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Topic: (Accepting/Rejecting) x (Text/Meaning)
Started by: TonyLB
Started on: 4/27/2005
Board: RPG Theory


On 4/27/2005 at 6:24pm, TonyLB wrote:
(Accepting/Rejecting) x (Text/Meaning)

Recent discussions have led me to think a lot about what it means to tell people that they cannot reject anything that another player contributes to the narration of a game.

Here's how I see it. When something is narrated in the game, it goes through two possible evaluations on its way to becoming an important part of the SIS. First, does it become a part of the SIS at all (hereafter "Authorized as Text")? Second, when it is part of the SIS, is it important (hereafter "Authorized to have Meaning")?

Yeah, you might want to take a quick glance over Meaning at the Beginning, Middle and End right about now.

If you operate under Meaning at the Beginning, then these two evaluation steps happen at the same time, and influence each other. Even if you think it's perfectly fine for Doc Killagain's thanatos-beam to instantly kill his minion, you may object because you don't want to set a precedent that could later mean that Killagain's ray can be used to instantly kill your character.

Accepting Text becomes harder under MatB, because it strongly implies Accepting Meaning. The contrapositive is that Rejecting Meaning becomes harder, because it implies Rejecting Text, a process that is often restricted closely by System.

Meaning at the End breaks that link completely. Accepting or Rejecting the Meaning of narration happens later. This makes Accepting Text dead easy. You can accept anything, unless you're actually worried about the specific thing being said, right now, this very instant.

So, here's my question: Is Text qua Text ever the focus of concern? Or is it the matter of apparent concern because of its uses as a tool for impacting later negotiations of authority over the SIS? Or, short-form: Do people care about Text, or only about Meaning?

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On 4/27/2005 at 6:42pm, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Are you talking about text and subtext?

That is, "Doc Killagain's thanatos-beam kills Igortron" is the text; "Doc Killagain can kill anyone at will" is the subtext.

Yeah, sometimes people object to the text.

The heroes walk into a bar, just as its closing. Joss starts interrogating the bartender. Kendi gets fed up with his lies, and shoots him.

Joss's player says, "DAMMIT! Take that back, you idiot. How are we going to get to Alpha Wolf with Kendi killing all the witnesses?"

Kendi's player says, "Alright, sorry... I guess I was getting bored."

Some games don't allow this. "You say it, it happens." Some do, as you point out.

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On 4/27/2005 at 6:51pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

No, I'm not talking about subtext. I don't even have a definition for subtext. I'm talking about meaning, which I defined in the referenced link as (roughly): "The extent to which a past fact can be used as part of a player appeal for authority to narrate future facts."

So in your example "We're never going to get to Alpha Wolf" is an anticipation of the GM (probably) appealing to the killing of the bartender to lend authority to the future narration that all your leads have dried up (or been shot).

That's probably either Meaning at the Beginning (because the player is establishing, right here, right now, that this is going to hamper investigation) or an anticipation of Meaning in the Middle, where the GM will refer to that at a later date, only then asking people to evaluate whether it lends him authority.

If Joss's player had an iron-clad guarantee that killing the bar-tender would never be talked about, ever again, throughout the course of the entire game... would this argument develop?

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On 4/27/2005 at 6:55pm, Shreyas Sampat wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote: If Joss's player had an iron-clad guarantee that killing the bar-tender would never be talked about, ever again, throughout the course of the entire game... would this argument develop?
If Joss has this guarantee, then what is Kendi contributing? Why is Kendi playing?

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On 4/27/2005 at 7:04pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Who cares? I'm asking a hypothetical, to get at one question first.

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On 4/27/2005 at 7:08pm, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

I tried to think of a text that has no meaning... I couldn't think of one.

ANY fact that people remember can be used as a source of authority for future facts. And you never know which ones people are going to remember. Whether that source of authority is actually enough to CHANGE future facts is a reasonable question, but immaterial, I think, to your topic.

So the iron-clad guarantee you cite is impossible, as I see it.

P = Joss's player gets an iron-clad guarantee
Q = Joss's player objects to Kendi's action

Given -P, does P imply Q? In standard symbolic logic, the answer is a trivial "yes". It's interesting to note that in standard symbolic logic, given -P, P implies -Q as well. There's a name for the paradox but I can't remember it at the moment.

The fact that Joss's player objects means that, by definition, the event in question has meaning FOR HIM, even if not for the rest of the players.

Remember that each player, in addition to participating in the SIS, also partakes of the UNSHARED imaginary space; the part of his own experience that happens in his own mind but is not shared. Meaning does not occur ONLY in the SIS.

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On 4/27/2005 at 7:25pm, Shreyas Sampat wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote: Who cares? I'm asking a hypothetical, to get at one question first.
I think this is highly dependent on Joss's reason for objecting (as distinct from the reason he is stating, which is cosmetic). There are reasons he could object that have no concern for the consequences of the action, but simply care about that statement in the moment: "Kendi should not do that because he knows we won't get to AW if he does, so it's not something that would occur in the first place," etc.

So, bluntly, yes. That ironclad guarantee isn't really all that important.

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On 4/27/2005 at 7:27pm, xenopulse wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

It seems to me that this is a question of feedback mechanisms. It would be good to have one of Vincent's pictures here, with the players, and the SIS, and arrows going back and forth.

If you have MatE, for example, there is no arrow back from the SIS to the player input. So, the explanation of what happened -- the text -- is always created after the players and mechanics have created an outcome, retroactively. So if I play PTA, and we get into a conflict situation where we fight someone we fought before who has a particular weakness, the previous text -- the determined weakness -- has no direct link back to influence the outcome of the conflict. Instead, we roll the dice. If we win, we retroactively (Meaning at the End) determine that the guy was defeated through that weakness. Or maybe something completely different.

Not so in D&D. If we all know from the start that acid surpasses a construct's damage reduction (Meaning at the Beginning), and the time comes that we face a construct and use acid, it makes a difference. Now, if we create a precedent by GM fiat, it either comes in as a house rule (MatB) or a spontaneous modifier (MitM).

Finally, if in HeroQuest we fight a golem, and I want to augment my attack with "Spell of Acid 5M," I talk it over with the Narrator. We figure it out together. Does it apply? That's Meaning in the Middle.

So I think Tony is right on here. There is a distinction between text and meaning, or between Color and System, if you want. It's not always clear, and especially MitM blurs the distinction, but it's still a useful categorization.

Overall, I think we're still getting confused on the definition of "Meaning" here, so let's keep Tony's definition in mind.

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On 4/27/2005 at 7:50pm, Brendan wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Can we define "text" as well? Is it the SIS, or is it verbal input that may affect the SIS, or both?

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On 4/27/2005 at 8:02pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Provisionally, let's say that the SIS itself (including all system-features which may have a later impact, like "hit points" and other mechanics) is Text. The verbal input that may affect the SIS is "Provisional Text."

The act of Accepting Text makes Provisional Text into Text. The act of Rejecting Text refuses to allow Provisional Text to become Text.

Does that sound workable as a definition?

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On 4/27/2005 at 8:18pm, Walt Freitag wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Given how you've defined "meaning," I think it's pretty clear that characteristics of the text outside of that "meaning" can also be a concern. Especially, consistency with established facts.

"I shoot the bartender."

"You don't have a gun. You ditched it down a drainpipe in the last scene, remember?"

Authority for future facts (that the bartender is dead, or even that the character now possesses a gun) isn't the issue; consistency with past facts is. It would remain an issue even under the hypothetical iron-clad guarantee.

Here are a few other possible examples of not-authorized-as-text:

"I shoot the bartender."

"Wait for your turn to act; we're still resolving Joss's interrogate skill use."

"I shoot the bartender."

"You're out of tokens, you can't initiate any character actions now."

"I shoot the bartender."

"Tonight the meter of Shakespeare's in force,
So please speak only in the proper form.
To five iambs, not one beat more nor less,
Your uttered verses must henceforth conform."

- Walt

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On 4/27/2005 at 8:25pm, Brendan wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote: Provisionally, let's say that the SIS itself (including all system-features which may have a later impact, like "hit points" and other mechanics) is Text. The verbal input that may affect the SIS is "Provisional Text."

The act of Accepting Text makes Provisional Text into Text. The act of Rejecting Text refuses to allow Provisional Text to become Text.

Does that sound workable as a definition?

That's excellent, Tony, thanks.

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On 4/27/2005 at 8:38pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Walt, I see how players have authority to do those things. No question.

I'm not sure I see how that translates into motive to do so. You seem to be speaking mostly about authority, rather than motive. Am I missing something?

I'm intrigued by the question of whether authority imparts motive: Whether gathering and applying authority can be a wholly independent motive, without recourse to any other purposes that the authority can be directed toward achieving.

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On 4/28/2005 at 10:22am, Noon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

I'm going to winge again about the idea of authority, like I did in the other thread, since I just see investment.

I'll give an real life example: The other month we were sifting through treasure collected in out D&D campaign (rotating GM's). Some treasures from an old game of mine were written on paper, with a removable tab to remove once you found out the secret properties of the treasure.

One of them was a potion and I chuckled when I saw it, as they would have identified it by now I just said 'Ah, that's the poison potion I put in, hoping someone would just suck it down thinking it was a healing potion! Oh well, may as well chuck it now!'

Okay, this statement isn't an authorisation for anything. What it shows is that I was invested in the idea that this potion was a poison (as part of my investment in throwing some danger into the PC's lives).

So what does one player say 'Hey, I've been wanting to work with poison...I'll use that to poison my weapons!'. And he had been planning to use poison, and this comes up and he turns it around right to what he wants!

And not that I mind (I'm impressed, actually!), but he's got me! And it's nothing to do with authority...if I were giving out authority to do something, I'd be able to withdraw that authority without any consequence at all.

But I can't here. I haven't assigned authority...the reason his action is so cool is because I'm invested in it. I've invested in the idea that this potion is poison. I may as well have put down ten bucks on the table and said 'If I back out on asserting this potion is poison, shred my ten bucks!'. That isn't a fact that has some sort of authority...it's a fact I have a stake in. And he built his gamist tactics on top of my stake (which is way cool). It only seems like authority because you can say 'Well, Callan will assert authoritively to anyone that this potion is poison. After all, he's got ten bucks riding on this! So I'll just rely on that to get advantage X!'

I really should start a thread on this, but I thought I'd air the idea here incase it suits this thread (if not, I'll bug out).

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On 4/28/2005 at 11:47am, Troy_Costisick wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Heya,

Let me give a go at Callan's situation here and Tony can correct me if I'm wrong. The appeal to authority in the instance you talked was the other player saying, "Can I use this potion to poison my weapons?" The past facts were: there was a potion in their possession, they have the capability to identify it, and the PC has the ability to work with poisons. The rules state that you indeed can poison weapons with the right materials and skill, so the player is free to carry out his action. The fact "The old potion we forgot about" now has meaning because "Player X has used it to poison his weapons."

The appeals to authority wasn't to you as a player, but to past facts and the system which allows weapon poisoning. This is meaning at the begining that Tony outlined. The rules say weapon+poison= poisoned weapon, therefore he can use the potion as he wants.

Peace,

-Troy

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On 4/28/2005 at 2:00pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Noon wrote: And it's nothing to do with authority...if I were giving out authority to do something, I'd be able to withdraw that authority without any consequence at all.

I think this is dead wrong. When you assign authority and then withdraw it, you very much do cause consequences. Socially destructive consequences, usually. In fact, people go through incredible hand-springs not to do any such thing. And here's where I further disagree with Troy (I'm just disagreeable today, I guess): The poison example absolutely is an appeal to you as a player. And it's an appeal that you had to choose to honor or deny that the poison potion was a good argument for poison weapons.


Anyway, I think investment is an incredibly important concept. I also think that, on its own, it's too slippery for me to get any sort of analytical grip on it without other concepts to leverage. So what does Investment mean, in terms of authority, meaning, motive and text? Is it a motive to find meaning in a specific text?

For instance: You say you are "invested" in the potion being poison. Is this the same as saying that you have a motive (as yet undefined) for finding meaning in that text? Let's assume that there is also a magic cursed voodoo powder that you're less invested in. If a player appeals to you for a poison blade, using the poison-text as justification, are you more likely to grant that authority than if they appeal to you for a cursed zombie blade, using the voodoo-text as justification?

I think that the answer there is "Of course I am... I'm more invested in the fact of the poison." But does "invested" mean anything beyond that? Or is it synonymous with "I am motivated to grant appeals to authority based on that text"?

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On 4/29/2005 at 2:42am, Noon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Heya Tony,

I think this is dead wrong. When you assign authority and then withdraw it, you very much do cause consequences. Socially destructive consequences, usually. In fact, people go through incredible hand-springs not to do any such thing. And here's where I further disagree with Troy (I'm just disagreeable today, I guess): The poison example absolutely is an appeal to you as a player. And it's an appeal that you had to choose to honor or deny that the poison potion was a good argument for poison weapons.

Emphasis mine.

I basically agree with the italicised sentence and indeed with the idea of consequences for withdrawal of support. But I just don't see it as involving authority at all. It may just be a preference to use the word differently, but it may be more.

So what does Investment mean, in terms of authority, meaning, motive and text? Is it a motive to find meaning in a specific text?

Imagine that the GM just says to the players "You all see a dragon and kill it!". It's just a statement...no one is compelled to back it up.

Now imagine instead that I know the GM is invested in the idea that if a creature looses all it's HP, it's dead. And I find a way to make all the dragons HP go away.

In this case the statement "the dragon is dead" is backed up. The GM can either give up his cherished idea about zero HP = death, or himself acknowledge my contribution to the SIS. The GM just telling me the dragon is dead is nice. But when I hold what he cherishes to ransom, which then forces him to acknowledge its death...I've actually achieved something at the same strength that he wont give up that cherished idea.

Ransom is a negatively polarised word. But basically it applies; he has to to loose something if he doesn't choose to acknowledge my statement. I've got him over a barrel. This can easily be an entirely positive affair, as my poison example shows. But I just don't see any authority involved in this process. No one is really in control or authorative. So rather than appealing to the authority of a fact, you can certainly appeal to someone that their cherished fact compels them to support the statement.

If a player appeals to you for a poison blade, using the poison-text as justification, are you more likely to grant that authority than if they appeal to you for a cursed zombie blade, using the voodoo-text as justification?

I think that the answer there is "Of course I am... I'm more invested in the fact of the poison." But does "invested" mean anything beyond that? Or is it synonymous with "I am motivated to grant appeals to authority based on that text"?

I'd actually say it's the same myself. Except that my saying 'I'm granting authority' is a convenient fiction, since to say 'he has me over a barrel on this' doesn't seem very positive.

It's just that accepting this convenient fiction here as fact can be detrimental if applied elsewhere. If I assume I can grant authority whenever I want, why can't I just say the dragon is dead (rather than fight it through the combat system), then grant this authority, and it's riviting game play? Well, because I've never been able to grant authority like this...I need to put someone over a barrel on this. Then they wont deny it (unless they want to give up their investment). I use the combat system to kill the dragon, because everyone is invested in that combat system. The combat system is actually provided so people can invest in it this way. And then I can use that to ensure everyone accepts this dragon is d-e-a-d!

Even if a GM just says "Your all in a field, with the dark mountains in the distance and a rainstorm coming" it might sound like he doesn't have you over a barrel and instead authority is being applied. But really your over a barrel...as long as he's within SC boundries, you either accept this or stop playing. I'd assume one would be invested in the act of playing. Thus your over a barrel. The poison example is a further barrel, nested within this one. One can have multiple barrels nested within each other...very compelling stuff.

I've written too much, so I'll give it a pause here.

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On 4/29/2005 at 3:12am, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

I think your ransom model is one way of persuading people to give you authority. It's not the only way. And I certainly don't think that granting authority is a subset of ransom-activities.

Let's say I want authority for the statement that my character has a ring of infinite wishes. There are many, many ways I could go about getting that authority from other players:

• "If you don't give me a ring of infinite wishes, I will start singing one-billion bottles of beer on the wall, and not stop."
• "You said you were going by the random treasure charts... look, right there, I rolled 666 on d1000. Ring of infinite wishes. Pay up."
• "If I had that ring, we could totally explore the question of how my flawed mortal character deals with unlimited power. Wouldn't that be neat?"
• "I have quested, far and near, through the glowing black-fire caves of Glorch, to the high pinnacles of Theraavon where the ice-pygmies dwell, to find this ring of power, that I might give it as a bridal gift to my beloved, who marries my arch-nemesis this very evening. Only thus may I show the depth of my affection, while still maintaining my honor by not opposing the wedding."
• "What's the big deal? You're still the GM. It's not like unlimited wishes are going to give me enough power to derail anything. I just want to have some fun."

I see (pretty clearly, for me) that some of these are "put someone over a barrel" situations, and some of them aren't. But they're all very clearly appealing for authority to narrate the SIS.

Do you see them all as "your over a barrel"? Or do you see some of them as not appealing for authority? Or something else?

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On 4/29/2005 at 5:02am, charles ferguson wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Hi Callan

What you seem to be saying is that because we're not forced to obey this so-called authority--we always have a choice--it's not really authority at all, so we should call it something else.

The thing is, I think you're confusing authority with force. Authority *always* requires the acknowledgement of those subject to it--without that acknowledgement, it doesn't exist.

Force, on the other hand, is indifferent to the acknowledgement or otherwise of those it's used against. That's what 'force' means.

What 'authority' means is exactly what I see both you & Tony talking about: something that's binding only as long as, and so far as, each of the bound parties agree to be bound (whether that agreement is conscious or unconscious, given freely or coerced, or whatever).

Your examples of investment are, to me, all explorations into the nature of SIS-related authority, & the different ways it can be derived. That's valuable in its own right, but in trying to set them up in opposition to the concept of authority per se I think you're tying yourself into semantic knots where, logically, none exist.

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On 4/29/2005 at 10:26pm, Victor Gijsbers wrote:
Re: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote: Do people care about Text, or only about Meaning?

The main terms in this question have been defined by TonyLB as follows:

Meaning: The extent to which a past fact can be used as part of a player appeal for authority to narrate future facts."
Text: the SIS itself.

Which makes the question of the topic boil down to:

Do people care about the SIS, or only about the extent to which the SIS can be used as a source for authority to change the SIS in the future?

Reformulated in such a way, the answer seems to me dead simple: we care most about the SIS. We wouldn't care about changing the SIS if we did not care about the SIS, right?

Now, I think that the original question may seem - or may be - deeper than this reformulation because of the horrid terminology that has been introduced in this discussion. First, the equation of 'meaning' with 'authority' is very unnatural. Obviously, on a very natural meaning of 'meaning', the meaning of a scene may be that Jim chose the good of the community over his personal friendship, whereas the narration can only be appealed to for establishing causal facts concerning the physical outcome of the conflict. Second, the equation of SIS and Text is not very happy either, because the imagined space cannot be a text. I would be tempted to say (and actually said in a recent topic) that the imagining going on in an RPG is the creation of an imagined space from the bare text; a process which might also be described as the creation of meaning from the text. But this meaning has nothing to do with authority.

We can, of course, discuss using the definitions of 'text' and 'meaning' given above, but I am afraid that many associations with other definitions of these words will play a role in the background.

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On 4/29/2005 at 10:40pm, TonyLB wrote:
RE: Re: (Accepting/Rejecting) x (Text/Meaning)

Victor Gijsbers wrote: Reformulated in such a way, the answer seems to me dead simple: we care most about the SIS. We wouldn't care about changing the SIS if we did not care about the SIS, right?

Wow! The formulation does sound fun that way.

But I disagree with you. I care intensely about my ability to contribute to the SIS, and I don't give a tinker's damn about the SIS itself.

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On 4/29/2005 at 10:55pm, Victor Gijsbers wrote:
RE: Re: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote: But I disagree with you. I care intensely about my ability to contribute to the SIS, and I don't give a tinker's damn about the SIS itself.

This strikes me as strange. Could you explain it some more?

I mean, how can you care about being able to add "And now the cowboy shoots the gangster!" to the SIS, if you do not care about the cowboy shooting the gangster?

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On 4/29/2005 at 10:55pm, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

I think you're weird that way, Tony...

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On 4/29/2005 at 11:14pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Because being able to add that element to the SIS (and have it appreciated and validated) is a real interaction, between real people. Whereas the cowboy and the gangster are fictional. They're tools at best.

I like some of my tools. I think Vanessa Faust, for instance, is a great character: She's sly and she's evil and she's just close enough to being right all the time that it makes it really hard for anyone to dismiss her. All of that means that (in the context of the game I'm playing) people encourage me to bring her in and to do all sorts of wacky things that they'd never consider letting me do if she weren't so entertaining. She's a good tool.

I don't care whether she wears boxers or briefs. I don't care whether she likes sushi or tempura. These things are completely irrelevant to her usefulness as a tool for the social interactions between the real, physical, players.

Does that make more sense of what I'm saying?

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On 4/29/2005 at 11:39pm, John Harper wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Makes sense to me, Tony. I appreciate that style of play, myself.

(Sometimes. Other times I want full "immersion" and such. It ain't a religion.)

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On 4/29/2005 at 11:45pm, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote:
Does that make more sense of what I'm saying?


It makes MORE sense... but you DO seem to care that she's right all the time, and that's text too, just like boxers or briefs.

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On 4/30/2005 at 2:39am, charles ferguson wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Victor wrote


First, the equation of 'meaning' with 'authority' is very unnatural. Obviously, on a very natural meaning of 'meaning', the meaning of a scene may be that Jim chose the good of the community over his personal friendship,...


'Obvious' to who? 'Natural' to who? Four different people at the table = four different takes on what something that just 'occurred' in the SIS means. Sometimes these 4 takes may be mildly divergent, at other times, wildly so. But always, always different.

And that's even when we all agree on what the 'fact' in question was.

Whose meaning influences the SIS most strongly--such that it becomes part (as closely as may be) of what's 'shared'? That's where authority comes in.

...whereas the narration can only be appealed to for establishing causal facts concerning the physical outcome of the conflict.


No. Facts only become important once they have meaning (or perhaps more properly, potential meaning?) attached to them by the participants. And they are only debated, I propose, as a prelude (or a prop) to establishing or denying a particular meaning. On their own, facts are utterly irrelevent. I think this may be the meat of the issue.

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On 4/30/2005 at 3:53am, charles ferguson wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Tony, it just occurred to me:

This may be exactly what you're talking about when you say in Capes:


You can DO anything you want. But you can't ACHIEVE anything you want.


where DOING = having your facts accepted into the SIS

and

ACHIEVING = having your meaning of those facts accepted

In other words, when any fact can (pretty much) be introduced into the SIS without effort, and the focus for conflict is then blatantly & explicitly about what those facts then mean--it becomes patently obvious that facts are just bricks: of interest only in terms of what you can build form them. The shape you give those bricks, that in turn shapes the architecture of the SIS--that's meaning.

So when we debate what facts should go into the SIS, what we're really debating is what meaning should go there.

Why are we then debating the facts? Because we either (wrongly) believe that these are are somehow the same thing, or else we believe that acceptance of the first is a neccesary first step to acceptance of the second.

Does this make sense to anyone else?

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On 4/30/2005 at 3:56am, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

I'm not going to start talking about Capes again.

It's pointless.

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On 4/30/2005 at 8:25am, Victor Gijsbers wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Hi charles, I'm quite sure I don't get what you're saying. I was pointing to the fact that on some natural (natural to speakers of English) definitions of 'meaning', there may be obvious (obvious to the players of the hypothetical game) situation in which the meaning of an event in the SIS is something different from the 'way in which the event can be appealed to for authority'. As far as I can see, the fact that interpretations may often differ does not have anything to do with this semantic claim I was making?

Facts only become important once they have meaning (or perhaps more properly, potential meaning?) attached to them by the participants.

Meaning in the sense of TonyLB? (Because I submit that adding anything to the shared text that does not have meaning in the common sense of that word is pretty hard; try to say something meaningless to your roleplaying group and have it accepted as part of the narration.) That meaning is 'potential to generate further facts'.

What you are claiming, then, is, among other things, that the final event of a game is never important. (Because it will not be used to generate further facts.) The epilogues of My Life with Master are not important. Well, I disagree.

I strongly suspect that we are debating a non-issue here, which is created by the very peculiar use of the word 'meaning' in this topic. Let's call authority 'authority', and leave 'meaning' for 'the role the fact plays in the imaginating of the fictional world'. I am the first to agree with anyone that meaning in this sense is seperated in an interesting way from mere text; for the text can remain the same while the meaning (in this sense) is changed by new text that is added; or even by extra-textual factors. Absolutely. This is an important process. (Which actually plays a lead role in the game I'm currently designing.) But it's not what this topic is about, it seems to me.

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On 4/30/2005 at 9:31am, Noon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Hi Tony and Charles,

I'm just not comfortable with the word authority. I'd prefer something like "appealing for consent to narrate the SIS". I just think it's an important difference in personal dynamics.

This is how I think of authority: Have you ever read about the funny occasions where a captain is ordering around his troops in formation, but then walks off, leaving them in formation. And then some lower rank guy just sneaks up behind them, so they can't see him. And he starts ordering them around. And they do it.

He was appealing for authority. He wasn't appealing for consent. He wasn't saying 'I'm a low rank guy like you guys...now do these manouvers!'.

Consent requires a certain two way honesty on both sides about what's wanted from both parties. Authority isn't like that at all, authority is like an accepted empty void waiting for someone to step into it, like in my example. I don't think that typifies roleplay relationships at all (though perhaps some groups do it that way...dunno if it's possible to really keep up though).

I'm stuffing up Tony's thread a bit here, taking up space getting all niggly on this (sorry). But I don't think authority really represents the relationship involved between players. And without authority being involved, I mention investment and ransom, to show how things are made to happen when faceless authority isn't involved.

And Tony, yeah, I see all those examples as barrel examples! I'll go into that further if you think it wont derail the thread (if you want me to, tell me which you think are barrels and which aren't).

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On 4/30/2005 at 9:52am, Noon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Vaxalon wrote:
TonyLB wrote:
Does that make more sense of what I'm saying?


It makes MORE sense... but you DO seem to care that she's right all the time, and that's text too, just like boxers or briefs.

He cares about her being right all the time (I presume), because of a very meta game reason: It effects other RL people. Effecting other people is the primary goal, 'being right all the time' is important only as a means to that end.

You could have those goals the other way around, that 'her being right all the time' is the primary goal/of utmost importance. While that effecting other real life people is a means to supporting that end/getting it into the SIS. I swear I'm seeing the nar&gamism Vs sim divide illustrated sharply here.

But Tony needs to keep this in mind even as he says he doesn't care about her. If his goal is to effect me with her, why the hell would I care about her if he doesn't care about her himself? Even as he tries to use her as a tool with cool subjectivity, she becomes useless as that tool for that reason. So he has to be invested in her as real to a great degree, even though his primary goal isn't to just do that. I guess that's why Ron floats GNS on a sea of exploration.

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On 4/30/2005 at 12:34pm, Troy_Costisick wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Heya,

Quote:
Facts only become important once they have meaning (or perhaps more properly, potential meaning?) attached to them by the participants.

Meaning in the sense of TonyLB? (Because I submit that adding anything to the shared text that does not have meaning in the common sense of that word is pretty hard; try to say something meaningless to your roleplaying group and have it accepted as part of the narration.) That meaning is 'potential to generate further facts'.


For instance, the GM says that to get from Milbourne to Parlfrey the players must walk a dirt path. The players walk it and get there without incident. Does it matter that they traveled a path instead of a road? Does it matter that there might have been woods on one side? In that instance, no. Neither the fact that the path was dirt nor the fact that the woods had trees came into play. Therefore, they had no Meaning in the sense Tony is using that term. Now, if it mattered that the path was dirt because the PCs wanted to track a pack of wolves that crossed it, then the path would have meaning because the fact it was dirt and therefore could hold tracks was appealed to. There are lots of things casually introduced into a SIS that have no real meaning (or consiquence) until they are re-introduced or appealed to in order to modify the SIS.

Peace,

-Troy

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On 4/30/2005 at 12:34pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Victor Gijsbers wrote: What you are claiming, then, is, among other things, that the final event of a game is never important. (Because it will not be used to generate further facts.) The epilogues of My Life with Master are not important. Well, I disagree.

Cool. That's a point we can explore. Suppose the MLwM epilogue rules say that my minion dies horribly at the hands of a mob. I agree with that, but narrate further that he dies setting off explosives that kill a large number of villagers (not including anyone's Connections, or any other element which could accord Meaning or affect any other Minion's Miserably-Ever-After endings). Is there any motive for another player to argue that narration?

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On 4/30/2005 at 1:36pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Troy_Costisick wrote: For instance, the GM says that to get from Milbourne to Parlfrey the players must walk a dirt path. The players walk it and get there without incident. Does it matter that they traveled a path instead of a road? Does it matter that there might have been woods on one side? In that instance, no.

I don't want to take the examples out to full sketches of play (because Actual Play is always better for that anyway), but consider the exchange if that walk along the dirt path unexpectedly is appealed to later (i.e. given potential Meaning).

GM: A-hah! Now, because you didn't take the extra day to go around to the Marble Way, the Cerulean tracking guild can follow your foot-prints. Suckers!
Players: Oh, no WAY... we totally would have been cautious about that. When you said dirt path, it had to be a packed dirt path, or you should have said something! That's just fiddling us about with word-play, man.

I see this all the time in many social contracts. People don't object to the SIS-contribution at the time, but if it becomes the basis for an appeal for Authority that they dislike then the past Text itself suddenly becomes objectionable in retrospect. "I would have been more concerned about it if I thought it would be important!"

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On 4/30/2005 at 2:02pm, Troy_Costisick wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Heya,

TonyLB wrote:
GM: A-hah! Now, because you didn't take the extra day to go around to the Marble Way, the Cerulean tracking guild can follow your foot-prints. Suckers!
Players: Oh, no WAY... we totally would have been cautious about that. When you said dirt path, it had to be a packed dirt path, or you should have said something! That's just fiddling us about with word-play, man.

I see this all the time in many social contracts. People don't object to the SIS-contribution at the time, but if it becomes the basis for an appeal for Authority that they dislike then the past Text itself suddenly becomes objectionable in retrospect. "I would have been more concerned about it if I thought it would be important!"


Yep, I agree. So just so I know I'm understanding things right, the fact that it was a dirt path they traveled didn't have meaning until the GM said, "A-hah! Now, because you didn't take the extra day to go around to the Marble Way, the Cerulean tracking guild can follow your foot-prints. Suckers!"

No one thought about it, and it was just taken for granted what it was. Just like we often take things like gravity, the sun rising in the east, a magnetic North in the North, and so on for granted. Until it becomes significant to the plot, it's irrelevant. Correct?

Peace,

-Troy

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On 4/30/2005 at 2:14pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Correct. The Meaning (in the terminology I'm using) is posited here in the moment that the road is used to support the addition of something new into the SIS.

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On 4/30/2005 at 2:53pm, Victor Gijsbers wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote:
Victor Gijsbers wrote: What you are claiming, then, is, among other things, that the final event of a game is never important. (Because it will not be used to generate further facts.) The epilogues of My Life with Master are not important. Well, I disagree.

Cool. That's a point we can explore. Suppose the MLwM epilogue rules say that my minion dies horribly at the hands of a mob. I agree with that, but narrate further that he dies setting off explosives that kill a large number of villagers (not including anyone's Connections, or any other element which could accord Meaning or affect any other Minion's Miserably-Ever-After endings). Is there any motive for another player to argue that narration?

To argue it? No, I do not think so. (Unless you are doing violence to the colour of the game.) But does that mean it is not important? Would you say that this means that it is not important? As a player, I am very interested in the epilogues of the other players' minions. They are the closure of the story; they have huge aesthetic value.

Maybe that sums up an important part of my position: the SIS can have aesthetic value quite apart from all structures of authority (from all meaning). Players can have an interest in this aesthetic value.

Do you disagree with that?

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On 4/30/2005 at 3:33pm, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote: Correct. The Meaning (in the terminology I'm using) is posited here in the moment that the road is used to support the addition of something new into the SIS.


So what you're talking about is the quality of setting precedent.

I say that ALL contributions to the SIS have the potential for setting precedent, by definition, and that it is impossible to accurately predict what another player will remember and (at a later time) find important enough to use as precedent.

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On 4/30/2005 at 6:29pm, Victor Gijsbers wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Vaxalon wrote: I say that ALL contributions to the SIS have the potential for setting precedent, by definition, and that it is impossible to accurately predict what another player will remember and (at a later time) find important enough to use as precedent.

But he may not be allowed to use it as precedent.

Take Universalis. You cannot call on any element of the SIS for which noone has paid a coin. I mean, you can name it, but it won't help you win any conflicts. It doesn't have authority. So in Universalis, one can add elements to the SIS without giving them authority/meaning.

Of course, I would say that in Universalis narration for which no coins are paid can be pretty important and valuable - think of your last Universalis game and take out the dialogues! - but I suppose that is were Tony wants to draw a line and say: only the process of coins is really important. The underlying narration is merely so much decoration. (Do I understand you correctly, Tony?)

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On 4/30/2005 at 9:09pm, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Universalis is weird that way. Most games do not have a formal mechanic for that.

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On 5/1/2005 at 12:57am, charles ferguson wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Hi Victor,

You wrote:


I strongly suspect that we are debating a non-issue here, which is created
by the very peculiar use of the word 'meaning' in this topic.


I have to say here: absolutely--and maybe.

"Absolutely", because when I re-read your posts, and this thread you referenced earlier, I realised that I'd misread your point entirely. You were (correctly) using the word 'meaning' as Tony had defined it, and I wasn't. And I agree, I don't think we have any argument here.

But: "Maybe", because I suspect the confusion may actually be important to this topic.
I say this because I've tried to formulate a sensible response to Tony's original question using his terms 'Text' and 'Meaning', & I simply can't. I'm not talking about a 'valid' or 'insightful' or 'accurate' response--I just mean one that actually makes some kind of coherent sense.

To go back to Tony's original question:


Is Text qua Text ever the focus of concern? Or is it the matter of apparent concern because of its uses as a tool for impacting later negotiations of authority over the SIS?

Or, short-form: Do people care about Text, or only about Meaning?


When I try to answer this I feel like I'm trying to build a picture frame with nothing but two sledgehammers. Before I can even begin I need to go back to the hardware store & swap one of them for, say, a claw-hammer & a saw, and the other for some wood & nails & glue.

To me, we're actually talking about
(1) events being inserted into the SIS, and
(2) the significance of those events to the participants.
And both "Text" & "Meaning" refer to BOTH (1) & (2). Which would explain why I'm confused.

[Note: I'm using the term "significance" here only to avoid confusion with the current use of "meaning"]

If I look at Tony's question in these terms, I could reformulate it as:

A. 'Do people believe that establishing an event in the SIS is, in and of itself, somehow significant?'

or:

B. 'Do people believe the real significance of the SIS is what's actually created, or the process of shared creation?'

My take on (A) is, people often DO care about establishing events into the SIS in and of itself--but only because they see this as synonymous with establishing significance. I see this as a tremendously important point, because it gives rise to the mistaken belief that once an (explict) event is established in the SIS, an (implicit) significance is also established, which leads to all kinds of messy complications later (like "breaking" the SIS). It can also lead to strenuous objections over the inclusion of seemingly trivial events, because what is really being objected to is the unspoken (& in this situation, unshared) significance the objector sees as being inserted along with that event. Which, because it's never articulated, can be wearying to resolve.

My answer to (B) is, light is both a wave and a particle (Tony, mimicry is the sincerest form of flattery :). The SIS is both what's Shared and what's Imagined, both process and content, and they're both important to me at different times. I care about them both. What's more important to me? I honestly don't know.

Taking this further, I suspect that the link between event->significance can be expanded through the metagame level, including CA.

ie:

(player A sees event 1 = Nar significance) + (player B sees event 1 = Sim significance) = CA clash

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On 5/1/2005 at 2:32am, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Yeah, I see where you're going there. But let me intrude a little of my own motivations for how I'm writing. This is not meant to say "This is the right way to discuss things." It's simply so that, as you folks read my posts, you can see why certain wordings are important to me, and like that.

I would like to deal, as much as possible, with measurable phenomena. I realize that not all of the RPG experience is measurable. But for teminology that is foundational (as these early posts in my hopefully-useful quest for a theory of Situation Development are) I'd like to stick as closely to what can be objectively observerd as we can.

So Text, by my definitions: I can measure that. Meaning, by my definitions: I can measure that. I can look at events from anyone's viewpoint, or from a wholly external viewpoint, and still see the same dynamics of Text and Meaning.

Once you hit questions like "significance", "importance" and "aesthetics", you're no longer in that measurable territory. Which means (I think) that much of the discussion will center around people's inability to use the terms in any common way, or to refer to any common experience. That's not the style of conversation that I get the most use out of, personally.

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On 5/1/2005 at 10:55am, charles ferguson wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Hey Tony,

Keep the discussion centered as much as possible on the measurable? Fine with me.

My problem is, I see these words as all pretty much synonyms for each other:
significance
aesthetics (sometimes)
importance
care about
have it appreciated and validated

which makes nonsense out of any attempt I make to contribute a meaningful reply. When I can use the phrase 'care about' but not 'significant', what am I supposed to think I'm actually saying, when to me the two statements are identical?

If to me, X = Y, and you say 'You can use X here, but Y is totally off-limits' then I'm left with

X = ? Y = ?

An example:

When you say


I care intensely about my ability to contribute to the SIS, and I don't give a tinker's damn about the SIS itself


that, to me, is moving directly into the area of 'significance, importance, & aesthetics'. And that's not only good, its neccesary in order to draw any meaningful conclusions from this discussion. Except--I can't follow you there, cos that's venturing into your definition of 'immeasurables'.

As an aside, I disagree that it is all immeasurable. How is 'Story Now' not an aesthetic? And since we're talking within the context of actual play (aren't we?) CA is certainly measurable.

Or to put it another way: I don't know how can I answer the question 'Do people care about Text or just Meaning' without showing why I think they do or don't, and how they do/don't, unless I give you a single-word post "Yes" which I'm sure isn't what you're after. So I have to say 'Yes, because...'

And I don't know how to continue after 'because...' without going beyond your definitions of Text/Meaning and exploring their implications. Which is to say, delving into the area of significance, importance, & aesthetics.

Does any of this make sense to you?

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On 5/1/2005 at 12:19pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Absolutely. The moment I hit "care about" I knew I was out of measured territory (though possibly not out of measurable territory).

My hope is that, venturing into that uncharted territory, we can discuss the uncharted with a basis in the things that we can measure. And hopefully, through exploration, we can actually figure out whether there's something in this "care about" and "significance" and "aesthetics" that can be reasonably measured. The uncharted territory would then have a chart, because of our exploration of the theory. That process lets us advance on yet another area of the unknown, and explore it with common purpose.

I mean, just as a for-instance, suppose popular opinion ended up at: "Creative Agenda is expressed in the decisions players make about how to distribute Authority. Therefore Text does not impact Creative Agenda, but Meaning does (point for further discussion: is this true of Simulationism, or only Gamism and Narrativism?)" That would be a really strong design tool in my toolbox. Unfortunately, I don't think that particular example is true (or at least popular).

So yeah... this exploration is going to have to be fuzzy. We don't have terms yet. And I value contributions like "That's just not aesthetically pleasing to me", and "I couldn't play in a game where Text was unimportant until it had Meaning." But I will treasure the post where somebody says "What you're talking about is this measurable phenomenon", and everyone responds "Well, yeah, obviously, but that's just another way of saying what I've been telling you for twenty posts."

Heh... meta-parallels. I enjoy and appreciate this discussion, but I am hoping to have some outcome that I can appeal to for Authority (or at least theoretical leverage) in future discussions. I value the Meaning more than the Text.

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On 5/1/2005 at 1:12pm, Troy_Costisick wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Heya,

Here's my best attempt at an answer:

Or, short-form: Do people care about Text, or only about Meaning?


People can emotionally care about anything they choose. Humans are like that. The GM can be absolutely in love with the mahogany door with a brass doorknocker in the shape of a lion's head that leads to the maiden's chamber. But if the fact that the door is made of wood and the knocker is brass never affect the PC's or become plot points or are used again later on in the campaign, they are just Color. Yeah, they can care about it, but not all Text is useful to all players.

So, perhaps a better way to phrase your question might be "Do people find all Text useful or only Text that has been given Meaning?"

In that case, I think the answer would have to be just "Text with Meaning" simply by definition.

Peace,

-Troy

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On 5/2/2005 at 12:41am, Noon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote: Correct. The Meaning (in the terminology I'm using) is posited here in the moment that the road is used to support the addition of something new into the SIS.

You don't really mean the 'road' is used, right? What's used (by reference) is the agreement between players.

For example, say they agree it's a packed earth road. Then along the road they get into a fight and the GM says a monster reaches down and grabs some dirt to throw into the players eyes. But the player then refers to the previous agreement about the road and how it's hard packed. We'll say they then agree this isn't possible.

Then say latter a monster knocks this players PC back, so he's on his back sliding along the ground toward the edge of a small cliff. This same player declares he's going to dig his fingers in to stop himself. But the GM refers to the above agreement (which by its nature, also refers to the first agreement). The player faces two agreements Vs his attempted SIS contribution.

So in measurable terms were looking at the number of agreements stacked and counting them. In the above example the player faces two agreements tied to each other. Can you imagine facing five, or ten of them all linked up? Very compelling.

This reminds me of legal precident. Close to what you want, Tony?

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On 5/2/2005 at 12:49am, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Vaxalon, from a page back wrote:
TonyLB wrote: Correct. The Meaning (in the terminology I'm using) is posited here in the moment that the road is used to support the addition of something new into the SIS.


So what you're talking about is the quality of setting precedent.

I say that ALL contributions to the SIS have the potential for setting precedent, by definition, and that it is impossible to accurately predict what another player will remember and (at a later time) find important enough to use as precedent.

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On 5/2/2005 at 12:51am, charles ferguson wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Hi Tony,

If you're interested in my opinion (which I'm no longer sure of) then take my earlier post

My take...is, people often DO care about establishing events into the SIS in and of itself--but only because they see this as synonymous with establishing significance. I see this as a tremendously important point, because it gives rise to the mistaken belief that once an (explict) event is established in the SIS, an (implicit) significance is also established, which leads to all kinds of messy complications later (like "breaking" the SIS). It can also lead to strenuous objections over the inclusion of seemingly trivial events, because what is really being objected to is the unspoken (& in this situation, unshared) significance the objector sees as being inserted along with that event. Which, because it's never articulated, can be wearying to resolve.


and insert your definition of Meaning wherever I say 'significance'.

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On 5/2/2005 at 1:13am, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Callan: Yes, I think that the force of that precedent would be nigh-overwhelming in a social contract that favored precedent as the means of establishing the right to narrate. Do we agree that there are functional ways other than precedent to establish the right to narrate?


Charles: Whatever I've said that led you to think that I don't value your opinion, I would like to know so that I can humbly (and specifically) apologize for expressing myself poorly. Maybe by PM?

In any event, I agree whole-heartedly with your take on the matter. I think that peoples patterns of behavior confirm the SIS as a tool, rather than as a goal: even (and often especially) when they claim that it is a goal, rather than a tool.

But people disagree with me (and, I think, with you). And I am very much conscious of the fact that I could be wrong about this. If somebody's got a good explanation for how the SIS could be a satisfying goal in and of itself, I'm all ears.


Troy: Yeah, see... I'm not sure that human beings are quite as unfathomable as you think they are. Usually, if you dig a little, you'll find that we're very simple creatures on a decision-by-decision basis. We generally have motivations for what we do.

So I really am not sure I can agree with "People can emotionally care about anything they choose." I think that they have to have a reason. Are we just at a fundamental impasse on that?

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On 5/2/2005 at 1:25am, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote: Callan: Yes, I think that the force of that precedent would be nigh-overwhelming in a social contract that favored precedent as the means of establishing the right to narrate. Do we agree that there are functional ways other than precedent to establish the right to narrate?


I don't want to speak for Callan, but for my own part, I would say that they certainly are possible.

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On 5/2/2005 at 12:09pm, Troy_Costisick wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Heya :)

TonyLB wrote: Troy: Yeah, see... I'm not sure that human beings are quite as unfathomable as you think they are. Usually, if you dig a little, you'll find that we're very simple creatures on a decision-by-decision basis. We generally have motivations for what we do.

So I really am not sure I can agree with "People can emotionally care about anything they choose." I think that they have to have a reason. Are we just at a fundamental impasse on that?


-Nah, we're not at impass. :) But I do believe that people can care about things that do not have Meaning. And I'm not saying people are unfathomable, just widely varied. That was just a minor point anyway. What I really wanted to suggest was that what Text players find useful does not always line up with what Text they care about.

Peace,

-Troy

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On 5/2/2005 at 12:39pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Troy: Great! That's exactly the sort of question I'm trying to get at. Please elaborate!

Why do they care about the text, if not for its later meaning? What other motive is active?

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On 5/2/2005 at 1:02pm, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Sometimes people care about the SIS not because it can be used as a precedent for later play, but because it has an aesthetic value of its own, divorced from strategic concerns. Sometimes, we are touched, or revolted, or excited, or pleased, or tickled, or angered by the text of the game.

For example, I remember a particularly powerful experience in an Amber game I ran quite a few years back. One of the PC's was visiting Tir-na Nog'th, the mirror realm of Amber, and she met the Tir' version of her father there... this mirror version, in contrast to the cold, domineering father she had in Amber, was warm and friendly, and asked after the health of herself and her friends. He was fatherly in all the best aspects of the term, and I remember seeing a tear come to the player's eye as we played through the scene.

After the session was over, I spoke with the player about that scene, and why it had been so moving. I was informed that his father had died while the player was an infant, and that the scene was bittersweet as a result. I tried to apologize, but he waved me off, saying that he would treasure that fifteen minutes of play forever. I felt honored to have been present, and to have participated in some small way in that moment.

Now I'm not saying a moment this powerful happens all the time, but most of the games I have been in have had moments that have moved me to a lesser extent.

The moment when Okhfels and Isadora had their first misunderstanding, when Okhfels thought Isadora was inviting him into her tent for something a bit more intimate than just a private conversation, that moment will always bring a smile to my face. Their relationship has changed a good deal since then, and using that scene for precedent at this point is probably out of the question, because other events have superseded it... but I would feel incensed if someone wanted to retcon it out of the SIS. It would cheapen it to me, drain it of some of its emotional value, if we were to say that it had never happened.

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On 5/2/2005 at 1:41pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Interesting. Is that related to CA, or distinct from it?

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On 5/2/2005 at 2:06pm, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

I'd say it's related to CA, but then everything that happens in a game is at least related to CA, so the question seems kind of trivial. I must not be understanding it right.

Can you be more specific about what you are asking about?

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On 5/2/2005 at 2:11pm, Troy_Costisick wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Heya,

TonyLB wrote: Troy: Why do they care about the text, if not for its later meaning? What other motive is active?


Other motives might include wanting to impress others with one's knowledge or ability to embellish a situation. It could be that a particular scene is not meaningful to the plot but touches on a subject that is very interesting to them (say a scene set in a classic theater or at an old west tavern). Or it could be that they thought up this really cool mural and just want to share their inspiration with everyone else. But in the end, none of these necessarily have Meaning for the campaign. They're just color that one or more players find interesting from a non-gaming aspect.

Interesting. Is that related to CA, or distinct from it?


I don't believe it is tied to a CA. Unless it's part of the system a Gamist who goes into great detail about the stonework of a castle does so only for personal enjoyment or emersion for the group. Unless it's keeping up The Dream for Simulationists, extra narration is very unnecessary. And of course narration does not equal Narrativism, so the player might just be wanting to evoke some emotion or once again immerse the players in the setting. But unless it ties directly to moving the plot, I do not believe it has Meaning even though I do believe people can care about it.

Peace,

-Troy

Edit: I think Vaxalon had a lot of good things to say a coupel posts above. I agree with a lot of what he suggested.

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On 5/2/2005 at 4:37pm, Victor Gijsbers wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Maybe the answer to the question can be gleaned from the following observation: you can care about games that have ended.

You will, by definition, never be able to use the elements in the SIS of a game that has ended to establish new facts, because you are no longer adding to that SIS. But you can certainly cherish the memories of that game, and not just about the social situation, but also about the contents of the fictional world. If that is possible, then you cherish Text without Meaning.

Just a related thought, not terribly important: doesn't saying that players can appreciate Meaning but not Text, not amount to claiming that people cannot appreciate books?

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On 5/2/2005 at 4:50pm, Vaxalon wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

I wonder if Tony has ever told a "No ****, there we were" story about a game that has ended.

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On 5/2/2005 at 5:28pm, TonyLB wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

Gotcha! And yes, I have, although almost all of them are (as Victor anticipated I would say) about the social situation as expressed in the flow of the SIS. But yeah, sometimes there are just moments in the SIS that give me warm fuzzies.

So, you've convinced me: It exists. Now... what is it? And how can games encourage it mechanically?

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On 5/2/2005 at 6:28pm, Victor Gijsbers wrote:
RE: (Accepting/Rejecting) x (Text/Meaning)

TonyLB wrote: Now... what is it? And how can games encourage it mechanically?

Ah, now we move on to the hard stuff. I think this is were creative agenda's come in in a major way. I may love the feel and style of Lovecraftian horror, in which case I need a Sim-game that accurately captures it. I may love the kind of fun that Great Ork Gods generates. And so forth. This may be of what GNS tries to capture (and maybe we need some other elements, such as Ben Lehmans 'Humurous creative agenda").

Does that make sense? To see GNS as an attempt to answer the question "What is about the fictional world that rocks your socks off?" Maybe not, I'd like to hear your thoughts before I continue thinking along these lines.

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