c) They decide to "do something else" (i.e. abort or abandon the mission for reasons unrelated to the mission)
(d) All get killed half-way-through (or so badly shot up they cannot continue).

I don't think you can argue that (c) and (d) are likely from my set up, so I am guessing that you have another set of criteria for judging that the Premise Question inherent in the situation won't be 'answered' by such play.

You gave me some objections but I'm not sure what they are--they seem tangential to me.

Perhaps if you can expand on what you think is unlikely to happen during such a scenario, I can see where you are coming from.

-Marco
* I am not arguing that Narrativist play will result in inferior story: the decision point where the super heroes decide to give up and turn back could be powerful stuff--however, avoding an actual showdown with the scientist and a chance for a lot of dialog exposition and hightened drama could be seen by some as sub-optimal. Either way, though, it counts as Story.

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On 1/18/2005 at 2:14pm, contracycle wrote:
RE: Retroactive story

Marco wrote:
I think that if we do define Nar-as-story and Sim-as-Something-Else then a great deal of what has been considered Sim play would be redefined to Nar play and games like Theatrix would become Nar.


I don't. I point this may be local to you given your objections to TITBB and so forth, so whether you use the term to mean what I mean by it is dubious.


It seems like you are arguing for a major departure from Ron's essay and theory and while that's fine,


I don't think I am. Nothing I have suggested contradicts any standing information about the CA's that I can think of presently.


4. The players don't care about the premise: Of course I think this is the determining factor between Sim and Nar. But I don't think it is necessiarly clear in the transcript of play:


I neither claimed that it was NECESSARILY clear, nor necessarily CLEAR. I said only that I EXPECT there will be identifiable differences. Please stop over-extending my argument.

Your position seems to be that all play is identical in the transcript, and that all play regardless of agenda will produce roughly similar transcripts. From reading actual play acocunts here, I do not think that is at all likely.

But I would be open to input from others as to what they think in this regard. All contributions welcome.

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On 1/18/2005 at 3:15pm, Marco wrote:
RE: Retroactive story

contracycle wrote:

It seems like you are arguing for a major departure from Ron's essay and theory and while that's fine,


I don't think I am. Nothing I have suggested contradicts any standing information about the CA's that I can think of presently.



What I was refering to was the Narrativism Essay:

The real question: after reading the transcript and recognizing it as a story, what can be said about the Creative Agenda that was involved during the role-playing? The answer is, absolutely nothing. We don't know whether people played it Gamist, Simulationist, or Narrativist, or any combination of the three. A story can be produced through any Creative Agenda. The mere presence of story as the product of role-playing is not a GNS-based issue.

(Emphasis in the original)


I neither claimed that it was NECESSARILY clear, nor necessarily CLEAR. I said only that I EXPECT there will be identifiable differences. Please stop over-extending my argument.

I'm sorry you're reading me as over-extending: I'm discussing a given starting-scenario example. I'm trying to figure out is what you think would be different between Sim and Nar in the play of that scenario and why the thematic elements "embeded" in the situation wouldn't (in that specific case) reliably appear in the transcript.

-Marco

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On 1/18/2005 at 4:13pm, contracycle wrote:
RE: Retroactive story

Marco wrote:
What I was refering to was the Narrativism Essay:

(Emphasis in the original)


Fine. That was the state-of-the-art then. I am proposing that in the light of new development the state of the art is now different. I may of course be wrong. I still largely agree that the CA is not explicit in the transcript, but am suggesting that by dispersing some of the multiple senses of story we should be able to distinguish sequence-of-events story from premise-addressing story. While we were/are treating story as an indivisible whole that was virtually impossible to do or discuss.


I'm sorry you're reading me as over-extending: I'm discussing a given starting-scenario example. I'm trying to figure out is what you think would be different between Sim and Nar in the play of that scenario and why the thematic elements "embeded" in the situation wouldn't (in that specific case) reliably appear in the transcript.


Because in my experience of Sim play there is no premise, so no addressing of premise or anything like it would appear in the transcript.

The reason I think your scenario is bad and over-extended is that it starts from an overtly story-structured sim game, which is itself such a complicated beast its terrible example to discuss.

But even if it were the case that such a game was designed and run my argument would not be invalidated; in the first place such a transcript could be produced by railroading, the presence of a transcript not implying that the game was in fact succesful and that the participants enjoyed it.

And if you succeeded in running such a game and everyone did enjoy it, and the transcript was in fact a story in situ, then you would have carried out the impossible thing before breakfast/found el dorado and the only question I would have is how that was done.

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On 1/18/2005 at 4:42pm, Marco wrote:
RE: Retroactive story

contracycle wrote:
The reason I think your scenario is bad and over-extended is that it starts from an overtly story-structured sim game, which is itself such a complicated beast its terrible example to discuss.

Let's look at this. I'm very much interested in knowing why the example is a 'complicated beast'--I hadn't thought about it that way. I'd thought this was a pretty simple (almost basic) example of, a game run in, say, Godlike (which I don't own so I can't be certain--but it's WW II Supers).


But even if it were the case that such a game was designed and run my argument would not be invalidated; in the first place such a transcript could be produced by railroading, the presence of a transcript not implying that the game was in fact succesful and that the participants enjoyed it.

And if you succeeded in running such a game and everyone did enjoy it, and the transcript was in fact a story in situ, then you would have carried out the impossible thing before breakfast/found el dorado and the only question I would have is how that was done.


Okay, we can discuss this: why would we think that my example implies a dysfunctional amount of GM control?

What elements of my proposed set-up do you think are trouble prone, and, more importantly, are they endemic to having a 'story-structured Sim game'?

My Scenario

A group of supers are sent on a mission to rescue a turned Nazi scientist during WW II. His 'capture' will be of great importance to the allied war effort. Along the way of searching for him, they come across various atrocities of his (and may have to fight some). In the end, assuming they overcome the obstacles and don't abandon the mission (both of which are reasonable for the characters) they find him.

An NPC will bring up the question as to whether he should be rescued (or terminated or left to the Nazis).


I stipulated that:
1. The players agreed to play characters who would willingly go on missions for the allied command and wouldn't consider a mission to grab a turn-coat Nazi scientist to be outside of their abilites or responsibilities (i.e. they are not all playing super-medic characters).
2. That the GM did not require the players to be dogmatic (i.e. did not mandate a Super-Patriot disadvantage of some kind for all characters)
3. That the difficulty of the game (both in combat and in clues) was well judged for the group and reliably within their ability to handle.

Do you think any of these are unusual or difficult or prone to cause arguments?

-Marco

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On 1/18/2005 at 7:03pm, John Kim wrote:
RE: Retroactive story

contracycle wrote:
John Kim wrote: However, it is not the definition which many people have historically meant when they used the word "Narrativism". Notably, in his Narrativism essay a year ago Ron came out with the idea that transcript was not useful in determining the Creative Agenda of a game.

Agreed - I don't think it is particularly important either. All I was trying to explain was the phenomonen of sim players retroactively organising the events they experienced into a story, and then laying claim to Story en bloc.

contracycle wrote:
Marco wrote: What I was refering to was the Narrativism Essay: (...)

Fine. That was the state-of-the-art then. I am proposing that in the light of new development the state of the art is now different. I may of course be wrong. I still largely agree that the CA is not explicit in the transcript, but am suggesting that by dispersing some of the multiple senses of story we should be able to distinguish sequence-of-events story from premise-addressing story. While we were/are treating story as an indivisible whole that was virtually impossible to do or discuss.

Well, what I mean by the transcript is what actually happened in order during the game -- i.e. no additions, embellishment, or editing. Transcript is simply what happened during the game. For example, in IRC or chat play, there is a literal transcript. The reason why I like your definition is that it means that play can be analyzed based on the transcripts, which are a visible and analyzable component of play. It seems a clearer category. At times in earlier GNS discussion -- having rejected transcript -- some people have said that GNS mode has to be determined only by eye movements, smiling, and other subtle cues. I think the actual verbal statements and fictional events of play are a much meatier and interesting ground for analysis.

However, that said, I agree with Marco that your new formulation is a significant change. Ron did not put in that section of his Narrativism essay lightly -- it was a very deliberate step. While I may have quibbles about his example, I agree with the principle that if you use change criteria (from Ron's "no transcript" to your "new state of the art"), then some games which were considered Sim will be Nar, and vice-versa. Hence I think it should at least be distinguished as a variant model even if it is quite similar in many respects.

contracycle wrote:
Marco wrote: I'm sorry you're reading me as over-extending: I'm discussing a given starting-scenario example. I'm trying to figure out is what you think would be different between Sim and Nar in the play of that scenario and why the thematic elements "embeded" in the situation wouldn't (in that specific case) reliably appear in the transcript.

Because in my experience of Sim play there is no premise, so no addressing of premise or anything like it would appear in the transcript.

The reason I think your scenario is bad and over-extended is that it starts from an overtly story-structured sim game, which is itself such a complicated beast its terrible example to discuss.

Well, the example may be debatable, but I'd like to establish what we're trying to get from the example in the first place. In his last post, Marco actually described the WWII setup of the game independent of system. So, for example, we could ask how would that scenario play out differently using The Pool vs using Godlike vs using GURPS? Do such scenario setups simply not occur in your experience of Sim? Alternatively, do such setups occur, but they result in different transcripts than when played out using a Nar system?

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On 1/18/2005 at 9:22pm, Marco wrote:
RE: Retroactive story

Hi John,
I hadn't specified what game to use--but thinking about it, I would tend to suggest that scenario for any of the standard 'Simulationist' systems (Hero, SAS, Godlike, Mutants and Masterminds, GURPS Supers, etc.). Doing this with The Pool might indeed be different than doing it with Mutants and Masterminds or Godlike--but I think (maybe) that's a bit tangential to my point in bringing it up.*

I'm more concerned about the ideas that successfully running this game is approaching El Dorado or TITBB. This seems based on the idea that:
(a) Perhaps the scenario is distinctly unusual or trouble prone for Sim play in some way.
(b) That maybe to "make the scenario work" reliably and functionally would tend to indicate railroading was going on.
(c) That perhaps there would be elements of transcript that would veer significantly from the proposed "direction of play" for reasons unrelated to the premise.
(d) etc... (other objections that this scenario is a difficult or edge-condition case)

I think this is a very standard Exploration of Character/Exploration of Situation game that would be easily and reliably run and would play out in a pretty predictable manner (i.e. it doesn't seem absurd that it would tend to run more or less 'as written'--and that concept includes the possibility of the PC's deciding to abort the mission or execute/leave the scientist because they've had it with him).

-Marco
* Maybe system is the most important part of the question and I'm missing something. Certainly running this in AD&D would seriously make the set-up a bit unlikely. Doing it in Sorcerer would be different too. I just think those proposals are perhaps, obscuring the questions about the viability of 'story style Sim games.'

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On 1/19/2005 at 4:14am, clehrich wrote:
RE: Retroactive story

I've long thought this was a rather simple question, the one complicating factor, really, being Ron's rather idiosyncratic use of the word "transcript."

To my mind, a transcript is a careful inscription of everything that occurs during a span of time, somehow delimited. Thus trans-script (writing across). This is as opposed to, for example, a script in the sense of theater.

Thus a transcript of a theatrical performance would include all sorts of events that are specific to that single performance, many of which are not registered in the script. One could limit the transcript to what happens on stage, or include also audience reaction and noise and such, but in any event the transcript is distinct to that single performance and is non-repeatable.

What Ron describes as a transcript is essentially a redacted version of events within SIS, rather less specific than a hypothetical script which would, after all, include at the least everything said in-character.

So:

I propose that "transcript" be used for a total account of play events, in SIS and otherwise. What Ron has been calling a transcript I'd tend to call a "redaction" or an "account."

If people don't like these terms, we need another for what I'm calling "transcript", because we're chasing our tails over what is and is not in the transcript.

Now given this, we have (for the moment) the Lehrich-transcript (transcript) and the Edwards-transcript (account), T-L and T-E for short, okay?

Now examining the T-L should generate an understanding of CA. Examining the T-E will not, except under very peculiar circumstances. Which was Ron's point in the essay.

--------
Now we get to the problem of product and process. The Big Model is founded on process, not product. Since the T-E does not reflect process, and is just a form of product, it does not reflect CA.

However, as Ron points out, the T-E can certainly be a story, of whatever quality.

Therefore, Ron's point is that any CA can generate story (or myth, or whatever).

At the same time, Nar is a CA whose focus and method is devoted to generating story NOW. Presumably this means that most successful Nar games generate a T-E that is a story. By contrast, this is unusual -- but possible -- with Sim play.

But this does not mean, logically, that that which produces story is Nar. That's a fallacy.

Note that Ron is insistent that story very rarely arises from Sim play -- it happens as often as "monkeys fly out of my butt." I happen to think he's wrong about this, but his point, I think, is that "Oujia-board" play (in which Sim players kind of sit around hoping that story will magically happen) is mostly a waste of time. Ron's point, I think, is that if these players really want story to happen now, they'd be better off playing Nar, where they have a reasonable -- even good -- shot at getting what they want.

Now there is a certain weaving-about here between process and product, since we're saying that these players want some product and are confused about process, but Ron's main emphasis is that they ought to be focused on process, because that will produce what they want. The focus on product is ass-backwards. Again, I think this is slightly off-kilter analytically, but it makes good practical sense: if you want to build a table, whanging a bunch of bits of wood together in a vaguely table-shaped way is less effective than actually learning how to do a little carpentry and making a table.

All of which, I'm sorry to say, seems to me to make this whole retroactive business a matter of deep confusion -- unless it is intended as a sharp challenge to the Big Model. Retroactive examination is founded on a product focus, which the Big Model is emphatically not. It's perfectly plausible to generate a good analytical theory of gaming that is founded on product -- although I'd suggest that an extensive transcript (T-L) would be more effective for the purpose -- but such a theory has little to do with the Big Model.

-----------

My basic disagreement with Marco, and I think maybe John though I'm not sure, is that I don't think that defining Sim and Nar in terms of their products is going to change anything -- it's going to create a completely new model. Nar isn't about story-as-product, about being able to look back and say, "Hey, there was a story!" It's about having that right now. And even if there was a story, you could have been playing Sim -- and no, that's not El Dorado, it's a predictable if uncommon effect.

Ron's point throughout the Big Model essays -- one of them at least -- is that we need to emphasize process. What you want in a game is what happens in the game. That may or may not have anything to do with what you think you want to come out of the game. If you want stories in your games, you're best doing so mindfully, which entails Nar agendas. But this simply does not mean that if a story gets told the game was Nar. That's taking the model and turning it inside out.

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On 1/19/2005 at 5:02am, Ron Edwards wrote:
RE: Retroactive story

Thanks, Chris. Your points are very much in tune with my general take on this thread topic.

Regarding likelihood of story occuring via Sim play, however, you're mis-stating my case a bit. The "monkeys fly out my butt" likelihood refers to Ouija-Board play hiding (fleeting) Narrativist input, not to Sim in general.

When Sim play uses a given story-type construction as an agreed-upon, group-appreciated feature of Exploration (many groups playing Call of Cthulhu often do this, e.g.), then the transcript (my usage) reliably features story. Simulationist play is all about confirmation, as I've written before, and if you make sure X is in there, then successful play yields X, unscathed.

I hope it's clear that in Sim play which does not include such a construction, story-as-outcome is correspondingly absent or rare.

We can debate the use of "transcript" in another thread, I think.

Best,
Ron

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On 1/19/2005 at 5:18am, Marco wrote:
RE: Retroactive story

clehrich wrote:
My basic disagreement with Marco, and I think maybe John though I'm not sure, is that I don't think that defining Sim and Nar in terms of their products is going to change anything -- it's going to create a completely new model. Nar isn't about story-as-product, about being able to look back and say, "Hey, there was a story!" It's about having that right now. And even if there was a story, you could have been playing Sim -- and no, that's not El Dorado, it's a predictable if uncommon effect.


Heya Chris,
You have me wrong on what I'm saying. I wasn't suggesting that Nar and Sim should be re-defined in terms of their products. I do think that'd be a new model: that was my point. I was saying that discussing Story After is, in fact, quietly doing that--and I think it's at odds with the existing model. The glossary definition of Story Now defines it as "Commitment to Addressing (producing, heightening, and resolving) Premise through play itself."

Every time Story Now vs. Story Later is discussed the focus is improperly removed from Address of Premise and put back on Story.

The problem is that Addressing Premise is composed of two parts:
1. The action that is taken that addresses it.
2. The player's internal engagement with said premise.
(You could say 3. Group support for Narrativist play, I guess)

Adding thematic elements to the transcript only addresses point 1 which is why discussions about TITBB or El Dorado get hung up (when you are discussing "The GM's story vs. The Player's Story" this dialog is focused on the transcript of play and not the process of play).

It is also why there's an argument here as to whether a Transcript of play (Let's say T-C: the transcript of an IRC game) will reliably contain Story under Sim play.

I have yet to see a reason why it shouldn't--in fact, I think it is commonly and easily done--but the discussion around Sim-Story is distorted by the idea that Nar is really the only reliable way to get it.

-Marco

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On 1/19/2005 at 5:24am, Ron Edwards wrote:
RE: Retroactive story

Hello,

Narrativist play reliably produces story-in-transcript via addressing Premise during play itself.

Some Simulationist play reliably produces story-in-transcript via various agreements or conditions that "put the story in there." Usually the "inserted story" has a fixed Theme as part of its non-negotiable features. Some of these agreements/conditions are done beforehand, some afterward, but not through addressing Premise during play itself.

That's what I've been saying for years now. Very easy. Very painless. I don't see any issues that make it hard.

Best,
Ron

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On 1/19/2005 at 5:46am, clehrich wrote:
RE: Retroactive story

At the risk of a "me too" post, I'm with Ron here.

If we're all agreed that Big Model definitions are about process and not product, and

We're all agreed that transcript (under Ron's definition) is product,

Then surely it's obvious that whether transcript does or does not contain story (or anything else) is totally irrelevant for CA examination?

And if that's the case, what is this argument about?

This is a genuine statement of confusion. I've read all the posts, and with these last few it looks to me like this discussion isn't going anywhere because it isn't about anything. If I'm wrong, please do correct me -- because I'm entirely missing the point.

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On 1/19/2005 at 7:39am, John Kim wrote:
RE: Retroactive story

clehrich wrote: If we're all agreed that Big Model definitions are about process and not product, and

We're all agreed that transcript (under Ron's definition) is product,

Then surely it's obvious that whether transcript does or does not contain story (or anything else) is totally irrelevant for CA examination?

And if that's the case, what is this argument about?

This is a genuine statement of confusion.

OK, let me try summarizing, because I think that you haven't quite grasped the thread. It seems like you and Ron are supporting me and Marco, although you don't seem to realize that for some reason. The current voice of dissent is contracycle. (Apologies if I'm misrepresenting anyone here.)

Marco started this thread arguing exactly what you just said -- that GNS mode is not distinguished by transcript. Story is a quality of transcript (as defined in Ron's glossary), and transcript is product. He was arguing against people who claimed that Simulationism can be distinguished by story (i.e. by product). He was upholding the principle that GNS mode is not distinguished by the transcript or story.

Now, in the recent twist of this thread, contracycle responded by suggesting that there should be a new, altered Narrativist definition which distinguishes based on transcript. He acknowledged that this was different than what Ron wrote in his Narrativism essay, but he felt that in his experience, Sim did not produce story. Thus, Sim could be distinguished by product. I said that I felt that distinguishing based on product was a fine idea, but that he should call it a different model rather than calling it the "new Narrativism". Marco simply disagreed that contracycle's new distinction was Narrativism, and tried to show through hypothetical example how it differed.

Marco's thrust was that a lot of people seem to be saying that Nar is distinguished by product. i.e. By story. But by the Nar-as-process definition, Nar is just one way of making the product of story. Again, quoting Ron's glossary definition:
Story: An imaginary series of events which includes at least one protagonist, at least one conflict, and events which may be construed as a resolution of the conflict. A Story is a subset of Transcript distinguished by its thematic content. Role-playing may produce a Story regardless of which Creative Agenda is employed.

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On 1/19/2005 at 9:32am, contracycle wrote:
RE: Retroactive story

John Kim wrote:
Marco started this thread arguing exactly what you just said -- that GNS mode is not distinguished by transcript. Story is a quality of transcript (as defined in Ron's glossary), and transcript is product. He was arguing against people who claimed that Simulationism can be distinguished by story (i.e. by product). He was upholding the principle that GNS mode is not distinguished by the transcript or story.


OK, I disagree with your summary. Way back, I wrote:


Yes Marco, but I think its that nuance that we can now lay to rest. I fully agree that retrospectively the product of sim play is something that can rightly be termed "a story" even if one in need of significant editing. I think however that this casual term is sometimes misleading in the apparent attribution of a story-based CA to sim. I like Silmemune's construction because it does not exhibit the same conflation.


To which Marco responded:


However, I do have an issue with what you've said: you talk about story as the "retrospective" product of Sim play. I don't understand that, and I think this concept is important wrt Jay's formulation.

According to the glossary, Story is found in the *Transcript* of play--a re-telling of play after the fact. Therefore, in any game wherein there can be said to be Story, it must be retrospective, whether Sim, Nar, or Gamist.


Which IMO is mistaken - as I responded above, Narr has story Now and does not need story afterward. It is not true that IN ANY GAME story is only found in the transcript product. In Narr, story happens in Actual Play. It may ALSO appear in the transcript. In Sim (and Gam incidentally), my contention is it will ONLY appear in the transcript, if at all.

That, as far as I am concerned, has been the entire discussion of transcript and retroactive story. So on to something rather more substantial:

Do such scenario setups simply not occur in your experience of Sim? Alternatively, do such setups occur, but they result in different transcripts than when played out using a Nar system?


They result in different transcripts, OR they suffer other known problems. Probably. I think.

If you are playing by a Sim contract and you set up Story you run into the classice RGFA objection: the accomodation of story renders the Sim "unrealistic", as where the nominated story villain cannot be killed in the first act regardless of player action.

So what this means in practice is that in order to force play down a constrained path that will output a story in the transcript at the end, the players must be railroaded. This is all in line with prior discussion of el dorado et al.

So thats problems of play that have been much discussed already. As to the differing transcripts, this is what I mean. I have on several occassions mentioned the Hardwired supplement for CP2020 and an event which occurred in ourt playing of this product: the PC's were investigating something and in the process were photographed by an entirely innocent tourist. they spent several game hours and half a day running to ground everything there was to know about this tourist in order to rule them ourt as some sort of covert surveillance.

All of this would appear in the transcript even though it is totally unrelated to any "story" that might be going on, or even mere plot. This was a total red herring, a distraction, a dead end, which I had only introduced to keep the world alive, full of people NOT involved with the plot. If you were a reviewer reading this transcript as a book I'm sure you would find it very poor, totally irrelevant, and the kind of thing that should have been cut before it went to print.

It is my contention that Sim contains these sorts of excursions all the time, not least becuase the CA being served is Explorative, not Narrative. Therefore I certainly do not expect Sim play to produce a story transcript reliably at all, and the only way I know of to make it reliable is to railroad fearlessly.

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On 1/19/2005 at 1:31pm, Marco wrote:
RE: Retroactive story

Ron Edwards wrote: Hello,

Narrativist play reliably produces story-in-transcript via addressing Premise during play itself.

Some Simulationist play reliably produces story-in-transcript via various agreements or conditions that "put the story in there." Usually the "inserted story" has a fixed Theme as part of its non-negotiable features. Some of these agreements/conditions are done beforehand, some afterward, but not through addressing Premise during play itself.

That's what I've been saying for years now. Very easy. Very painless. I don't see any issues that make it hard.

Best,
Ron

Heya Ron,
Okay, this is a good point for clarafication.

1. I understand "Story After" as a re-write of the game after the fact (which is a bit in conflict with Gloss definition of Transcript and Story, but that's okay--it clearly does happen.) It is, however, a different phenomena than what we are refereing to.

2. What I'm not clear on is how there is a "fixed Theme" with "agreements/conditions are done beforehand." Specifically, I'm not sure what kind of agreements you are imagining.

Let's look at my example to see what I mean:

A group of supers are sent on a mission to rescue a turned Nazi scientist during WW II. His 'capture' will be of great importance to the allied war effort. Along the way of searching for him, they come across various atrocities of his (and may have to fight some). In the end, assuming they overcome the obstacles and don't abandon the mission (both of which are reasonable for the characters) they find him.

An NPC will bring up the question as to whether he should be rescued (or terminated or left to the Nazis).


I had three very reasonable (I thought, Contra disagreed) stipulations about play:

1. The players agreed to play characters who would willingly go on missions for the allied command and wouldn't consider a mission to grab a turn-coat Nazi scientist to be outside of their abilites or responsibilities (i.e. they are not all playing super-medic characters).
2. That the GM did not require the players to be dogmatic (i.e. did not mandate a Super-Patriot disadvantage of some kind for all characters)
3. That the difficulty of the game (both in combat and in clues) was well judged for the group and reliably within their ability to handle.


Now, for groups that I have played with, here are the agreements I see coming into the game:
(a) Agreements to at least begin the mission as laid out by allied high command. That is, the player's won't run off to do aid work in Africa or go AWOL at the start of the game to hunt subversives on the home-front.

(b) I see implicit agreement that the GM is not running a game that a player or players will find in horribly bad taste (i.e. the GM is not attacking someone ethnicity or implilicitly glorifying an idea players really dislike). I assume that everyone is okay with the general content (although they may well find the atrocities very disturbing--they will not become angry at the GM for that).

(c) The GM allows the players to determine their actions. The GM is not going to run PC's as though they were NPC's--has not mandated disadvantages (indeed, they may not even exist in the game system) and the general contract of traditional play is open.

None of these agreements, which are the only ones I am aware of, determine theme. None of them tell me how the Premise Question would be answered during play.

Indeed, I do not know how my group would respond to this (even given some pretty awful atrocities). I would have to play it and find out.

So what additional "agreements/conditions [that] are done beforehand" are you postulating that would exist for this game that would make it Story-Before (?) Sim?

-Marco

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On 1/19/2005 at 1:36pm, Marco wrote:
RE: Retroactive story

John Kim wrote:
clehrich wrote: If we're all agreed that Big Model definitions are about process and not product, and

We're all agreed that transcript (under Ron's definition) is product,

Then surely it's obvious that whether transcript does or does not contain story (or anything else) is totally irrelevant for CA examination?

And if that's the case, what is this argument about?

This is a genuine statement of confusion.

OK, let me try summarizing, because I think that you haven't quite grasped the thread. It seems like you and Ron are supporting me and Marco, although you don't seem to realize that for some reason. The current voice of dissent is contracycle. (Apologies if I'm misrepresenting anyone here.)

Marco started this thread arguing exactly what you just said -- that GNS mode is not distinguished by transcript. Story is a quality of transcript (as defined in Ron's glossary), and transcript is product. He was arguing against people who claimed that Simulationism can be distinguished by story (i.e. by product). He was upholding the principle that GNS mode is not distinguished by the transcript or story.


I completely agree with John. This is how I see it as well. I agree with Chris. I want to understand better what Ron is saying on the point of what I am calling 'Story Before.' I think that Gareth is proposing a change to the model saying what I understand to be that Sim even when run with story-making techniques will probably lead to a distinguishable transcript if we have an accurate one.

Whether it probably will or probably will not may be up in the air--but saying that is, IMO, at odds with the model.

-Marco

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On 1/19/2005 at 3:39pm, Marco wrote:
RE: Retroactive story

contracycle wrote:
They result in different transcripts, OR they suffer other known problems. Probably. I think.

If you are playing by a Sim contract and you set up Story you run into the classice RGFA objection: the accomodation of story renders the Sim "unrealistic", as where the nominated story villain cannot be killed in the first act regardless of player action.

So what this means in practice is that in order to force play down a constrained path that will output a story in the transcript at the end, the players must be railroaded. This is all in line with prior discussion of el dorado et al.


I do see what you are stating as a common position--but I don't see the basis for it. In my example:
1. There is no "constrained path" of action. There is a likely and reliable one--but only that.

2. There seems to be no analogue to "the nominated story villain cannot be killed in the first act regardless of player action" in my scenario. Where do you see that coming into play?



So thats problems of play that have been much discussed already. As to the differing transcripts, this is what I mean. I have on several occassions mentioned the Hardwired supplement for CP2020 and an event which occurred in ourt playing of this product: the PC's were investigating something and in the process were photographed by an entirely innocent tourist. they spent several game hours and half a day running to ground everything there was to know about this tourist in order to rule them ourt as some sort of covert surveillance.

All of this would appear in the transcript even though it is totally unrelated to any "story" that might be going on, or even mere plot. This was a total red herring, a distraction, a dead end, which I had only introduced to keep the world alive, full of people NOT involved with the plot. If you were a reviewer reading this transcript as a book I'm sure you would find it very poor, totally irrelevant, and the kind of thing that should have been cut before it went to print.

It is my contention that Sim contains these sorts of excursions all the time, not least becuase the CA being served is Explorative, not Narrative. Therefore I certainly do not expect Sim play to produce a story transcript reliably at all, and the only way I know of to make it reliable is to railroad fearlessly.


This is a good example of players and GM's sort of missing each other but I don't see it as inherently Sim or Nar.

1. It would be perfectly acceptable Sim, for example, for the GM to say "you run a make on the tourist and discover he is exactly that--a tourist. He lives in Ohio. He's a family man."

2. A GM using an illusionistic technique could retroactively declare the tourist and agent and use him to introduce a clue that would've come from somewhere else.

The decision on how to play this out seems to be a matter of technique and not of basic CA.

Finally, I think it is synecdote to think that all Sim must be "realistic" in the rfga sense--according to GNS, Theatrix is Sim as is Call of Cthulhu. Both may contain unrealistic coincidences or cliches (the library will almost always have important clues about the cult) or cinematic dramatic action.

-Marco

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On 1/19/2005 at 4:05pm, contracycle wrote:
RE: Retroactive story

Marco wrote:
I do see what you are stating as a common position--but I don't see the basis for it.


Fine. At present, the common position is all I am arguing for.

Because the ultimate objective of this whole position is to come back to Sim to see HOW story can be introduced WITHOUT these sorts of problems. Thats why I do not want to talk about special cases, and am not trying to lay down an absolute rule.


2. There seems to be no analogue to "the nominated story villain cannot be killed in the first act regardless of player action" in my scenario. Where do you see that coming into play?


I simply do not want to speculate - all you are gibving me is a description of a notional game, and that is far far too hypothetical for anything conclusive to be said, IMO.

I have described two conditions in which the imposition of story can conflict with the sim agenda. But there is another case in which the ABSENCE of [some kind of] story can cause problems for sim.


This is a good example of players and GM's sort of missing each other but I don't see it as inherently Sim or Nar.


I said nothing about inherent anything. It was sim. I ran it.


1. It would be perfectly acceptable Sim, for example, for the GM to say "you run a make on the tourist and discover he is exactly that--a tourist. He lives in Ohio. He's a family man."


Not under our contract. I don't see any value in speculating about whatever technique or CA was operational, becuase I was there and can simply tell you - at least, to the best of my ability to self-assess. It is only meant to be representative of an issue I have seen many people wrestle with.

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On 1/19/2005 at 4:45pm, Marco wrote:
RE: Retroactive story

contracycle wrote:
Marco wrote:
I do see what you are stating as a common position--but I don't see the basis for it.


Fine. At present, the common position is all I am arguing for.

Because the ultimate objective of this whole position is to come back to Sim to see HOW story can be introduced WITHOUT these sorts of problems. Thats why I do not want to talk about special cases, and am not trying to lay down an absolute rule.

The problem with the commonly held position is that it's making a mistake: It is confusing a set of techniques and elements of specific social contracts with the Sim CA.

I've no question that one can arrange things in a game so that there would be a non-story transcript or a 'poor story.' That's certainly possible. Evidence shows there are, at least, a lot of Sim players who do want 'a good story.' And I think it is reasonable to phrase this request in the glossary terms (i.e. I think the strength of the glossary is that it's definition encompasses both these Sim requests and Narrative efforts).

But when you introduce TITBB or El Dorado, you are not discussing the commonality of the individual group's choices of techniques or group dynamics.

[Edited: snipped a bunch of unnecessary stuff from previous dialog. ]

I think the answer as to "HOW story can be introduced WITHOUT these sorts of problems" lays in structuring the game as I did: no railroading, no implicity power-struggle, no restraints on character action, and discussion and agreement up front.

That's why I used the example. :)

-Marco

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On 1/19/2005 at 5:42pm, Ron Edwards wrote:
RE: Retroactive story

Hello,

Do I sense the beginnings of a conclusion, or accord, in this thread? Holy crap.

About "story before," here's how I see it. First, let's leave out plain old railroading and other forms of pre-injected "how it turns out" which violate social contracts or reflect Incoherence. I'm talking about a nice and fun form of "story before" play, i.e. non-Narrativist, i.e. solid story as transcript.

We're playing Call of Cthulhu. We've agreed about when/where (say 1920s New England), about our characters (I'm Herbie Bletz, ace reporter), and about the letter that one of us has received from his cousin, to send us visiting a small town in Vermont. By "agreed," what I mean is that regardless of who proposed what, but that we're all good with it. Maybe the GM dictated all that stuff, maybe he didn't, whatever.

Here's my real point though - we've also agreed on something else: the "story." We will go up and check out the cousin's situation. We will pry into everything we can, fully knowledgeable (as players) that clues are seeded throughout along with red herrings and traps/risks. We will play our characters as enjoyably ignorant of the Existential Unknown and in fact are relishing how the characters' complacent 1920s can-do Americanism is going to run face-first into the Tentacled Void. By "we," I'm including the GM. He has a part to play in ensuring all this, just as we do.

The Theme is pre-established and known: "Mankind's ideals are flickering little pinpoints in a horrific, insane void." All of us are utterly complicit in bringing that theme into "narrative life."

So we do it! Rock on! We have celebrated Lovecraft as we understand it (or perhaps, which I didn't touch on, as we saw fit to modify it). To have deviated from that Theme would have violated the whole point of being there.

"Story" was already there. What we did during play was logistics, figuring out who gets killed or goes nuts first, relative to what gets learned or displayed, and how that affects the further logistics. We aren't authors so much as dialoguists and assistant directors, often adding intense and perfect details or twists in the context of the known, pre-understood story.

Again, if everyone is on board with this, it's not railroading. It's (as I understand the term) perfect Participation. The story is not authoied in play, but embellished and refined during play, as a given/fixed element of Exploration (shared imagined space).

Marco, how's that sound? Good with that? Please note how different it is from, say, a game in which we agree that the Dogs will go the Vineyard and will deal with the hassles in the towns. In that case, we have no idea what the Themes will be, only that we have problematic components colliding both in the characters and in the immediate setting. Or to use an older example of yours, a game in which we agree that we will climb up the mountain and will try to get back down. Again, in this case, we have no idea what conflicts will arise through our interactions with one another and the travails of the journey, although we are brutally committed to seeing such conflict and resolving it.

I have some comments on "story after" as well, because your paraphrase doesn't quite catch what I was trying to express, but I'd rather make sure that we're understanding one another about "story before."

Best,
Ron

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On 1/19/2005 at 6:20pm, Marco wrote:
RE: Retroactive story

Ron Edwards wrote: Hello,

Do I sense the beginnings of a conclusion, or accord, in this thread? Holy crap.


Man, almost. We're close!

Okay, I dig the CoC example--but I dig it because I think it's reasonable to assert (for this argument, at least) that CoC has a 'known genre' wherein the PC's are investigators of some mystery.

In practice, this means that the PC's won't have some other pressing thing going on in their normal life that takes them away from the mystery. It also means that the players, if their characters come up with a seemingly logical reason for things happening, may reasonably expect the GM to up the ante with some tentacles or something (as you indicated, I think).

That's how I'm seein' it--but there's still something I'm not quite clear on. Let me contrast (and you can check me on both):

1. The 'Premise' (or Theme) in CoC seems to me to be "Being a doomed investigative defender of humanity, what do you do?" If the players decide they are not doomed, investigative, or won't defend humanity (choosing something else instead) then the game is going to be a bit unusual. 'Off the rails,' as it were. Maybe even Narrativist (I dunno--this is me thinking as I type).

But okay, so we have some agreements and we know what the general play of the game is gonna be like (you look in the library. You look in the old house. You dig up the grave yard--like that).

So if we have a standing 'genre convention for the game' then I can see how adherence to that could be considered Story-Before. That is: if the PC's cut-and-run (which I have seen) the GM might be all "hey, the town of Black Knot's gonna get sucked into Cthulhu's gullet if you do that." And so I can see how an agreement to do activity X could be considered Story-Before.

2. But the part I don't get is when you have a scenario like the one I used as an example. In the games I run and play* in there usually is no defined genre--and there, historically, was much (reasonable) argument from players and GM's about departing from 'the nature of the game.'

[ The Ranger and Druid and Thieve's Guild all make powerful entirely game-based statements that in AD&D there's a world outside of the dungeon. I've had those arguments: Simplistic ideas about 'the way to play' did not fly with my group when I made them in middle school. ]

So when we get to a scenario like mine, it seems that it's a lot more like The Dogs Go to the Vinyard than We are doomed, investigative, defenders of humanity.

When we are using a scenario like that, there aren't the context clues that exist before play in order to direct it. The Story-Before: the 'what we're here to do' simply, IME, does not exist. None of the artifiacts of the pre-conditions of play dictate what the players will do when the choice is presented (and it gets presented at the first atrocity encounter and gets turned up a notch every subsequent encounter and may even be dramatically stated in-game at the end).

But that doesn't mean the play will be Narrativist.

But it does mean that the Story will, IMO, be 'NOW.'

Do ya see what I'm sayin'?

-Marco
* Edited to add: I consider the games I've written here Narrativist as far as self-assessment goes--so I'm not claiming "They are Sim." What I'm sayin' is that if we restrict Sim play to "play in which there is a known genre and Thematic expectations up front" that's gonna let out a whole lot of play such as Star Trek where no human alive could authritatively determine what the thematic expectations are simply from knowing the setting and genre.

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On 1/19/2005 at 7:30pm, John Kim wrote:
RE: Retroactive story

I think there is some progress, but still some major differences with contracycle and some minor ones with Ron. To Marco -- I'd be careful of assuming that the play you describe is GNS Simulationist. I think before we can adequately discuss the examples, though, we need to agree better on terminology. I think there's a serious gap in how people are using words.

Transcript

Transcript, as I have used it, is a full accounting of the imaginary events in actual play. i.e. There is no editing, embellishing, and re-writing what happened. If there is no story during actual play, there is no story in the transcript. This conflicts with contracycle, who suggests that Sim has story only in transcript but not in actual play. If it wasn't in actual play, how can it appear in transcript? To get over the conceptual divide, I'd like to suggest three terms:

• "Game Log" is the full accounting of EVERYTHING that happened in actual play (i.e. every word spoken, at a minimum). On chat play, this would be a dump of all channels (OOC, IC, private message). • "Transcript" is a subset of game log which includes only imaginary events. A full transcript includes every word spoken in character and every word of pure description. It removes any mention of players, dice, and mechanics -- but has no editing of imaginary content. • "Re-telling" is how a player would verbally re-tell what happened in the game later, which may include editing, embellishment, and new commentary or description.

It seems to me that contracycle is referring to "re-telling". Thus, a game might not have story in actual play -- and thus not in the game log or transcript. But when re-told, a story could be made.

Story

According to the glossary "Story" by itself is a quality of transcript -- so a transcript may or may not be a story. Story is thus a product. However, the confusing usage is that "Story Now" is used to refer to a particular process. So what does the "Now" refer to? It seems to me that in Ron's usage, the time (i.e. "Before", "Now", and "After") refers to when THEME is agreed upon relative to active play session. I feel this is confusing because story includes more than just theme -- i.e. theme is one quality of story, but not the whole of it. Even by Ron's glossary definition, story is "an imaginary series of events". Yet here Ron says:

Ron Edwards wrote: The Theme is pre-established and known: "Mankind's ideals are flickering little pinpoints in a horrific, insane void." All of us are utterly complicit in bringing that theme into "narrative life."

So we do it! Rock on! We have celebrated Lovecraft as we understand it (or perhaps, which I didn't touch on, as we saw fit to modify it). To have deviated from that Theme would have violated the whole point of being there.

"Story" was already there. What we did during play was logistics, figuring out who gets killed or goes nuts first, relative to what gets learned or displayed, and how that affects the further logistics. We aren't authors so much as dialoguists and assistant directors, often adding intense and perfect details or twists in the context of the known, pre-understood story.

I'd like to discuss this example and Marco's example further, but first we need to establish our terms better. You seem to be using "theme" and "story" interchangeably here -- i.e. story is nothing more than what the theme is. Once theme is agreed upon, then you have "known, pre-understood story". To my mind, this should be more properly called "Theme Before" as opposed to "Theme Now".

The story, as you yourself define it, is "an imaginary series of events". Even in your CoC example, prior to play we don't know what those events are. We might have a contraint on them (i.e. they have to match the known theme), but the events themselves have not been established.

Let's take this into context of other narrative forms. Suppose I commission you to write a novel. I tell you that I want a particular theme: "Mankind's ideals are flickering little pinpoints in a horrific, insane void." However, I don't give you any other directions. Obligingly, you write a novel with such a theme. Now, who is author of that story?

I guess I would just want a clarification that "Story Before" and "Story Now" are phrases which refer to when theme is agreed upon. So, more specifically,

• "Story Before" refers to a game where theme is agreed upon prior to actual play. The actual play will result in a transcript with story. • "Story Now" refers to a game where theme is dynamically decided upon during actual play. The actual play will result in a transcript with story. • "Story Later" refers to a game where no theme is visible during actual play. There is no story in the transcript. However, re-telling may create a story with theme.

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On 1/19/2005 at 7:42pm, Ron Edwards wrote:
RE: Retroactive story

Hi,

This is a reply mainly to Marco's post. I knew I'd probably have to clarify this part, because it relates to a claim John made a bit ago which I didn't think hit the mark.

Yes, it's really easy to explain when we're talking about a known set of genre conventions. That's why I usually take that route.

But the very same points apply when the group is essentially generating its own genre through play as well. As long as the assumption/agreement is to confirm our fixed "stuff," then the "stuff" can be a little patchy, sketchy, or cobbled-together just as easily as it can be unified.

This is where my pastiche argument comes from. Some pastiche is pretty much imitation - like Derleth's Lovecraftian fiction. Some, on the other hand, is patchwork, sort of like "Hey, a Westward Migration pioneer drama, on Mars!!"

People are really good at working with just-introduced material as if it had been assumption all along. If the group is committed to this idea, then their techniques of introducing original or incongruous elements can still support the whole notion of Story Before. It especially works well when one person has the helm, as when a GM presents his whole-cloth setting which gives us (e.g.) samurai elves or cannibal hobbits, although it doesn't absolutely have to.

So the originality or faithfulness of the "genre material" isn't the point. The point (that makes it Sim play, and in this case, story-before) is that everyone's going into the process with the shared idea that the Story Is There, so let's take cues from one another (in some cases the GM, as he's usually at the helm) to Express It. I don't think it's surprising that GMs for groups who play this way are (a) typically always the GM and (b) plan to write their novel based on in-game events one day.

I think this puts us further in agreement, because I am not restricting Sim play to "known genre." What's absent, no matter what, is addressing Premise.

I'm also trying to keep my posts very limited to specific points, so I'll close here. Gentlemen, any fundamental issues with our impending agreement, so far? (Please quell general desires to find and pick at any niggly bits. I really really don't think that serves us right now.)

Best,
Ron

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On 1/19/2005 at 7:53pm, Ron Edwards wrote:
RE: Retroactive story

John,

Close! Very very close! Without getting into Big Ass Questions that concern any narrative-form art-form ...

1. Yeah, your "Before/During" categories work for me.

2. Let me clarify some aspects of the "After" concept. (This is what I was holding off from before.)

a) Re-telling is certainly one way to get story-after. As a lot of us have observed, people often do this through selective remembering, without even knowing that they do it.

b) However! A very common approach is also more finely-grained - the group members, often under the guidance and example of the helmsman,* do a little revising between sessions of play. This revising might involve how to describe what happened, it might involve fixing stuff that hasn't been presented yet, and it might involve retroactively inserting stuff into what "was also happening," all relative to the session that was just played.

I used to be really good at this. I think it's a core technique for the original presentation of Illusionism by Paul Elliott. You play, then you and maybe a player or two look back over the session and tweak its events a bit ... and alter your prep for the next session (and yes, you do have a prep-outline for the next five to ten sessions, pending tweaks, which you know you'll be doing) ... and maybe trade out a character for another one that fits better given a guess that a player made ... and so on.

The priority of such revision and tweaking and re-interpreting is not "no myth" ... it's specifically to guide things next time in such a way that the original thematic content (over which you feel ownership) is preserved.

This is the kind of play which earns GMs the prized sobriquet of "Amazing Story GM," and "The best GM ever," from players who are astonished that the game produces such a great, coherent, amazing story. Yet the work and attention of story-creation is going on essentially inter-session, in reaction to the decisions players make, rather than being intra-session and climactically expressed by those decisions at the time.

It's still story-after, because "after" is relative to actual play. But it's more piecemeal and dynamic (relative to the next session) than plain old re-telling after all the play is done.

How's that working?

Best,
Ron

* Hey, spoo ... I think that might be a useful term, to describe a certain role about "how well we're playing, what direction should we be going" often taken by a participant. I like it because "the GM" may or may not be the helmsman, and in many cases a GM and a non-GM may compete for that role.

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On 1/19/2005 at 8:35pm, Bankuei wrote:
RE: Retroactive story

Hi Ron,

I used to apply this method of play quite often. I think a crucial period of play for me was a 2 year long campaign of Feng Shui, which started out in this fashion, and drifted over to Narrativist play as I became more comfortable with adapting in play and the players became more comfortable inject and addressing premise during play itself.

By the way, your Helmsmen term is pretty much what I was aiming for with "The Ball" though I lacked the ability to clearly communicate it. Thanks for putting in clear words what I had been trying to work out for the last year or two.

Chris

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On 1/20/2005 at 2:46am, M. J. Young wrote:
RE: Retroactive story

I'm wondering whether we're struggling with this here because there's a sense in which "story before" is not quite possible.

Marco, your example brings to mind one of my own, a Multiverser world called Orc Rising. The core concepts in the world are that this is a post-fantasy world in which elves, dwarfs, and men are settling into the beginnings of a technologically-driven situation, magic has nearly vanished from the world, in the midst of it all the free peoples are gradually coopting the lands that are the homelands of the orcs, and enslaving that race in the name of improving them. Into this I drop my player character, who is a human from our modern world most commonly, usually with some experience in a few other worlds before he came here.

The interesting aspect is that this scenario is fraught with potential premise, but many people who play it ignore or sidestep that and stick to exploring the nature of the world. That is, Orc Rising might be considered front-loaded narrativism, but it only becomes narrativism if the players choose to engage the premise. If they ignore it, or if they explore it without really engaging it in any meaningful way (e.g., exploring how slavery impacts the lives of the orcs without addressing whether it's morally acceptable to enslave them at all--the sociological approach), then they're going to play as simulationists.

So, too, with your scenario, you've created potential premise. If your players find the premise engaging, they become narrativists. If they find the situation interesting without engaging the premise, they become simulationists. (Both relative to play in this instance.)

You can't really frontload story in the same way. You can do so if your group is using illusionism, participationism, or trailblazing (each in a different way), but in those cases narrativism is precluded because the game is about producing the referee's story, thus not about the premise. In bass playing, you can frontload a premise and let the players trigger it. That does not guarantee that the players will engage your premise; further, it is a far cry from frontloading a story.

At least, that's what I'm seeing here.

--M. J. Young

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On 1/20/2005 at 4:06am, Marco wrote:
RE: Retroactive story

I have been thinking about this pretty deeply and my thoughts are very much in line with MJ's.

Here is what I have come up with.

I read and re-read Ron's post (on Story Before--I understand, I think, Story After and consider it a different thing--although one I fully accept as real and responsible for some confusion about what may be meant by Story).

Here is what I came back to:


So the originality or faithfulness of the "genre material" isn't the point. The point (that makes it Sim play, and in this case, story-before) is that everyone's going into the process with the shared idea that the Story Is There, so let's take cues from one another (in some cases the GM, as he's usually at the helm) to Express It. I don't think it's surprising that GMs for groups who play this way are (a) typically always the GM and (b) plan to write their novel based on in-game events one day.

Emphasis added.

I believe that in a scenario that has "embeded Premise" (i.e. fully supports Narrativist play, with a GM who is not engaged in trying to control the game) there can be no predictability of player action before the game starts.

If for no other reason than that with real people, they may decide they are engaged by the Premise and make a decision based on how they feel about it (i.e. "go Narrativist")

But even if they don't engage with the Premise question, I don't think play can be said to be predictable.

Let me explain:

By Story Is There we really mean "Theme Is There" (i.e. we are not talking about Situation). By 'Theme is There' we mean: when there is a premise-question condition of play, there will be guidance as to the 'correct course of action' (from the GM? We think, usually). If the GM is not enforcing a given action (a necessity for a scenario that supports Narrativist play) then that guidance doesn't exist.

Therefore, while I think a lot of the game is reliably predictable (the PC's taking the mission, them going at least part way through), I think it is impossible to know what will happen with any real group.

The core of the uncertainty is, as MJ indicated, the fact that they may decide to play Narrativist and still be comfortably within the parameters set out by the scenario (i.e. the prep-work is still relevant to the action).

Since the scenario as written supports Narrativist play (and assuming the GM will be willing to run it as written) then I think there can not be said to be pre-determined theme.

The players do not know enough to pre-determine what actions they will take in the face of an unknown premise before play starts.

The GM is not determining (and guiding) the players to a given action wrt the premise.

The scenario doesn't require (in any way) a pre-determined answer to the premise.

Even if the players begin play believing a right-answer to the growing premise question is "out there" (will be coming from the GM) they will be wrong. When the climax comes, they will have to make the decison for themselves. It may not be Narrativist play (they may not have any real connection to the Premise quesiton and resolve simply by Exploration of Character, or flipping a coin, or something) but, when it happens, whatever happens, it'll be creation-of-[thematic events that were not pre-determined*]-during-play.

Do we agree on that?

-Marco
* Story.

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On 1/20/2005 at 4:22am, Ron Edwards wrote:
RE: Retroactive story

Hello,

In this type of "story is there already" play (which you rightly identify as theme is there already), I am suggesting that the group will arrive at a fixed theme as a "lodestone" for play very early in the process. Either one piece of the many influences will be chosen as the guiding piece (e.g. our "western in space" is expected to be, thematically, a western, specifically a western of a specific kind and very familiar theme), or people will look to the helmsman, if present, for guidelines about what to do when bombarded with all this multi-genre material.

In the latter case, GMs who are skilled in helming in this fashion will ask lots of leading questions, will covertly guide choices by asking "are you sure" when the person isn't supposed to do what they've just announced, and similar stuff.

Remember, I'm not talking about dysfunctional play. The group is complicit with these approaches and with finding their feet (as it feels to them) in knowing what theme we're all going to reinforce.

As you suggest, is this kind of play subject to multiple forms of breakdown? Sure, for all the reasons you describe. I consider it pretty delicate, as far as approaches go. For instance, get one undercover Narrativist in there and you'll see blood spilled and names taken. The other sort of one-genre play is far more reliable. But this sort is at least possible.

Best,
Ron

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On 1/20/2005 at 4:36am, Marco wrote:
RE: Retroactive story

Hey Ron,

I'm not sure if you were responding to me--but my point was that I thought that in a scenario like mine or MJ's (one with Premise that would support Nar play) then Theme is not there already and therefore it doesn't make sense to call the scenario Story-Before.

I'm not sure if that was clear--I understand what you are saying about a specific type of game, and I'm good with that. But I think it's possible to have Sim that isn't Story-Before or Story-After, as MJ described.

-Marco

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On 1/20/2005 at 8:06am, John Kim wrote:
RE: Retroactive story

Ron Edwards wrote: But the very same points apply when the group is essentially generating its own genre through play as well. As long as the assumption/agreement is to confirm our fixed "stuff," then the "stuff" can be a little patchy, sketchy, or cobbled-together just as easily as it can be unified.

This is where my pastiche argument comes from. Some pastiche is pretty much imitation - like Derleth's Lovecraftian fiction. Some, on the other hand, is patchwork, sort of like "Hey, a Westward Migration pioneer drama, on Mars!!"

People are really good at working with just-introduced material as if it had been assumption all along. If the group is committed to this idea, then their techniques of introducing original or incongruous elements can still support the whole notion of Story Before.

Well, you're pretty hazy about what the "stuff" is. I get that prior to play, the group has agreed to some "stuff" that is fixed. But from my understanding of your view, the haziness is unnecessary. The only "stuff" that matters is theme. The players can agree to restrict themselves to any amount of stuff -- whether cobbled together or unified -- including character, setting, situation, color, system, etc. They can even pre-decide on certain outcomes, such as MLWM where you know that an endgame is coming where the Master will be killed. None of that makes any difference as far as "Story Now". However, if they agree upon theme, then it becomes "Story Before". "Story Now" is simply play which generates a story without having a pre-defined theme.

I think we're agreed on this part. I think you agree that "Story Now" is a misnomer -- i.e. it doesn't mean what it literally says. A more accurate phrase would be "Theme Now" or perhaps "unpredetermined theme". On the other hand, it's not as catchy, and I'm willing to live with it as a code phrase as long as it's made clear what it really means.

Marco wrote: I'm not sure if you were responding to me--but my point was that I thought that in a scenario like mine or MJ's (one with Premise that would support Nar play) then Theme is not there already and therefore it doesn't make sense to call the scenario Story-Before.

I'm not sure if that was clear--I understand what you are saying about a specific type of game, and I'm good with that. But I think it's possible to have Sim that isn't Story-Before or Story-After, as MJ described.

If it isn't Story-Before or Story-After, what criteria make you say it's Sim? It seems to me that yours and M.J.'s examples are describing games which are liable to be Narrativist. It seems to me that you are correct that your scenario has no pre-determined theme. Going by the definition, if a story is found in the Transcript, then it is Story Now and hence Narrativist.

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On 1/20/2005 at 12:46pm, Marco wrote:
RE: Retroactive story

John Kim wrote:
If it isn't Story-Before or Story-After, what criteria make you say it's Sim? It seems to me that yours and M.J.'s examples are describing games which are liable to be Narrativist. It seems to me that you are correct that your scenario has no pre-determined theme. Going by the definition, if a story is found in the Transcript, then it is Story Now and hence Narrativist.


The criteria by which I say the play has potential to be Sim (and still not be Story-Before) is this:

1. Theme is composed of character actions in the transcript with respect to Premise in the situation.
2. Narrativism definitonally requires player impact by the premise and player actions based on that (and therefore character actions).
3. It is possible to have character actions without player impact.
4. Even without player impact, no one at the table will know what those player actions (and therefore character actions) will be at the start of the game.

.- The players don't have enough information to create an appropriate guiding cliche prior to play.
.- The GM isn't providing direction.

5. The action on the part of the players will, if the situation contains premise, still create transcript with theme, but in an unpredictable fashion (i.e. not "Story Before")

Example: A gamist makes a stirring speech about how one must do a distasteful patriotic duty for the better of all--the player wants to get to the kewl fight at the final castle where the Nazi is). When the final battle is over, the PC is presented with the Nazi and an NPC makes a passionate arguement that he should be killed.

The player flips a coin to decide.

The coin says "kill" so the player has his character say "Justice will be done. It's more important to keep true to what we are fighting for than to sacrifice it for victory." And executes the Nazi.

The player is satisfied with his last victory--but doesn't care about the final question. This isn't Narrativist play--but neither is it Story Before.

From the Nar essay:

The key to Narrativist Premises is that they are moral or ethical questions that engage the players' interest.


and

Substitute Premise for theme, and theme for the "something," and that's just about right. I especially like the implied causality: (1) the actions of the players (2) teach the players something, which becomes non-circular when play actually addresses Premise.


[see footnote]


That's why Feng Shui and Hong Kong Action Theater are hard-core, no-ambiguity Simulationist-facilitating games including their explicit homage to specific cinematic stories, and that's why The Dying Earth facilitates Narrativist play, because its Situations are loaded with the requirement for satirical, judgmental input on the part of the players.


(all emphasis added)

etc.

It is clear that:
1. GM railroading or force is not required for Sim play.
2. A state of mind (as indicated in the quotes) on the part of the player which I've described as "engagement with the premise" is necessary for GNS Narrativism.
3. Judging from recent clarafications, Author Stance is not necessary for Narrativism. Vincent says (and I agree with him) that with a fit character one can play in an immersed state and still be Narrativist.

The confusing aspects (I think) are these:
1. Much Sim play doesn't contain the actions and situations which constitute wide open Premise possibly because the GM is railroading or the game is something like Mike's "Open Sim" and the premise situations do not arise in the character's path with any predictable commonality (I think Contra's objections are somewhere near here).

(Certainly some Sim play is like this--but some won't be. And a lot of it depends on the game. A game may very commonly have open-premise (a redundant term, IMO, used here for clarification) as a basis for the situations the PC's find themselves in)

2. Much Narrativist play seems to be done in Actor Stance where the player is making discrete conscious judgments about the message their play implies (Nathan in the discussion with Vincent on Actor vs Author Stance).

3. However, if the scenario is designed with a reliable motivation for the PC's (being agreebly sent on a mission, being immersed in a society near crisis-point as in Orc Rising, etc.) and the situation contains premise, then it is reliable that "it will be answered."

4. Before Play or even "right at the start" no one at the table will have all the information necessary to say what the Theme Before is. Even though the GM will have the information necessary to describe what the Premise will be, he or she will, by nature of it being premise, not be providing guidance necessary to lead players.

Thus, the GM will not be able to say on what basis the players will decide the actions of their characters. Therefore there can be said to be no pre-established Theme.

Note: if you have a player who really hates the concept of atrocities and Nazis in particular it might be predictable that he'll kill the scientist--but that 'predictability' isn't Theme-before: (a) he's still in charge of his character--he could still decide not to execute the Nazi (playing 'in character,' for instance with a pacificst--and make a statement about how he thinks pacificism provides weak justice) (b) if he is all riled up by the atrocities and says "To hell with 'patriotism,' here's some justice!" the play is still Narrativist--even if utterly predictable.

-Marco
* Edited to add:
Note: It is (1) the actions that make up the transcript.
It is (2) the impact on the players necessary to have "address of premise"

Other CA's may produce the same actions--however, prior to play, the motivations for those may not be clear. In order to say that there is Theme Before, I think that implies that "We know what action the players will take in a situation presenting a given premise."

I maintain that we don't really know. It may be predicted that a hard-core gamist will follow the chain of combats to the castle--but when he gets there, his decision to let the guy live or die might be a coin-toss.

If, indeed, a player is entirely unpredictable as to their choice when presented with a premise-rich situation, how can we say there was "pre-determined theme" when theme is composed of player actions that appear in the transcript?

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On 1/20/2005 at 4:02pm, Ron Edwards wrote:
RE: Retroactive story

Hello,

Now it's all getting weird again.

Marco, tons of Sim play isn't Story Before, Story After, or Story Now. I think you're getting really focused on "well, we have a story, so what kind of play was it?" ... when my emphasis would be "well, we played in a particular kind of way, so did we get a story?" (with a variety of possible answers if the "way" wasn't Narrativist)

If you say "Story Before and Story After" are Simulationism, then you're all backwards. Start with Simulationist play, period - so no addressing Premise. Now see if there's a story that came out of it. Then look for any of dozens of Techniques-combinations that encouraged that to occur. You may find none at all ("monkeys flew out my butt"). You may find really obvious Story After or Story Before. You may find more subtle things. Whatever.

The key is addressing Premise; if it's absent, then Sim (positing no Gamist play either). Or if that's too negative for you, then find some version of "celebration" or "confirmation of in/out" or perhaps "bricolage" that makes you more comfortable with something to look for - as the priority of play.

John, we simply disagree about Story Now as a term. I think the disagreement lies in the concept of the "Now," which is more than just "during play." It's during the key social and creative interactions and decisions of play. You know that's what I always focus on when we discuss Creative Agenda in the Actual Play forum.

That's why what I just described to Marco isn't Story Now. None of those key interactions occur until the group nails down Theme through various subtle means, even if play is occurring. Once it's nailed down, then the key interactions may occur, and plain old Solid-Sim Participation is under way, in our multi-genre Explorative context. You guys are getting a little too hung up on "Before" as meaning "Before anything."

As usual when I interact with the two of you on-line, I very quickly get aggravated with someone proposes a special case, then some secondary feature of that special case gets highlighted, then some "but/if" comment about a detail of that secondary feature gets emphasized, and then whatever gets said about that is suddenly bumped up to apply to the whole damn topic. I'd like a little help from both of you in avoiding that tendency.

Best,
Ron

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On 1/20/2005 at 4:58pm, Marco wrote:
RE: Retroactive story

Ron,

My man, and I mean this sincerely: I'm am really and truly not trying to aggravate you. There are some things we do disagree on--yes, but, I think, not this--and I'm sure not trying to annoy you.

John asked me how if Sim Play wasn't Story-Before or Story-After we could know it's still Sim.

My answer was: "'cause the players aren't engaged with the premise."

I think that's like, completely what you said. In fact, I think that's right in line with what you said here:


I think the disagreement lies in the concept of the "Now," which is more than just "during play."


I agree with that: the Sim player's foundation for making a thematic decision will be different from a Nar players--in fact, that's the distinguishing point. Not the transcript.

Note: I didn't say that'd be 'Story Now' (examination of the thread shows that, unfortunately, I did, further back, use 'NOW' in quotes to denote 'during play'--I'm sorry if that created confusion. I shouldn't have done that.)

1. If someone says "During Sim play, thematic elments may added to the transcript in an unpredictable fashion by the actions of the players in a fashion that produces Story." they're correct.

2. If they say "Sim players are choosing their actions based on their reactions to the premise," that is wrong--that's Nar (yeah?)

And I think that's 100% in agreement with you.

It's just that I think some people are takin' the language to mean sentence (1) is impossible and if someone said it happened it must've been (had to have been) an unconscious re-write of the transcript after the fact.

That's all I was saying in this thread.

-Marco

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On 1/20/2005 at 5:07pm, Ron Edwards wrote:
RE: Retroactive story

Hey,

Agreement! I'm with you on all counts in that post, Marco.

The funny thing is, looking back over the thread, I'm generally agreeing most often with Gareth (contracycle) in terms of the basic points on an individual basis.

I hope that goes to show that we're all working on articulating the same issue to one another rather than really disagreeing, but life rarely holds out a "group hug solution" to an intellectual problem, so I'm only cautiously optimistic.

Best,
Ron

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On 1/20/2005 at 10:12pm, John Kim wrote:
RE: Retroactive story

OK, so I guess I missed here on Ron's intended meaning of "Story Before". So what I get of your position, Ron, is:

1) A story can be generated as a product of play (i.e. the true, unedited transcript is a story), and yet that play is not characterized by any of "Story Before", "Story Now", or "Story After".

2) "Story Before" can be occurring even though there is no decision prior to play on what the theme is. i.e. The group can dynamically create theme during the act of play, and yet the process is still "Story Before".

Neither of these were clear to me before -- probably because the term "Story Before" isn't well documented. (It doesn't appear in your Simulationism essay, your Narrativism essay, or your glossary.)

Ron Edwards wrote: The funny thing is, looking back over the thread, I'm generally agreeing most often with Gareth (contracycle) in terms of the basic points on an individual basis.

Hold on. Contracycle is proposing revision to your stated view in the "Narrativism: Story Now" essay. He sees it as relatively minor, though I have my doubts. Do you support the change he suggests? As he put it,

contracycle wrote:
Marco wrote: What I was refering to was (Ron's) Narrativism Essay:
...
(Emphasis in the original)

Fine. That was the state-of-the-art then. I am proposing that in the light of new development the state of the art is now different. I may of course be wrong. I still largely agree that the CA is not explicit in the transcript, but am suggesting that by dispersing some of the multiple senses of story we should be able to distinguish sequence-of-events story from premise-addressing story. While we were/are treating story as an indivisible whole that was virtually impossible to do or discuss.

Do you agree with this point of Gareth's, or do you agree on other parts but disagree here?

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On 1/20/2005 at 10:56pm, Ron Edwards wrote:
RE: Retroactive story

Hi John,

I was definitely referring to other points made by Gareth, not this one. However, in reference to this particular interaction, it was not clear to me throughout the discussion when people may have been using different readings of the word "transcript," perhaps including interactions among the real people rather than just a recounting of the fictional events. Also, this particular exchange was written (in my experience of the thread) in the heat of rather murky debate, so frankly, just what point was being made relative to what isn't clear to me.

To be absolutely clear: I stand by my claim in the Narrativism essay that transcript (as I define it there) yields no clues to CA. Hell, it doesn't even yield clues as to who was a player-character, or when resolution systems were employed, or anything about play.

I do suggest, as I did earlier in this thread, that if we were to take a whole bucket of game-transcripts to compare, and if we knew which ones were played Gamist, Narrativist, Simulationist, and "other," then the Narrativist sample would feature proportionately more stories. That's a very different sort of claim.

Best,
Ron

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On 1/21/2005 at 10:08am, contracycle wrote:
RE: Retroactive story

Ron Edwards wrote:
I was definitely referring to other points made by Gareth, not this one. However, in reference to this particular interaction, it was not clear to me throughout the discussion when people may have been using different readings of the word "transcript," perhaps including interactions among the real people rather than just a recounting of the fictional events. Also, this particular exchange was written (in my experience of the thread) in the heat of rather murky debate, so frankly, just what point was being made relative to what isn't clear to me.


I did make some dubious statements regarding the transcript, but I don;t think they were operational at this point any more.

But that said I am still perpeplexed by what statement John thinks I am making here. I have never actually recommended a change to the glossary, I was merely trying to point out that its contents do not need to be carved in stone and should be seen as artifacts of the time and place in which they were created. It is not valid to hold every current speculation to a relentless unity with every pre-existing document before it can be discussed; thats a sort of documentary fetishism. The documents are tools we use, not divine writ from the heavens.

Furthermore, seeing as my suggestion has been mainly that we stop talking about story in sim, and yet this entire 6-page thread has indeed been conducted as a discussion and clarification of story in sim, it seems my suggestion has already been universally rejected.

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On 1/21/2005 at 1:28pm, Ron Edwards wrote:
RE: Retroactive story

Hiya,

Gareth, I'm definitely with you that the Glossary is not set in stone.

I also think that "story" will necessarily crop up in discussing any role-playing, in a million ways, even if it's merely to establish (in the most minimal case) that there isn't one.

Maybe it's time to close this thread. I like these last couple pages, but making new and very focused sub-threads seems like the most useful option. Marco, let me know if you think that's not called for, or whatever.

Best,
Ron

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On 1/21/2005 at 2:36pm, Marco wrote:
RE: Retroactive story

Sure, I'm pretty good with closing it (unless, you know, John has somewhere else to go).
-Marco

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