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Topic: The relationship between character, sheet, and play
Started by: Vaxalon
Started on: 4/4/2005
Board: RPG Theory


On 4/4/2005 at 1:02pm, Vaxalon wrote:
The relationship between character, sheet, and play

Spawned from another topic, link to be added momentarily...

James Holloway wrote:
Vaxalon wrote:
I mean... one of the things that defines a person, is the sum of his memories and experiences, things that show up on the character sheet as skills and abilites. To change those around from one game session to the next... it doesn't seem to me that it would be the same character.

Those exceptions I mentioned? They're important here.

Let's say I'm making a character for DnD. He's an ex-marine... a fighter trained to fight aboard ship. I give him a few cross-class ranks in perform (sea chanties)... not because I want for an adventure to, at some point, revolve around that ability, but because it's just something he might know, and it helps define the character.


...the idea raises a whole slew of interesting questions about the relationship between the character, the character sheet, and the experience of play, and that your reply touches on a bunch of them (is the character sheet a descriptive document about the imaginary character or a catalogue of the character's system components? Both? Neither?). I wonder if John Kim's "role of the character sheet" thread would be a good place to explore them, or if we could maybe start a new one, because I'd love to talk about them.


Here's the new topic.

In my opinion, a character sheet starts off as a catalogue of system components, but as I go along, it becomes more and more of a descriptive document, because I jot down little notes about who the character is, whether the system touches on that aspect or not. I consider those ad-hoc notes to be just as much a part of the character sheet as his Strength score. That's one of the reasons I dislike cramped character sheets that don't have any room for making notes about the character.

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On 4/4/2005 at 2:10pm, James Holloway wrote:
Re: The relationship between character, sheet, and play

Vaxalon wrote:
In my opinion, a character sheet starts off as a catalogue of system components, but as I go along, it becomes more and more of a descriptive document, because I jot down little notes about who the character is, whether the system touches on that aspect or not. I consider those ad-hoc notes to be just as much a part of the character sheet as his Strength score. That's one of the reasons I dislike cramped character sheets that don't have any room for making notes about the character.


Thanks, Vaxalon.

There are a couple of different questions here, and I'm sure they've been addressed on the Forge already. I'd appreciate any links to older threads on the topic -- I'm sure I've seen them.

1) Is the character as imagined by the players of the game separate from the character as expressed through the system? Is it possible to say "well, I guess it does say "hot-tempered" on the sheet there, but that's not what Big Steve's really like; I'd better change it?" Or do you look at the sheet and say "oh, heck, I forgot Big Steve's supposed to be hot-tempered. I'd better be angrier." Obviously, different groups approach this in different ways, and even differently at different times -- it's often thought acceptable to jigger around with your character sheet for a short while after the start of play, but regarded as "cheating" to do so later.

2) Can the sheet-as-descriptive document and the sheet-as-guide-to-game-contribution interfere with each other? Let's take the example of Vax's singing sailor guy. Vax has just spent some of his few skill points on knowing how to sing, purely for color. Why not just say he can sing and have done with it? It's never going to come up, I should hope, and in order to be able to sing at all well he's going to have to waste points -- so why not just say "he sings a rousing shanty" and let him spend the points on Climb or something? This comes back to "what is effectiveness in your game," I guess, but to me it's an example of currency crossing from one area of the character, effectiveness, to another, color, and that makes me a little nervous.

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On 4/4/2005 at 2:27pm, contracycle wrote:
RE: The relationship between character, sheet, and play

I've put some comments in the prior thread as they seemed to follow on more easily there.

But yes, I agree with your identification of the crossing of currency into Colour as a problem, in the conventional sense, and touched on this in that post to the eralier thread.

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On 4/4/2005 at 2:29pm, James Holloway wrote:
RE: The relationship between character, sheet, and play

contracycle wrote: I've put some comments in the prior thread as they seemed to follow on more easily there.

But yes, I agree with your identification of the crossing of currency into Colour as a problem, in the conventional sense, and touched on this in that post to the eralier thread.

And of course you mentioned HW/HQ, which allows the player to use that "color" skill actively -- and allows the player a little more control over when and how to use it, which is something abotu the system I'm particularly fond of.

In fact, this is kind of dovetailing right now with something GBSteve and I are talking about on my lj.

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On 4/4/2005 at 2:38pm, Vaxalon wrote:
RE: Re: The relationship between character, sheet, and play

James Holloway wrote: Why not just say he can sing and have done with it? It's never going to come up, I should hope, and in order to be able to sing at all well he's going to have to waste points....


That assumes that to do so is a "waste"... I'm the one spending them, they're my points, and if I think that putting two skill points into the ability is a fair price, then it's not a waste.

DnD is a very explicit game, in that, what your character can do, and how well he can do it, is pretty much listed on the character sheet. Lots of games are like this, especially on the crunchy end.

Ruleset bears on the question of whether the character sheet is definitive or not.

Social contract also bears. Is it legal, for example, to go in and add something to a sheet and say he's always known it? I've done that several times in Mike Holmes' game, and it's cool... but if I did that in Dungeons and Dragons, it's time for the scalded cat chorus.

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On 4/4/2005 at 2:43pm, James Holloway wrote:
RE: Re: The relationship between character, sheet, and play

Vaxalon wrote:
James Holloway wrote: Why not just say he can sing and have done with it? It's never going to come up, I should hope, and in order to be able to sing at all well he's going to have to waste points....


That assumes that to do so is a "waste"... I'm the one spending them, they're my points, and if I think that putting two skill points into the ability is a fair price, then it's not a waste.

I'm not sure that gaining the ability not to be able to sing worth a damn is really worth two of your handful of skill points -- mind you, it's not a big deal, and fighters are not very much about the skills anyway, but you have just made your character ever-so-slightly less effective than someone else who put those points in Ride or something. And your harsh, unappealing croak is only a wee bit better than his.

edit: and of course, this is what I was trying to get at -- a number of different ways to interpret character sheets. If it were me, I'd just say the heck with it and have you sing for free -- you're never going to earn a living at it, so why bother? Just say you can sing.

But then it wouldn't be on the character sheet, so it wouldn't be real, right? And that's what I mean about the difference between components and color.

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On 4/4/2005 at 3:07pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

Whether or not that's the way it's handled is highly dependent on social contract, and through social contract on ruleset.

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On 4/4/2005 at 7:33pm, Jason Newquist wrote:
RE: Re: The relationship between character, sheet, and play

Vaxalon wrote: In my opinion, a character sheet starts off as a catalogue of system components, but as I go along, it becomes more and more of a descriptive document, because I jot down little notes about who the character is, whether the system touches on that aspect or not. I consider those ad-hoc notes to be just as much a part of the character sheet as his Strength score. That's one of the reasons I dislike cramped character sheets that don't have any room for making notes about the character.

Hi Vaxalon,

Would you agree that to the extent that these ad hoc notes are not introduced into play and do not experience an opportunity for scrutiny and acceptance, they're a form of game-inspired marginalia, but not part of the game itself?

In other words, just because you write something about your character on your sheet doesn't make it so. And maybe that's ok. Maybe the role of such character sheets is to provide a "creator worksheet" (as opposed to a "record sheet"). What actually becomes established in the SIS might be quite different. Right?

-Jason

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On 4/4/2005 at 8:09pm, James Holloway wrote:
RE: Re: The relationship between character, sheet, and play

Jason Newquist wrote:
Would you agree that to the extent that these ad hoc notes are not introduced into play and do not experience an opportunity for scrutiny and acceptance, they're a form of game-inspired marginalia, but not part of the game itself?

You're a fine one to talk! I've been in games where your detailed note-taking and organizing became the key reference for the SIS. But I see a "to the extent that" disclaimer there.

So, yeah, these kinds of things *needn't necessarily* contribute to the SIS, but that's true of stuff on the front of the character sheet as well, right? Like, if it says on the sheet that my character can swim, but we never go near the water, can I swim? Did I go to Schrodinger Swimming School?

Is the content of the character sheet necessarily part of the SIS if it never appears in play?

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On 4/4/2005 at 8:53pm, Jason Newquist wrote:
RE: Re: The relationship between character, sheet, and play

James Holloway wrote: Is the content of the character sheet necessarily part of the SIS if it never appears in play?


Hey James,

Yeah, that!

And I would say the answer is 'no'. If we take "appears in play" to mean "Explored", then the answer is 'no, by definition'. Right?

-Jason

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On 4/4/2005 at 10:04pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

Yes, but they all have the POTENTIAL to be explored in the game.

Also, I would argue that something doesn't have to be part of the SIS to be important to the game play for everyone involved.

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On 4/4/2005 at 10:30pm, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

Vaxalon,

For clarity, I divided your quote because the topics are slightly different. Hope you don't mind.

Vaxalon wrote: Yes, but they all have the POTENTIAL to be explored in the game.

Sure! But so does anything anyone might say at the table. There's an impossibly long list of things which might be potentially explored. So the question is: of what value is this set of things which happens to be written down by someone, if it's never really explored?

It seems like the value of such things is preparatory in nature. If it's not ever explored, it still might help create in the mind of the creator the sense of a complete whole thing, which might well be of value in the game. But that's a very indirect kind of value, isn't it?

Vaxalon wrote: Also, I would argue that something doesn't have to be part of the SIS to be important to the game play for everyone involved.

Hmm. Well, if something's Explorable and it's not in the SIS, how can it be important to the game? Can you provide an example?

-Jason

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On 4/4/2005 at 11:01pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

Sure!

I've got a note on my character sheet. "Jonas is posessed by a demon. He'll try to ingratiate himself with the party, but the demon will gradually drive him to more and more corrupt acts." I have to write stuff like that down, because if I don't, the secret gets forgotten, and the facade becomes the character.

Jonas's secret is vitally important to how he's played, and how he interacts with the rest of the characters. Even if they never discover his secret, Jonas's play will be dominated by it, and all of his relationships with the other characters will be colored by it.

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On 4/5/2005 at 12:24am, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

Cool example!

But until the secret is shared (and accepted), it can't be a part of the shared imaginary space. It's just a cool performance instruction you've written to yourself. It has implications galore, and those become part of the SIS or not, according to your performance.

-Jason

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On 4/5/2005 at 1:03am, Vaxalon wrote:
RE: The relationship between character, sheet, and play

You are absolutely correct... and irrelevant to my point.

The note on the character sheet may never be shared OVERTLY... but since its implications are important; therefore, something can be important to play without being a part of the SIS.

SIS isn't everything.

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On 4/5/2005 at 1:28am, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

Vaxalon wrote: You are absolutely correct... and irrelevant to my point.

The note on the character sheet may never be shared OVERTLY... but since its implications are important; therefore, something can be important to play without being a part of the SIS.

SIS isn't everything.


Hmm.

Ok, followup question: after the game is over, do you possitively assert that your guy really was a demon in the game, or that you were just playing him that way? Or does it not matter?

-Jason

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On 4/5/2005 at 1:30am, Vaxalon wrote:
RE: The relationship between character, sheet, and play

I can, or not...

If the game is *OVER* then in the post-game discussion I might talk about why my character was acting the way he was.

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On 4/5/2005 at 3:11am, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

Right, so there are things (that could very well go on a character sheet) which influence what players do in the game, but aren't assertions about SIS contents at all. They can't be, because they're statements in isolation, yeah?

I got confused because your example seemed to suggest that you were claiming that your guy was a demon (which was never brought into play), rather than having implied "Play Him This Way!" brackets around it.

-Jason

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On 4/5/2005 at 3:18am, Vaxalon wrote:
RE: The relationship between character, sheet, and play

Jason Newquist wrote: Right, so there are things ... which influence what players do in the game, but aren't assertions about SIS contents at all....


Not at all.

The character is a part of the SIS, but there is an aspect of him which is not.

This applies to many, many things in the SIS. They are always better understood by their owners than they are by the others in the group, and as such are incompletely part of the SIS.

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On 4/5/2005 at 7:57am, contracycle wrote:
RE: The relationship between character, sheet, and play

I think thats fair enough, if you have the rights to that sort of creation in the SIS. More common, I think, is the case where the character has a secret that is shared with the GM; in the ciurcumstance it might be thought of in the same light as all the other stuff that is SIS-relevant but ont currently on display.

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On 4/5/2005 at 8:53am, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

I apologize if I'm being obtuse, and I thank you for your patience. I am finding this, my first extended Forge dialogue, very useful!

Let me get back to the topic which spun us off to see if I can re-trace my thoughts. Earlier:

Vaxalon wrote: I jot down little notes about who the character is, whether the system touches on that aspect or not. I consider those ad-hoc notes to be just as much a part of the character sheet as his Strength score.

Ok, here's the distinction I would draw: There's your character, and your vision of your character. Your character is created, and then explored and revealed in play. Your vision of the character is everything else: all the bits you create about them that are not (yet) explored in play.

Play is negotiation, and when we negotiate something important -- like PC vs. PC conflict stakes in DitV -- what's clashing? Our visions of the characters, of course. Play is negotiation, and that means all the ad-hoc notes on our character sheets -- or things we think about them -- might well be rendered moot or untrue or irrelevant in the face of actual play.

It's worth saying: I don't doubt that your vision is privileged among all possible visions, due to your creative ownership of your character.

The STR score is part of your character. The ad-hoc notes are part of your vision for the character. They seem very different.

Does this make sense?

-Jason

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On 4/5/2005 at 9:26am, James Holloway wrote:
RE: The relationship between character, sheet, and play

Jason Newquist wrote:
It's worth saying: I don't doubt that your vision is privileged among all possible visions, due to your creative ownership of your character.

The STR score is part of your character. The ad-hoc notes are part of your vision for the character. They seem very different.

Does this make sense?

-Jason

It just seems like an instance of differently-privileged inputs. The STR score is part of the character for gosh-darn sure because the rules give that kind of statement ("I have a STR of 12"; "I am a half-mind-flayer") made at character creation a lot of credibility. At a somewhat lower level you have what Vaxalon says about his character relating to the SIS ("I'm possessed by a demon"), then much lower what other people say. I'm not sure that it's an example of two different thing, "character" and "vision of character," but just an example of two different sources for statements about the character.

I suspect that in almost any game if Vaxalon writes down that he's possessed, behaves like he's possessed, and later on says he was possessed, there will have been no doubt in the minds of the other players that he was possessed. There are some games (InSpectres?) where it's possible for players to define other characters who are explicitly not their own, but it's very rare.

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On 4/5/2005 at 5:15pm, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

James Holloway wrote: It just seems like an instance of differently-privileged inputs.

Hmm, but it's not just that, I don't think. We have lots of ideas about the SIS contents that don't ever materialize, or become irrelevant, or are overtaken by events before they get to be Explored, or whatever. Vision stuff is fluid. It can and must change, and we fully expect it to. That fluidity is what makes it a different kind of stuff entirely than the stuff that's established in play: actual play doesn't change, and we have a hard time ignoring or going back and changing the stuff that matters.

The example of old, where Vincent and Em play a scene but aren't happy with it, and talk about scrapping it? But in the end, they keep it and point to it and say, "That's the rumor, not what really happened." Such is the power of actual play. They didn't like it, and still wanted to keep it in the game. We don't like retcons for our actual play. We're very sensitive about how we say things with respect to IIEE: "I shoot you" vs. "I pull the trigger". All of this is because going back and rewriting actual play wrankles. ...And that's not true of things that aren't Explored in actual play.

I don't get to single-handedly decide a damn thing about my character. The GM doesn't get to single-handedly decide a damn thing about the game world. Not a damn thing! Until these visions are brought out in play (and chargen is play, too), they remain vision: napkin notes, or fan fiction. They're not "game stuff", I don't think, until we're at the table, the thing is in the air, and we buy into it.

Character sheets are a mix of what's true about the characters and what what we want to be true about them.

-Jason

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On 4/5/2005 at 5:27pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

Jason Newquist wrote: I don't get to single-handedly decide a damn thing about my character.


I disagree with this, vehemently. At the very least, you single-handedly decide what your character thinks.

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On 4/5/2005 at 5:41pm, Shreyas Sampat wrote:
RE: The relationship between character, sheet, and play

Vaxalon wrote: I disagree with this, vehemently. At the very least, you single-handedly decide what your character thinks.
Not really. That's just an aspect of TIT.

What you get to "single-handedly" decide in, say, D&D or some other conservative game, is what internal reactions your character has to SIS stimuli. You don't get to singlehandedly determine those stimuli, and you certainly don't get to singlehandedly determine the general properties of plausible thought processes. The illusion of personal control over a character's mind is seductive, but there's a very strong arrangement of external restrictions on that control.

In some less conservative game, I wouldn't be surprised by a character's internal world being up for collaborative control.

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On 4/5/2005 at 6:11pm, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

Shreyas: Agree!

Clarification: what's "TIT"?

Thanks,
Jason

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On 4/5/2005 at 6:12pm, John Kim wrote:
RE: The relationship between character, sheet, and play

Jason Newquist wrote: We don't like retcons for our actual play. We're very sensitive about how we say things with respect to IIEE: "I shoot you" vs. "I pull the trigger". All of this is because going back and rewriting actual play wrankles. ...And that's not true of things that aren't Explored in actual play.

That's cool -- but you understand that it's just your personal tendency of what wrankles you, right? i.e. Other people might be wrankled by different things. Nothing in the game really exists, whether it is explored or not. It's all just personal preference and social contract of what you decide to priviledge.

Jason Newquist wrote: I don't get to single-handedly decide a damn thing about my character. The GM doesn't get to single-handedly decide a damn thing about the game world. Not a damn thing! Until these visions are brought out in play (and chargen is play, too), they remain vision: napkin notes, or fan fiction. They're not "game stuff", I don't think, until we're at the table, the thing is in the air, and we buy into it.

Right, and that sounds fine -- but it's just one social contract. For example, it clearly doesn't work for most LARPs, where an action usually can't be bought into by everyone because not everyone hears it. Other contracts often priviledge parts of what you call "vision" -- such as Vaxalon's case where the player can determine what his own PC thinks. For example, one group might be willing to retcon some previously-agreed event because it turned out to conflict with a player's vision.

I think the problem is in assuming that some contract is inherent or natural. i.e. Your (Jason's) assumptions clash with Vaxalon's assumptions, for example.

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On 4/5/2005 at 6:13pm, John Kim wrote:
RE: The relationship between character, sheet, and play

(...deleted duplicate post...)

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On 4/5/2005 at 6:19pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

In games with charater ownership (Capes isn't always one of them, for example) you ALWAYS have things that you haven't shared with the group, but which color the play you DO share. Those elements are important to the game, even though they aren't formally part of it, yet, or even at all.

Go back and reread:

"Something can be important to play without being a part of the SIS."

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On 4/5/2005 at 6:44pm, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

Vaxalon wrote: In games with charater ownership (Capes isn't always one of them, for example) you ALWAYS have things that you haven't shared with the group, but which color the play you DO share. Those elements are important to the game, even though they aren't formally part of it, yet, or even at all.

Go back and reread:

"Something can be important to play without being a part of the SIS."


And I agree, and I worry that we're talking in circles because I'm missing something.

But, in any case, I disagree that such things are part of the "game world" or the "character". Those things only exist to the extent that they're shared and agreed to (including all the various social contract variations, per John's point). I claim that anyone making statements about SIS stuff that's unsupported by the SIS -- like you talking about charcter's thoughts, for example -- is simply making statements of vision, not statements which bear truth value in the game. Whether they *really apply* to your guy or not can only determined in play, by Exploration.

So all these things that we might write down on our character sheets which pertain to stuff that's not yet been Explored (with John's qualifier here, as well: to the extent that valid Exploration is defined by the social contract of the group), it's just vision stuff. It's not character, it's notes on a napkin for future play, or fan-fiction/discussion of play that's happened in the past. It's game-inspired, but it's not really game.

So if your social contract says "Your vision is unassailable!" my point reduces to something very little indeed -- as would the game, it seems, reduce to cops n' robbers.

So if your System (like Capes, Vaxalon, in your example above) says "write down these things about your character that only you know" -- that's Explored stuff! Very much like James was saying about your demon example. It's been Explored by system, say, and becomes increasingly important as it's brought into play over and over again.

I'm not talking about Explored stuff, though. I'm talking about notes on your character sheet that are unexplored. And my fundamental claim is that they pertain only to your vision of the character, rather than to the character itself, and that there necessarily is a difference between these two things.

-Jason

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On 4/5/2005 at 7:16pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

Okay, let me take a slightly different tack on this.

Abel and Baker are playing two characters, Phil and Quincy.

Outside of play, Abel and Baker decide that their characters are secretly in cahoots. They even go so far as to play a little interaction between their characters away from everyone else.

Then they join the rest of the group. Their conspiracy will certainly color their play, but the conspiracy itself is not something shared with the group.

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On 4/5/2005 at 9:07pm, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

Vaxalon wrote: Okay, let me take a slightly different tack on this.

Abel and Baker are playing two characters, Phil and Quincy.

Outside of play, Abel and Baker decide that their characters are secretly in cahoots. They even go so far as to play a little interaction between their characters away from everyone else.

Then they join the rest of the group. Their conspiracy will certainly color their play, but the conspiracy itself is not something shared with the group.


Thanks for the other example. Here's what I think I can say about it...

* A&B have collaborated in their approach to the game, and have brought their visions partially into accord.

* A&B's interaction stuff on their own is, if it's a game, a different game than the one played with the other people, and serves as provisional input which the new group may accept or reject, to the extent that game acts rely on it, or are colored by the "backstory".

* P&Q's conspiracy isn't part of the SIS right away, despite A&B's shared vision. Although (like James was saying) it might be Explored and thus accepted into the SIS. You've said this explicity all along, I think.

* The conspiracy might be written by A&B on P&Q's character sheets, but it's not part of their characters. Because it's not true about them yet! The bit of chracter sheet which reads, "P&Q are in cahoots!" -- that's descriptive of the player's vision of the character, and might turn out to be completely untrue in actual play!

Consider:

- Abel might drop out of the game before it happens. There can't be a conspiracy!
- Baker might want have Quincy fuck with Phil, and double-cross him. His "agreement" is a ruse!
- Cindy, along with her character Renee, might influence them both to such a degree that A&B decide to let the conspiracy thing drop because it's not really important anymore.

If any of these things, or something similar happens, what's really going on? Are the *characters* suddenly different? No. Look at the history of gameplay. Same character. All that's been Explored remains valid and the same as it ever was.

The only thing that's different is the player's vision. Character (such as it has been Explored to date): same. Vision: different!

The sum-total of the characters is what happens during actual play. Everything else is vision. Vision's important - even crucial! But vision is a set of player thoughts, not character properties.

-Jason

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On 4/5/2005 at 9:33pm, lumpley wrote:
RE: The relationship between character, sheet, and play

The way that Abel and Baker play their characters will set everyone else up to accept Abel and Baker's vision.

If they set everyone else up effectively, it looks exactly as though they had the power to make things true about their characters independently all along. They didn't, of course; Fred, you're getting suckered by "looks exactly as though."

You can see it plain as day if they fail to set everyone else up. Everyone else is like, "cahoots? But that doesn't make any sense."

-Vincent

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On 4/5/2005 at 9:36pm, Shreyas Sampat wrote:
RE: The relationship between character, sheet, and play

To clarify for Jason: TIT = The Impossble Thing.

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On 4/5/2005 at 10:46pm, John Kim wrote:
RE: The relationship between character, sheet, and play

Jason Newquist wrote: But, in any case, I disagree that such things are part of the "game world" or the "character". Those things only exist to the extent that they're shared and agreed to (including all the various social contract variations, per John's point). I claim that anyone making statements about SIS stuff that's unsupported by the SIS -- like you talking about charcter's thoughts, for example -- is simply making statements of vision, not statements which bear truth value in the game. Whether they *really apply* to your guy or not can only determined in play, by Exploration.

My point was really that there is no such thing as "truth value". The game is all fiction -- what you decide to treat as real is arbitrary. Different people may choose to treat different things as "true" in how they approach the game -- but that's a function of personal preference and group contract.

Jason Newquist wrote: Thanks for the other example. Here's what I think I can say about it...

* A&B have collaborated in their approach to the game, and have brought their visions partially into accord.

* A&B's interaction stuff on their own is, if it's a game, a different game than the one played with the other people, and serves as provisional input which the new group may accept or reject, to the extent that game acts rely on it, or are colored by the "backstory".

I'm not sure what the significance is of calling it a "different game". i.e. What does that mean? For example, by this view, a typical LARP doesn't have a main "game" at all. I guess you would say that it's a bunch of different games which people play overlapping and simultaneously. Does that seem right?

It seems to me that this is just saying that you don't like LARP or more broadly any private communication (i.e. like A&B's interaction) in an RPG.

lumpley wrote: The way that Abel and Baker play their characters will set everyone else up to accept Abel and Baker's vision.

If they set everyone else up effectively, it looks exactly as though they had the power to make things true about their characters independently all along. They didn't, of course; Fred, you're getting suckered by "looks exactly as though."

You can see it plain as day if they fail to set everyone else up. Everyone else is like, "cahoots? But that doesn't make any sense."

Well, but anything in the game can be changed later. i.e. Abel and Baker could have said it in front of everyone, and it's still true that half an hour later someone could say "Wait a minute! That didn't make any sense!" and bring it up for debate again. Which just brings us back to social contract. What is regarded as "true" is an arbitrary choice which people agree to.

I would say you (Vincent) are getting suckered by the delusion of "truth". There is no such thing as truth in an RPG -- it is all fiction.

Taking the above example, suppose that indeed Abel and Baker reveal what happened between P & Q -- and indeed the others complain about it. But now suppose that A & B assert themselves -- they insist that what they say happened, happened. Where is the truth? If A & B stick to their position, then either the others capitulate or the group breaks apart without resolving it. In a sense, as long as we assume consensus is reached, then everyone in the game has absolute power to assert truth simply by sticking to their position.

The important question here is what the social contract is -- i.e. how does the group react to Abel and Baker? The group may decide to priviledge A & B's interaction -- in which case if someone complains, they are told that it's not her business. That's no different than putting down someone's request to retroactively change something that was announced earlier. Alternately, the group may decide not to priviledge A&B's interaction -- in which case anyone's complaints are fair game. For example, a LARP generally priviledges such individual interactions.

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On 4/6/2005 at 12:17am, lumpley wrote:
RE: The relationship between character, sheet, and play

John wrote: I would say you (Vincent) are getting suckered by the delusion of "truth".

Nope! True = accepted by everyone.

There's no other functional definition of "true" in RPGs, that I've heard of. All other measures of "truth" break down in the face of any participant's non-acceptance.

In a sense, as long as we assume consensus is reached, then everyone in the game has absolute power to assert truth simply by sticking to their position.

Right, but it's the consensus that makes it so, not the sticking to.

-Vincent

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On 4/6/2005 at 12:50am, Alephnul wrote:
we all have truths, are mine the same as yours?

I think I agree with John. If everyone has to agree to something for it to be true, and one player steps out to the bathroom, and play appears to continue, does that mean that nothing happened until the player returns? If the player is never appraised of exactly what happened, but merely infers the missed portion from what happens afterwards, does this mean those things were never true (since it is possible that the missed events will someday be described to the absent player, and the absent player will say "Absolutely no way did that happen! That character would never have done that, and if they had, my character would have known about it instantly and stopped them!")?

There is local truth as well as global truth. How the global truth gets turned into local truth, and how the local truth gets turned into global truth is obviously a social contract issue, but that doesn't mean the local truth isn't truth. The local truth may be provisional, but so may be what appears to be global truth.

To the extent that there is a truth in a roleplaying game, my local truth actually exists. It is what I think happened in the game. Global truths don't exist in the same sense. No one thinks the global truth. To say that global truths exist is only to say something about the relationship of our individual truths. If we all agree that something happened in the game, then we can say that that thing is part of the global truth. However, for us to agree that something happened, we have to each individually think it happened.

If I think one thing is true, and you think another thing is true, there are three things that can happen: we can agree that either of those things happened and continue play with a somewhat disjointed reality; we can work to resolve our differences and reconcile our different truths; or we can decide that our truths can not be reconciled or coexist, and we can break the game. In each of these cases, we each start with a local truth, and we each end with a local truth, but in only one case do our local truths merge into an agreed truth. Even in that case, our shared truth need not be a global truth, since another player may not agree to our reconciled truth.

Obviously, it is important to try to keep the personal versions of events close to each other (or at least reconcilable, "Your character is demon-possessed? Wow, I hadn't guessed it, but I guess it makes sense"), but those personal versions of the truth are what actually exist inside each of our heads.

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On 4/6/2005 at 2:07am, John Kim wrote:
RE: The relationship between character, sheet, and play

lumpley wrote:
John wrote: I would say you (Vincent) are getting suckered by the delusion of "truth".

Nope! True = accepted by everyone.

There's no other functional definition of "true" in RPGs, that I've heard of. All other measures of "truth" break down in the face of any participant's non-acceptance.

Why do we need truth? It's a blatant mislabel, for one, since we are talking about things which are untrue. We already use "consensus" and "shared" (or SIS) often enough. So it seems confusing to me. (Though Alephnul's distinction of "local truth" and "global truth" work to some degree.)

This gets back to Jason's question: how can things be important in a game if they aren't agreed on by consensus? There are many LARPs where there is essentially never consensus -- i.e. no "truth" by your definition. Everything is just groups of players going and talking with each other in pairs and small groups, so there is never an event where all the players will buy into something.

A good example from tabletop is Matt Turnbull's Singular Space. That's a scenario which makes a very powerful point by having one player picture a quite different imaginary space than the rest of the players. Throughout the adventure, most actions will mean that 5 or 7 of the players are picturing one thing -- and the other player is picturing something quite different.

I guess I could live with calling consensus "truth" and then just saying that there can be important things in an RPG which aren't true. But it seems problematic to me.

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On 4/6/2005 at 3:37am, lumpley wrote:
RE: The relationship between character, sheet, and play

Whatever. Wrt in-game stuff when I say "truth" you can substitute "consensus" with no loss to my meaning. If for purposes of this thread we go forward without "truth," but with "consensus" only, I'll conform to that too.

-Vincent

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On 4/6/2005 at 3:49am, Vaxalon wrote:
RE: The relationship between character, sheet, and play

I have never argued that you can get consensus by any other means than presenting the material to the group. That's pretty hard to argue, neh?

What I *am* saying is that there can be IMPORTANT information on the character sheet that is not consented to. The SIS isn't the whole story.

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On 4/6/2005 at 8:07am, Alephnul wrote:
What is really real

Jason wrote

But, in any case, I disagree that such things are part of the "game world" or the "character". Those things only exist to the extent that they're shared and agreed to (including all the various social contract variations, per John's point). I claim that anyone making statements about SIS stuff that's unsupported by the SIS -- like you talking about charcter's thoughts, for example -- is simply making statements of vision, not statements which bear truth value in the game. Whether they *really apply* to your guy or not can only determined in play, by Exploration.

So all these things that we might write down on our character sheets which pertain to stuff that's not yet been Explored (with John's qualifier here, as well: to the extent that valid Exploration is defined by the social contract of the group), it's just vision stuff. It's not character, it's notes on a napkin for future play, or fan-fiction/discussion of play that's happened in the past. It's game-inspired, but it's not really game.

....

I'm not talking about Explored stuff, though. I'm talking about notes on your character sheet that are unexplored. And my fundamental claim is that they pertain only to your vision of the character, rather than to the character itself, and that there necessarily is a difference between these two things.


I think what is leading us to talk in circles is that there is an axis of belief about the nature of the experience of gaming that is not being addressed very well. This is the axis that relates to the question of what is truth.

I think this very much relates to the question of conceived versus perceived game that John has written about elsewhere. Jason, I think you strongly prioritize the perceived experience. If it hasn't happened in shared play and been acknowledge and consented to by the group, then it isn't real. Vaxalon (and I) seem to prioritize the conceived game. Our experience of the game is what takes place inside our own heads (informed and developed by what takes place in the SIS). Our own experience of our character is central to what we are doing when we game, and that experience can include things that haven't been revealed yet, or that will never be revealed. The SIS informs that character, and the character (including unrevealed features) influence the SIS, but it makes no sense (within this interpretation of gaming) to say that the characters in our heads are not the real characters. The version of my characeter in your head may be different than the version in my head, but that means that we have two different experiences of the game, not that one of our versions isn't real. Either of our versions may be altered or obliterated by the things that happen in the SIS, if we accept and incorporate those things into our private imaginary space, but this is true even if our versions of the character are largely in agreement (part of the SIS).

It is not simply that the notes on the character sheet are part of the game if the game specifically grants notes on a character sheet authority. It is not simply that notes on the character sheet are part of the game no matter what.

The notes on the character sheet, even if they are not given authority by the social contract or the system, are part of the experience of the game if one emphasizes the conceived game, and are not part of the experience of the perceived game.

The choice of what experience of the game to emphasize is not one that needs to be agreed upon by the group. My notes and my internal understanding of my character (or of the world) are an important part of my experience of the game if that is what I focus on. Your internal imagining of your character may be a mere support to your experience of the shared expression of the game if that is how you interprete it.

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On 4/6/2005 at 9:19am, James Holloway wrote:
RE: The relationship between character, sheet, and play

John Kim wrote:
This gets back to Jason's question: how can things be important in a game if they aren't agreed on by consensus? There are many LARPs where there is essentially never consensus -- i.e. no "truth" by your definition. Everything is just groups of players going and talking with each other in pairs and small groups, so there is never an event where all the players will buy into something.

A lot of thought about gaming on the Forge doesn't apply quite as well to LARPs, because of their very spread-out nature, the fact that player A may never meet or communicate with player X at all.

However, I think that in most cases it's not so much that all the players have to agree on everything, but that every player winds up agreeing to the elements of the SIS that touch his or her involvement with the game. As long as the subset of players affected by the introduction agrees to it, I think that works in place of "everyone agrees to it."

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On 4/6/2005 at 9:49am, Vaxalon wrote:
RE: The relationship between character, sheet, and play

Hence my example of the sub-group collaboration.

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On 4/6/2005 at 3:29pm, Shreyas Sampat wrote:
RE: The relationship between character, sheet, and play

Vaxalon wrote: What I *am* saying is that there can be IMPORTANT information on the character sheet that is not consented to. The SIS isn't the whole story.
This doesn't make any sense, Fred.

Just because something isn't explicitly consented to doesn't mean that you don't have consent to do specific things with your character that others don't know about (if I understand the Social Contract you are assuming correctly, it's common to have "secret character histories" and so on). The SIS and the set of things that are consented to are not congruent, and it's terribly muddying the conversation to treat them like they are.

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On 4/6/2005 at 3:35pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

Okay, then let me go back to the original statement.

There can be information on the character sheet that is important to play, but is not part of the SIS. The SIS is not the sum total of the game.

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On 4/6/2005 at 3:46pm, Shreyas Sampat wrote:
RE: The relationship between character, sheet, and play

That's transparently obvious. There are a billion things that affect the game that are not part of the SIS - the rules system, the social contract, each player's individual expectations, the effects of weather on the players' moods, a butterfly flapping its wings in Tibet...

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On 4/6/2005 at 3:50pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

And some of them are IMPORTANT. Like the player's vision of the character. Others are not important.

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On 4/6/2005 at 3:55pm, Shreyas Sampat wrote:
RE: The relationship between character, sheet, and play

Again, transparently obvious.

I'm a little confused about the thrust of this thread here...where are we trying to express that we didn't all know beforehand?

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On 4/6/2005 at 4:35pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

I think some people have read what I had to say, misconstrued it, conflated it with something else, and constructed arguments against that something else.

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On 4/6/2005 at 5:07pm, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

Vaxalon wrote: I think some people have read what I had to say, misconstrued it, conflated it with something else, and constructed arguments against that something else.

Sorry, Vaxalon! Especially from your examples, it sounded to me like we had a conceptual mis-match about what was a character actually is made of.

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On 4/6/2005 at 5:09pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

Oh, we probably do, Jason... but it's immaterial to the core of my point.

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On 4/6/2005 at 6:32pm, Jason Newquist wrote:
RE: The relationship between character, sheet, and play

So here's a collection of statements which indicate where I think things sit right now. I apologize if this is tedious or obvious. I'm working this out for myself for the first time...

* Ad-hoc creations, like notes written on character sheets or RP among a sub-group during game dotwntime, might be valid and authoritative form of Exploration, or not, per social contract. The events in which these things take place might or might not be instances of actual play.

* Those ad-hoc creations which are NOT authoritative forms of Exploration create game-inspired material. Game-inspired material is not part of the SIS until it is brought (overtly or covertly) into actual play. Game-inspired material may be useful ("important") in structuring what happens in actual play.

* When we say that a statement is "true" of SIS stuff, we mean that it is consistent with player consensus. Some of the coolest game discussions occur when we try to make truth statements of complex SIS stuff.

* How consensus works in a highly distributed game (or any game, for that matter) doesn't seem to be well understood, either. Is there a point where you get enough collaboration -- and where people who have no idea that this is going on and people who have dissenting opinions don't matter due to the otherwise overwhelming agreement and entrenchment of the thing into play?

* There are degrees of "acceptance into the SIS". Someone can sit quietly and hear something totally cool and resolve to involve it in the game as much as possible. Or, someone can sit quietly with reservations, and resolve to avoid something as much as possible, and remain satisfied if it's simply ignored -- but because they don't want to hurt anyone's feelings, they don't cause trouble. Or, I can sit quietly and interpret you to mean something else quite apart from what you mean, or what other people interpret you to mean.

* Our claims on the SIS which have not yet been Explored in actual play (and are thus not in the SIS themselves) constitute our personal vision of the SIS. Having a personal vision of the SIS is a necessary part of play. Nothing is accepted into play without being a part of someone's vision first.

-Jason

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On 4/6/2005 at 7:02pm, Vaxalon wrote:
RE: The relationship between character, sheet, and play

I don't have any problems with any of that.

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