Topic: Narrativism? Simulationism?
Started by: Simon Kamber
Started on: 3/4/2005
Board: GNS Model Discussion
On 3/4/2005 at 10:58pm, Simon Kamber wrote:
Narrativism? Simulationism?
I've been trying to get a grip on the big model for quite a while now. While I think I've gotten most of it, there's still an issue that keeps nagging me, regarding creative agenda. Also touched on the matter in this thread but it never really amounted to what I was looking for, since the actual play examples didn't really apply.
To begin with, I'll describe what, so far, I think CA is. It's what matters to the players, the reason they play. Creative Agenda is what you try to achieve, it's what's fulfilled when you have that magic moment (so far, it's never been more than a moment for me) where you feel the game is right, and where you feel you get what you came for. It's, so to say, the reason we're playing, our goal. Is this right? If not, I've gotten the wrong idea, and I'm nowhere near as close to understanding this thing as I thought I was, and I'd appreciate a bit of input on the matter.
Now, my problem is that there's a certain brand of creative agenda that I can't quite place. It's hovering somewhere between Narrativism and Simulationism. One day, I read a thread convincing me that it belongs in one, and another, I read an essay that changes that again.
Basically, what I'm looking for is the "story" of the character. It's when I sit, during the game, and decide something from the viewpoint of my character's story, kind of like an author designing telling the story about a character. I'm not really able to provide actual play examples beyond what I wrote in the thread above, because as concluded in said thread, the group I play with isn't exactly coherent.
However, let me pull out an example from another thread, Washing the blood.... In the 6th post of that thread, Solamasa writes:
"...and by the end of the previous session I had pretty much decided that Garrison's Peak would be Br. Hector's swan song. I was really savouring Hector's inability to reconcile his duty as a Dog with the shades of his past."
That's the kind of play I'm enjoying. It's where I sit, outside the character, and make decisions about his story.
What I'm trying to figure out is, where does it fit into the Big Model, and especially, into the three essays on CAs? I somehow alternate between thinking it's narrativism, untill I stumble upon some comment and realize that it seems to have nothing to do with premise, and thinking it's simulationism, but then realizing I'm in no way thinking about "what the character would do". One of these two notions has got to be flawed, or my misunderstanding is somewhere deeper in my perception of the big model, but either way, this is quite a stumbling block for my understanding of the Big Model at the moment. So, I'd appreciate any help in moving on beyond this point.
And on a last note, the chapter "Issues on the table" in the essay on "Narrativism: Story Now" has a line that I think matches my problem quite well:
"The first problem these audiences pose for me is that any point, example, or clarification I make that's specific to one of them is automatically misleading for the other."
The problem is, as far as I can see, that I keep running into these examples or clarifications, and I can't for the life of me figure out which of them are misleading, and which of them are actually appropriate.
Forge Reference Links:
Topic 13665
On 3/4/2005 at 11:57pm, JMendes wrote:
Re: Narrativism? Simulationism?
Ahey, :)
xect wrote: That's the kind of play I'm enjoying. It's where I sit, outside the character, and make decisions about his story.
<snip>
it seems to have nothing to do with premise
<snip>
I'm in no way thinking about "what the character would do"
At first glance, seems to me that one of these must be wrong. When you make decisions about his story, you are either basing your decisions on your internal view of the character (what the character would do) or on some sort of thematic issue (premise).
(Actually, there is a third option, that you may be making these decisions in a random non-descript fashion, but from your posts, I'd venture a guess that this is not so.)
Let me add two things:
1. The fact that premise is not immediately stateable does not mean that it is absent. (I think...)
2. The fact that you don't know what the character would do does not mean that you're not trying to do it like he would.
Thus, my question to you becomes: when you make a decision regarding your character's story, why did you make that decision? What made you decide to go one way rather than the other?
Cheers,
J.
On 3/5/2005 at 12:07am, Bankuei wrote:
RE: Narrativism? Simulationism?
Hi xect,
I occassionally bring up this analogy when it comes to communication-
Patient walks into a pharmacy. "Give me medicine"
"Well, what's wrong with you?"
"I don't know, you tell me!"
From the little bit that you provided in the other thread, no one can give you helpful information. Either you do have some stuff in play that pushes you towards one of the CAs going on and you can't see it for yourself, or else as Ron pointed out, you don't, and no one can identify what's not available for them to diagnose.
As far things that might help you in understanding the model let's start with this:
Stance doesn't mean anything to what kind of CA you get.
In the character's head(actor), as an author(author) or making up fiddly world bits(director), none of that makes a difference as to what kind of CA you're going to get. So it's not worth examining as a focal way of figuring it out for yourself.
Second, the word "Story" is effectively meaningless because it means all kinds of things to all kinds of people. That's why saying, "My game is about story" is all kinds of useless for discussion. So, to try to narrow things down, let's try this:
If your character was presented with moral quandry, is it more important
to stick to what the "character would do" or is it more important to put in what YOU, personally, want to say on that issue?
Now before you answer- stop. Don't think hypothetically. Look back at your play history, examine play examples that you were personally in and chose one over the other. Maybe the way the group played was not conducive to one or the other, but that's important to note too. Maybe it's still too muddy to figure out from your memory, so maybe you should go play some more and pay attention the next time something like that comes up.
All in all- its not going to be too fruitful to shoot words back and forth across the internet ether- you can't upload your game experience for us, and the best we can do is try to pick out "tells" from what we read about from you. And that doesn't necessarily bring you to understanding either.
The only thing that will help you is your ability to identify what decisions are being made by the people at the table, yourself included. This means you have to shift the focus of attention away from what's happening in the imagined space, and pay attention to the what's really happening, and how the imagined stuff is being made or approved/disapproved of by the people playing. In fact, it may do well to practice that, forget all about theory or GNS and just note for yourself what you see happening. After you get a feel for that, come back and see how that fits into the theory.
It's easy to get lost in the words and forget that everything is built on actual play and understanding of actual play.
:)
Chris
On 3/5/2005 at 1:45am, Simon Kamber wrote:
RE: Re: Narrativism? Simulationism?
JMendes
At first glance, seems to me that one of these must be wrong. When you make decisions about his story, you are either basing your decisions on your internal view of the character (what the character would do) or on some sort of thematic issue (premise).
I'm aware that at some point, one of them is wrong. My point is that, reading the forge and trying to apply what I see to my actual play experiences, I alternately get convinced that one is wrong, and that the other is. By now, I'm pretty sure that there's some key concept somewhere that I misunderstood, because I'm getting the feeling that everything I read, I read out of context.
Let me try to describe what happens when I make a decision that feels "right". It's usually when I'm thinking about my character, and I get some idea about what I want to happen to him, or what I want him to do. My point is that this idea rarely comes as a direct result of something happening in-game, and often I arrange his surroundings to accomodate it. That's what I mean when I say I'm not making decisions going by "what my character would do". On the other hand, even looking back at the game, I can't think of any thematic content, or anything that has to do with premise, which is where I get confused.
I know I've done this one, but I'll try that bard again because it still stands as the example I recall most clearly of a situation where I really felt I was rewarded by what was going on in the game.
First a bit about the game: It was a weekly game we played, thus, what happened was part of a larger scheme. Over the previous sessions, the setting had been established. Some demonic force had entered the forest that was my bard's homeland, not only killing the people who lived there, but also turning it into a stronghold of darkness. The heroes had been sent there in the usual "tavern pick-up" way to deal with it.
My character was an elven bard, from aforementioned forest, whose life seemed to center about songs, the history they held and the magic they could perform. Before the session where we were actually going into the forest, I already decided his main motivation was the fact that it was HIS home being destroyed.
The important part of the game came when we were doing the planning before going into the forest. Most of it was going on in my mind. I'm sitting and thinking about my character when I suddenly realize that he could have another motivation. The collection of facts dawned on me. I just took the "keeper of songs" prestige class for him, I was by that time looking to get him a cohort and he was reaching the degree of perform skill where he was actually described as someone who'd draw attention from all over the world, and sometimes even from neighboring planes. At that point, I started imagining how he could enter the forest and be able to collect the pieces of lore from what was (I thought) by that time a lost civilization. That way, he'd be not only a keeper of songs, but THE keeper of songs.
Most of it was happening inside my mind, in a stream of random ideas that connected and all seemed to coincide with facts on my characters sheet. I told the group what I was planning for him to do (go in there and get the lore). Due to the social contract, it never recieved more than a few nods and the appropriate requisites were added to the game. But the kick from that flow of inspiration made the whole session worth it nontheless.
1. The fact that premise is not immediately stateable does not mean that it is absent. (I think...)
But if it's not immidiately stateable, doesn't that sort of conflict with the whole notion that narrativism is about adressing it. If you can't define the premise, even in retrospective, how can you have actively strived to adress it?
2. The fact that you don't know what the character would do does not mean that you're not trying to do it like he would.
But I'm not looking for the actions, I'm looking for the whole process. The burst of creativity when I'm creating the web that is the story around a character, even if the scale might be as small as a single conflict, it's the whole conflict that intrigues me, not just my character's actions.
Thus, my question to you becomes: when you make a decision regarding your character's story, why did you make that decision?
Once I got the idea and started thinking it through, it just sort of felt "right". It seemed, for lack of a better word, like a "cool" story.
Bankuei
Patient walks into a pharmacy. "Give me medicine"
"Well, what's wrong with you?"
"I don't know, you tell me!"
Well, I'd usually visit a doctor, and I'd go there in the hopes that he could tell me what was wrong with me.
From the little bit that you provided in the other thread, no one can give you helpful information. Either you do have some stuff in play that pushes you towards one of the CAs going on and you can't see it for yourself, or else as Ron pointed out, you don't, and no one can identify what's not available for them to diagnose.
I'm not sure I understand that one. Are you trying to say that if play is incoherent and one's reasons for being there aren't being satisfied, there IS no creative agenda?
Second, the word "Story" is effectively meaningless because it means all kinds of things to all kinds of people. That's why saying, "My game is about story" is all kinds of useless for discussion. So, to try to narrow things down, let's try this:
A more accurate way to put it might be that I'm looking for the process of creating "the story of the character". I'm looking for that creative flow of inspiration that happens when I get swept up in the story of my character. In fact, I just noticed something remarkable. The threeway-model definition of Dramatism seems to include what I'm looking for, whereas the Narrativist definition, with it's inclusion of "premise" does not.
If your character was presented with moral quandry, is it more important
to stick to what the "character would do" or is it more important to put in what YOU, personally, want to say on that issue?
I can't think of any examples that revolved around a moral quandry per se, so I'll have to get back to you on that one when I think of an appropriate example.
By the way, let's just make one thing clear here. I'm not trying to identify what I enjoy, or to "find my creative agenda". I'm perfectly clear about what I'm looking for in the game. The "kick" I get when it happens is enough to tell me that. It's what I want, it's why I spend those hours playing roleplaying games. What I'm trying to do is to create more of them. And doing so entails being able to explain it in terms that will be understood by someone other than myself. So far, the GNS model is what has taken me the closest to that objective, which is why I'm trying to find out where (or if) my "kick" fits into the model.
Since I'm not the only player in that group that has looked for "roleplaying" in some way that we couldn't define, but which we could all agree was missing, I'm fairly certain that at least SOME of the other players in the group are looking for the same thing I'm looking for. But I need to be able to explain it before I can either move the current group towards it, or find out who'd be interested in playing in a seperate group.
On 3/5/2005 at 2:29am, Bankuei wrote:
RE: Narrativism? Simulationism?
Hi xect,
I'm not sure I understand that one. Are you trying to say that if play is incoherent and one's reasons for being there aren't being satisfied, there IS no creative agenda?
Nope, I'll just pull Ron's words from the other thread for your review:
So when you ask, "What's my Creative Agenda" (which is exactly the same as asking, am I playing G, N, S, or what combination thereof) ... there's no answer. You are trying to satisfy one or some combination of them. You occasionally succeed. The experience of doing is so fleeting, and so isolated to particular moments rather than to sessions or cycles of reward, that there's not much point in further attempts at definition.
Whether his diagnosis is correct or not depends on how well you've managed to communicate what has happened for you in play. Hence my pharmacy analogy- we don't have enough info to really go on.
But, I'll roll with the assumption that you fully understood the idea and that as you say, it ain't Narrativism. Ok, so how do you communicate your particular -brand- of Sim to other folks?
Well, does what specific things make "story of your character" for you in play?
-Witty lines and colorful characterization?
-Defined character concepts and sticking to them?
-Protagonization according to those character concepts?
-Something else?
If you can explain what that means, then you can explain it to other people. Maybe using terminology, maybe not. Pay close attention if any of the rules or mechanics(official or drifted) played a part in making what you wanted. Perhaps it was a feature of the types of conflicts presented, or the pacing.
Otherwise, we're pretty much stuck. You've got an idea in your head, and you don't have the words for it. You can't communicate it, and no one can "give" you better words to use for it. I'd say looking very closely at examples of real play experiences where it manifests and what features of it, for you, worked, will be the key for you to describe it.
Chris
On 3/5/2005 at 11:32am, Victor Gijsbers wrote:
RE: Re: Narrativism? Simulationism?
JMendes wrote: At first glance, seems to me that one of these must be wrong. When you make decisions about his story, you are either basing your decisions on your internal view of the character (what the character would do) or on some sort of thematic issue (premise).
There are other possibilities as well, and from the scant information which I'm seeing here, I guess one of them may be the case. The point is that Simulation of Character is not the only form of simulation: one can simulate colour, situation, setting - can I say 'genre-specific story'? In my current Otherkind game, I am striving towards creating an entertaining quasi-heroic fantasy story, with lots of action, lots of colour and lots of complicated situations. I make decisions not based on what my character would do (I have some idea: he is an embittered fighter for a lost cause, but it's not that important), and not based on the thematic content of the game (I believe the system as we currently use it is not too well suited to that) - I make decision based on what is in keeping with the setting, colour and 'genre' we have defined so far, while trying to generate violently exciting conflicts. Sim? Yes. In-character decisions? Nope.
I suggest that xect's example of the bard is simulation of the epic genre of stories, not of character. Wow, he's thinking, that would be a cool (exciting, epic, colourful - not thematic) story! And he tries to achieve it.
Forge Reference Links:
Topic 14511
On 3/5/2005 at 1:20pm, Simon Kamber wrote:
RE: Re: Narrativism? Simulationism?
Victor Gijsbers wrote: I suggest that xect's example of the bard is simulation of the epic genre of stories, not of character. Wow, he's thinking, that would be a cool (exciting, epic, colourful - not thematic) story! And he tries to achieve it.
That's pretty much spot on!
However, reading the "Simulationism: The right to dream" essay again, I still don't what I read there fully applies. In fact, just about everything in that essay seems, well, wrong according to what I'm trying to describe. The task-based resolution, the use of force, the toned-down metagame activity among the players, the whole "Internal cause is king" chapter (to me, "effect is king" would apply better). There's far too many things that are, in the essay, mentioned as central to the mode of play but which don't seem to fit. The paragraphs that seem to focus on these issues are the following, found under the "high concept" headline:
High Concept play can be divided neatly into those which are greatly concerned with "the big story" and those which are not. Historically, the latter used to be the most common: Call of Cthulhu, Jorune, or more recently Dread and Godlike, in which "the story" only refers to a record of short-term events and set-pieces. However, following the spearhead for this type of game text, Ars Magica, now the long-term story-type is more common. A lot of internet blood has been spilled regarding how this phenomenon is or is not related to Narrativist play, but I think it's an easy issue. The key for these games is GM authority over the story's content and integrity at all points, including managing the input by players. Even system results are judged appropriate or not by the GM; "fudging" Fortune outcomes is overtly granted as a GM right.
The Golden Rule of White Wolf games is a covert way to say the same thing: ignore any rule that interferes with fun. No one, I presume, thinks that any player may invoke the Golden Rule at any time; what it's really saying is that the GM may ignore any rule (or any player who invokes it) that ruins his or her idea of what should happen.
The functional version of such play is properly called Illusionism, which has undergone a good deal of debate and clarification at the Forge (see glossary). Most of these game texts overtly instruct the GM to practice Illusionism, for example in Arrowflight (2002, Deep 7; the author is Todd Downing).
Thing is, I don't like the idea of GM control at all. I don't really like illusionism, as what I want to do is create the story, as the player of a character. I guess it falls under "Protagonization according to those character concepts".
bankuei wrote: Otherwise, we're pretty much stuck. You've got an idea in your head, and you don't have the words for it. You can't communicate it, and no one can "give" you better words to use for it.
I guess you're right about that. What frustrates me, though, is that I see exactly the kind of game I'm looking for reflected in quite a few actual play threads in here. The prime example is still Washing the blood off our hands(the link in my original post seems to be mispasted). Particularly the thoughts mirrored in Kit's post (the 6th in the thread), resonate perfectly with what I'm trying to do. Does that thread have enough description to place it somewhere within the model?
Forge Reference Links:
Topic 14494
On 3/5/2005 at 2:39pm, John Burdick wrote:
RE: Re: Narrativism? Simulationism?
xect wrote:
I can't think of any examples that revolved around a moral quandry per se, so I'll have to get back to you on that one when I think of an appropriate example.
One of the recurring difficulties with understanding premise is trying to express the idea of moral question. People in the real world faced with the extinction of their language and literature do consider their cultural identity a deeply moral question. Whether you do isn't something anyone else can say. Maybe you care about real world cultures being destroyed, but that was irrelevant to your game.
In our games, we thoughtlessly gun down small children. There's no moral issue there. The GM has a history of abusing the old "the harmless looking one is the killer" idea. Oh, no, I see a child, blast him! In the movie Men in Black, Will Smith's character demonstrates this kind of logic.
People hold passionate convictions on things that seem odd to others. There are people on a crusade to save the world from unfree software. A man risked going to jail by publishing a program to encrypt email.
John
On 3/5/2005 at 3:04pm, Simon Kamber wrote:
RE: Re: Narrativism? Simulationism?
John Burdick wrote: One of the recurring difficulties with understanding premise is trying to express the idea of moral question. People in the real world faced with the extinction of their language and literature do consider their cultural identity a deeply moral question. Whether you do isn't something anyone else can say. Maybe you care about real world cultures being destroyed, but that was irrelevant to your game.
Hold on a second. Are you saying that my decision to have my character enter the forest to recover the remains of the elven culture could be considered adressing a premise, even though I wasn't actually making the decision to adress a premise by doing it?
I'm aware that this isn't neccesarily the case, this is one of the points where I'll have to play to figure out more precisely what's going on inside my own mind, but could it have been? Is it possible to adress premise without ever stating a premise, even to yourself?
On 3/5/2005 at 3:38pm, Simon Kamber wrote:
RE: Narrativism? Simulationism?
Wait, this just struck me. How's this:
The border between Narrativism and Simulationism in the two is whether or not the decision to enter the forest was ultimately about values, or about experiencing the story of his rise to glory.
In a narrativistic game, the whole point of the story would be to question those values. If he discovered that what actually happened was that the culture destroyed itself from within BECAUSE of the lore he was there to get, would he still want to retrieve it and present it to the world? If he discovered that retrieving the lore meant risking not only his own life, but also those of the party members he'd begun to regard like friends, would he still push on?
In a simulationist game, the whole point of the story would be to play through the fulfilment of these values. It would be about how he gathered the lore, how he collected it, and how he was recieved when he got back out. Complications like the discovery that the lore was actually the source of the corruption in the forest would be color, it would be one of the challenges he passed on his way to his goal, rather than central to the game.
So, creating the story happens in both games, what's making the difference between the two CA's is which parts of the story that are, ultimately, the central ones. Am I on the right track there?
On 3/5/2005 at 3:58pm, John Burdick wrote:
RE: Re: Narrativism? Simulationism?
xect wrote:
Hold on a second. Are you saying that my decision to have my character enter the forest to recover the remains of the elven culture could be considered adressing a premise, even though I wasn't actually making the decision to adress a premise by doing it?
I'm aware that this isn't neccesarily the case, this is one of the points where I'll have to play to figure out more precisely what's going on inside my own mind, but could it have been? Is it possible to adress premise unconsciously, so to say?
Yes that is possible. I'm glad you were so specific in your question.
In Ron's Narrativism article he says "People daily address Premise without self-reflecting, both as audience and authors. There's no special need to say to one another, "This is the Premise" in order to be playing Narrativist."
If you feel a sudden surge of energy when you encounter something that moves you, that counts.
John
On 3/5/2005 at 3:59pm, Joe Dizzy wrote:
RE: Narrativism? Simulationism?
The way I understood (and applied) the terms was:
Narrativism - playing to create a story.
Simulationism - playing to create an 'authentic' experience.
The two seemingly blend together, when you are trying to create an 'authentic' story or an 'authentic' story experience. SteveD over at the RPG.net boards is doing just that with his Firefly RPG.
But when 'authenticity' determines your choices what to do next, you switch from Narrativism to Simulationism, IMO.
On 3/5/2005 at 4:13pm, Simon Kamber wrote:
RE: Narrativism? Simulationism?
Joe Dizzy wrote: The way I understood (and applied) the terms was:
Narrativism - playing to create a story.
Simulationism - playing to create an 'authentic' experience.
The two seemingly blend together, when you are trying to create an 'authentic' story or an 'authentic' story experience. SteveD over at the RPG.net boards is doing just that with his Firefly RPG.
But when 'authenticity' determines your choices what to do next, you switch from Narrativism to Simulationism, IMO.
As far as I can see, the change in definitions from dramatism to narrativism meant that part of the games that focus on creating a story fell under the simulationist definition, namely those where experiencing the story is central to the game. As the rest of the thread demonstrates, though, I'm not really an authority on that point ;)
On 3/5/2005 at 4:19pm, Joe Dizzy wrote:
RE: Narrativism? Simulationism?
xect wrote:
As far as I can see, the change in definitions from dramatism to narrativism meant that part of the games that focus on creating a story fell under the simulationist definition, namely those where experiencing the story is central to the game.
If I play to create a story, how is that playing Sim? Unless I'm trying to (re-)create a very specific kind of story?
On 3/5/2005 at 4:25pm, Simon Kamber wrote:
RE: Narrativism? Simulationism?
Joe Dizzy wrote: If I play to create a story, how is that playing Sim? Unless I'm trying to (re-)create a very specific kind of story?
As I understand it, the difference between creating stories in Nar and in Sim are as I described them in the post above. I'm still waiting for someone to tell me if I got it right though.
On 3/5/2005 at 4:38pm, Artanis wrote:
RE: Narrativism? Simulationism?
xect wrote: Wait, this just struck me. How's this:
The border between Narrativism and Simulationism in the two is whether or not the decision to enter the forest was ultimately about values, or about experiencing the story of his rise to glory.
In a narrativistic game, the whole point of the story would be to question those values. (...)
In a simulationist game, the whole point of the story would be to play through the fulfilment of these values. (...)
So, creating the story happens in both games, what's making the difference between the two CA's is which parts of the story that are, ultimately, the central ones. Am I on the right track there?
That's about how I've understood the differences, applied to your particular case at least.
So if you want to apply GNS definitions to your game preferences, I'd suggest exploring these aspects.
You can get stories out of all RPGs, AFAIK. CA is about what you enjoy in these stories.
On 3/5/2005 at 5:16pm, Joe Dizzy wrote:
RE: Narrativism? Simulationism?
Artanis wrote:
You can get stories out of all RPGs, AFAIK.
That depends on what you mean by 'stories'. Keep in mind that a arbitrary series of actions does not a story make.
A story (at least as far as differentiating CAs is concerned) needs to be about something, i.e. it needs to address a premise. Thus, play that tries to continually address premise is narrativist, since it thereby creates a story.
The moment your decisions are dominated by a different goal (e.g. consistency or authenticity), you're no longer persuing narrativist play.
On 3/5/2005 at 5:39pm, Artanis wrote:
RE: Narrativism? Simulationism?
Here's what I had in mind when I used the word "story":
In "Narrativism: Story Now", Ron Edwards wrote: All role-playing necessarily produces a sequence of imaginary events. Go ahead and role-play, and write down what happened to the characters, where they went, and what they did. I'll call that event-summary the "transcript." But some transcripts have, as Pooh might put it, a "little something," specifically a theme: a judgmental point, perceivable as a certain charge they generate for the listener or reader. If a transcript has one (or rather, if it does that), I'll call it a story.
(...)
A story can be produced through any Creative Agenda. The mere presence of story as the product of role-playing is not a GNS-based issue.
Further than that, I don't understand where your trying to go.
On 3/5/2005 at 6:00pm, Bankuei wrote:
RE: Narrativism? Simulationism?
Hi xect,
"Morality questions" sometimes throw people for a loop. A synonymous term I use is "Value statements". If the players are making value statements with the characters, using the characters to make statements on issues, then that's Narrativism. Now, you might not make a statement with every decision in play, but if it is the vital part of play that matters, then you're looking at Nar play.
But let's put down Sim & Nar for a second. What I'm reading from Kit's post, is an enjoyment of not just of character- but of protagonism. "My hero gets spotlight time", "My guy gets to do things that matter", or, perhaps, more tellingly, "The game isn't focused on the GM and his or her NPCs"
Is this more what your aiming for? The basic fulfillment that your character is actually a protagonist and not just a witness or camera to a set of events? That the focus of play, the spot light focuses around the PCs and not "plot" or NPCs?
Because if that's what you are looking for, that's protagonism. It can show up in any of the 3 Creative Agendas and isn't indicative of any particular one.
Is this closer to what you're looking at as the focus of your idea?
Chris
On 3/5/2005 at 6:03pm, Joe Dizzy wrote:
RE: Narrativism? Simulationism?
Artanis wrote: Here's what I had in mind when I used the word "story":
In "Narrativism: Story Now", Ron Edwards wrote:
A story can be produced through any Creative Agenda. The mere presence of story as the product of role-playing is not a GNS-based issue.
I think the using the word 'story' to describe two distinctive concepts was a bad choice, especially as the distinction between the two is essential to understanding Narrativism.
As an english-lit major I always consider 'story' to be synonymous with 'narrative'. A simple enumeration of events ('transcript') does not qualify as a story. A story is the intentional arrangement of events to relate an issue, question or value to the audience. With this in mind, narrativist play should be much easier to comprehend and spot.
It is the aim to create a story and not merely a transcript, that drives narrativist play.
On 3/5/2005 at 6:16pm, Simon Kamber wrote:
RE: Narrativism? Simulationism?
bankuei wrote: "Morality questions" sometimes throw people for a loop. A synonymous term I use is "Value statements". If the players are making value statements with the characters, using the characters to make statements on issues, then that's Narrativism.
Now you're starting to get confusing again. The notion that to play nar, you must be using the character to make statements is somehow incompatible with the notion that you can play nar without consciously adressing premise.
But to refer back to the post I made about the elf story from a narrativist viewpoint and the story from a simulationist viewpoint, am I getting it right or is there something wrong with that one? I'm aware that since in both cases, the player is the one creating the story, and the character is the one in the spotlight, protagonism IS occuring in both examples.
Joe Dizzy wrote: As an english-lit major I always consider 'story' to be synonymous with 'narrative'. A simple enumeration of events ('transcript') does not qualify as a story.
That wasn't what the text he quoted said either. But you can be focused on creating a transcript that qualifies as a story without play being narrativist.
On 3/5/2005 at 6:21pm, Joe Dizzy wrote:
RE: Narrativism? Simulationism?
xect wrote: But you can be focused on creating a transcript that qualifies as a story without play being narrativist.
A transcript that qualifies as a story? I don't understand how that's supposed to work. How can something that is a transcript (and thus NOT a story) qualify as a story (and thus NOT a transcript)?
On 3/5/2005 at 6:52pm, Bankuei wrote:
RE: Narrativism? Simulationism?
Hi xect,
Consider this: "Chocolate ice cream tastes good", "People shouldn't kill each other", "Hiphop music is good"
All of these are value statements. We make them all the time, everyday, all day. I don't think there's many conversations we have where we don't make value statements. Sometimes these are matters of opinion and taste, such as the ice cream and hiphop statement, and sometimes these are addressing human issues such as the not killing concept.
We do this unconsciously. We're just saying what we feel or what we think. We don't hop onto a podium and go, "Ok, now I'm going to spew value statements for the people!". It's just something that happens. It's not confusing- it's a natural, common, everyday thing. Addressing premise is as simple as articulating an opinion(educated, uninformed, correct or completely wacky) about any human issue. It becomes a premise when two or more people address on the same issue, whether they are recognizing it or not.
Again(and again) there's not enough information to tell you what happened when you were playing that elf. You could have been playing gamism with the "retrieving bits of lost culture" as goal objectives for all I know. The pharmacy can't help you without more information. :/
Chris
On 3/5/2005 at 7:23pm, Simon Kamber wrote:
RE: Narrativism? Simulationism?
Bankuei wrote: Again(and again) there's not enough information to tell you what happened when you were playing that elf. You could have been playing gamism with the "retrieving bits of lost culture" as goal objectives for all I know. The pharmacy can't help you without more information. :/
I know you can't tell me what was happening with that elf. But I'm using the elf as a standpoint for trying to understand the concepts in general. Could you please try adressing the post I made with those two examples, because that's where I am at the moment, and I'm trying to figure out if I got it right.
On 3/5/2005 at 7:36pm, Artanis wrote:
RE: Narrativism? Simulationism?
Sorry Xect for this thread-pirating, but I think it's necessary you get the point about story, in order to get a clearer picture of your CA.
And if the different people trying to help can't agree... :)
Joe Dizzy wrote: I think the using the word 'story' to describe two distinctive concepts was a bad choice, especially as the distinction between the two is essential to understanding Narrativism.
Here is my view on it: the word story does not describe two distinctive concepts.
Remember, Narrativism is Story Now. What this "now" implies is that we have a kind of story that addresses an engaging issue or problematic feature of human existence during play.
All that has be done is to narrow down on one type of story.
As an english-lit major I always consider 'story' to be synonymous with 'narrative'. A simple enumeration of events ('transcript') does not qualify as a story. A story is the intentional arrangement of events to relate an issue, question or value to the audience. With this in mind, narrativist play should be much easier to comprehend and spot.
I can see what you mean by the word "story", but remember that we are on the Forge and that it has been defined differently. For example, the provisional glossary states:
Transcript: An account of the imaginary events of play without reference to role-playing procedures. A Transcript may or may not be a Story.
So yes, Forge-transcript can be a story.
On the other hand, I agree that Nar CA is to relate to an issue, question or value in the participants. But as Ron says, this needn't be intentional to be Nar.
It is the aim to create a story and not merely a transcript, that drives narrativist play.
In your words, yes, but not in Forge words.
Xect, as I understood it, your two examples are spot on. It is just that I can't say for sure what you'd prefer, that will have to be your part of the analyzing ;)
On 3/5/2005 at 7:49pm, Simon Kamber wrote:
RE: Narrativism? Simulationism?
Artanis wrote: Xect, as I understood it, your two examples are spot on. It is just that I can't say for sure what you'd prefer, that will have to be your part of the analyzing ;)
Yup, that's the point I've reached too, and that part of the analyzing will have to wait until I actually get to play again. I'm trying to find out if Chris agrees, because I'm not sure if we actually see things differently or if we're just misunderstanding each other.
On 3/5/2005 at 11:38pm, Joe Dizzy wrote:
RE: Narrativism? Simulationism?
Artanis wrote:
So yes, Forge-transcript can be a story.
On the other hand, I agree that Nar CA is to relate to an issue, question or value in the participants. But as Ron says, this needn't be intentional to be Nar.
I don't think I'd agree.
People recognize between a story and a rambling series of events. One has 'a point' the other does not. Any game that tries to come up with a story that has a point is Nar, and THAT I think is always intentional.
In your words, yes, but not in Forge words.
Well, that says something about intuitive use of terms and unintuitive jargon.
On 3/5/2005 at 11:49pm, Simon Kamber wrote:
RE: Narrativism? Simulationism?
Joe Dizzy wrote: People recognize between a story and a rambling series of events. One has 'a point' the other does not. Any game that tries to come up with a story that has a point is Nar, and THAT I think is always intentional. .
Again, this stems from your definition of a story. Try looking at the example I posted further up the thread of a simulationist game aimed at producing a story. That story didn't have a "point" per se, but it was still a story.
On 3/6/2005 at 3:30am, JMendes wrote:
RE: Narrativism? Simulationism?
Hey, :)
I'm going to throw in my two bits again.
Joe Dizzy wrote: People recognize between a story and a rambling series of events.
Actually, no, people don't. Or better, yes, maybe they do, but they probably won't agree on many occasions. An example: I actually know a lot of people that would consider that the film "2001" has a story, whilst I strenuously contend that it falls into the "rambling series of events" category.
Well, maybe lit majors agree most of the time, though certainly not every time, but the vast majority of people is not a lit major. Which is why the word "story" has to be used extremely carefully in a Forge context.
I'll expand, bear with me for a while.
For instance, at some point throughout your academic career, you probably learned to distinguish between types of conflicts: man vs. self, man vs. nature and man vs. others. You will also no doubt have learned that the concept of story always includes some sort of conflict, likely to fit into one of the types above.
Now, gamist players would be entirely within their right to call their play "story". Why? Because it's all about the conflict and the overcoming of the challenge. The sequences of events that transpire are almost always centered around meaningful conflicts that may or may not be successfully negotiated. At least in functional gamist play.
As such, "story=narrativism" is simply a fallacy, though one very easy to fall prey to.
Alas, I think ths thread has been miserably hijacked by now, so I will attempt to get back on track.
Xect, I would like to add my support for the following:
xect wrote: The border between Narrativism and Simulationism in the two is whether or not the decision to enter the forest was ultimately about values, or about experiencing the story of his rise to glory.
I also think the following are words of wisdom that you should analyse carefully:
Victor Gijsbers wrote: I suggest that xect's example of the bard is simulation of the epic genre of stories, not of character. Wow, he's thinking, that would be a cool (exciting, epic, colourful - not thematic) story! And he tries to achieve it.
It falls in line with exactly what I was thinking after you responded to my questions earlier in the thread.
Cheers,
J.
On 3/6/2005 at 4:25am, komradebob wrote:
RE: Narrativism? Simulationism?
xect:
I've been reading threads and articles at this site for a while now, and I'm probably as confused about this issue of sim v. narr ca as yourself. Bearing that in mind, I might suggest the following-
If you find that the bard's actions are very much tied to the setting and that is where you are getting your gamer happiness, you're probably in sim mode.
If you can imagine taking the core ideas of say saving the cultural artifacts of his people and transfer it to another setting, you're probably playing narr.
Here's my reasoning-
In the first case, the actions only make sense in the context of setting and situation. He's a bard, an elf, his homeland is falling into darkness. Bing! All of it is falling into place for you.
If, however, you can imagine yourself playing another character ( A native american archaeologist, a werewolf in W:tA ) dealing with similar issues and enjoying it, chances are good that the premise of the thing is what is engaging you.
Having said that, I seem to recall having a lot of confusion about the Big Model until a couple of things were pointed out to me:
CAs are a general series of tendencies expressed over a period of time. People can move between CAs, but will tend to gravitate towards one.
In different games, a player could very well enjoy an entirely different CA. Lots of people who post here enjoy a variety of games supportive of very different CAs. It is very likely to find that people might enjoy a very gamist dungeon bash and an occasional foray into more narrativist waters, or vice versa. On the whole, over the long term, however, people will tend to pick one CA that they like best.
There are on-going feedback loops within the Big Model. As your particular group finds what it grooves on, chances are good that there will be changes in play style. When those changes occur while the group is using a particular rules-set, drift occurs (AFAIK). Drift is nothing but altering the rulesset to better meet your needs/CA. A group might also change games, picking a rulesset that is more directly supportive of their overall CA.
On the downside: Even now, Sim design seems to be defined in the negative. Basically, if something can't readily be defined as gamism or narrativism, people tend to dump it unceremoniously in the sim category. Mind you, that's my opinion, and I'm sure others will very vocally disagree with that.
As for the bard example, I personally think you are dipping your toes into narr play. Whether you continue to explore that CA may well be dependant on the feedback you get from your group.
just some thoughts from another guy also muddling through these concepts,
Robert
On 3/6/2005 at 5:45am, Bankuei wrote:
RE: Narrativism? Simulationism?
Hi xect,
I am not able to understand where you're coming from in regards to this discussion. Here are the issues that I kinda see floating about, and I'm not sure what you're really driving at:
-What is the difference between Narrativist and Simulationist play?
-"I like this unnamed quality X, how do you define X in regards to the Big Model"
-What do these examples indicate in regards to the Big Model theory?
-Some other question you are unable to articulate?(help me out here)
First, the last 3 things are all things no one can help you with. As I said, there's not enough information for anyone to go on with regards to those questions. The onus is on you to provide more info or come at it from a different way for folks to be able to help you in regards to those questions.
In regards to Nar vs. Sim- the reason that Ron says that often examples are entangling is that people take the examples and run them to extremes without recognizing that there are more issues involved in them.
The simplest I can see it getting is:
Narrativism = Addressing Premise = Addressing human issues through play = Value statements through play. Hopefully you understand what it means to have a conversation with someone on a human issue ("Romance", "Violence", "Justice"), now think of the issue being addressed through play by the group(just like a group conversation). It happens in books and movies everyday. That is Narrativism.
Simulationism = Celebrating a Vision = Realizing the Dream = Fidelity to Canon/Realism/Idea in one or more people's heads. Maybe that idea, vision, dream is from fiction or cinema, maybe its just this vision that the GM has, maybe its what the group has agreed upon as "realistic". The focus of play is sticking to that "thing" as much as possible. Sim is easiest to identify when you see the lack of strategic focus/Step on Up and the lack of value commentary being played out by the players. That's Sim.
If this doesn't work for you as an explaination- I'm sorry, I've hit the end of my ability to describe it any better. Maybe someone else can find the right synonymous terms that unlock it for you, or perhaps the right experiences or understanding will come to you. The information you've given us insufficient to work with to pull out or provide examples to Nar vs. Sim. That's the best folks can do for you.
Chris
On 3/6/2005 at 9:34am, Joe Dizzy wrote:
RE: Narrativism? Simulationism?
JMendes wrote:
Well, maybe lit majors agree most of the time, though certainly not every time, but the vast majority of people is not a lit major. Which is why the word "story" has to be used extremely carefully in a Forge context.
Hmm. I'd have thought it should be used carefully because it has a notably different meaning her than in most other places.
Now, gamist players would be entirely within their right to call their play "story". Why? Because it's all about the conflict and the overcoming of the challenge.
But a gamist player does not play to produce a story about conflict and the overcoming of challenges. To a gamist player story=color. It holds the challenges together in a (more or less) sensible manner, depending on the group's preference.
As such, "story=narrativism" is simply a fallacy, though one very easy to fall prey to.
Yes, but as you've pointed out that is only true for 'story' as defined in the Forge glossary.
Keep in mind nthough that I did not equate story with narrativism. But the aim to create a 'story' is what drives nar-play. Regardless of whether you use my or the Forgian definition of story.
But the Forgian definition leads to the confusion between Nar and Sim that xect is experiencing, see below.
xect wrote: The border between Narrativism and Simulationism in the two is whether or not the decision to enter the forest was ultimately about values, or about experiencing the story of his rise to glory.
Which was also my point.
Are you aiming to create a (non-Forgian) story or are you trying to create a specific type of story experience?
Nar - play devoted to creating a specific 'transcript' (which I would call story) in play
Sim - play devoted to experiencing a specific theme/moment/idea/concept/etc. in play
What's kind of amusing is when your sim-play is devoted to experiencing story (as I defined it). Which I think was the case in xect's post and confused him.
On 3/10/2005 at 8:08pm, Alan wrote:
RE: Narrativism? Simulationism?
Joe Dizzy wrote: Nar - play devoted to creating a specific 'transcript' (which I would call story) in play
Sim - play devoted to experiencing a specific theme/moment/idea/concept/etc. in play
What's kind of amusing is when your sim-play is devoted to experiencing story (as I defined it). Which I think was the case in xect's post and confused him.
I don't think that devotion to creating a transcript is anywhere in Ron's descriptions of narrativism. Nor is it in any of my experience in playing with that creative agenda. Your statement puts the focus on some final, after-play result. In fact, narrativist play looks for immediate gratification. That's why it's called Story Now!
On 3/11/2005 at 3:56pm, Marco wrote:
RE: Narrativism? Simulationism?
Alan wrote:
I don't think that devotion to creating a transcript is anywhere in Ron's descriptions of narrativism. Nor is it in any of my experience in playing with that creative agenda. Your statement puts the focus on some final, after-play result. In fact, narrativist play looks for immediate gratification. That's why it's called Story Now!
I think you're more or less correct, although the glossary entry for Story Now doesn't talk about instant gratification. Also: if by Story Now, you mean "Climax Now" I think that's how it's often communicated or understood (that game takes too much time setting up the conflict--it can't be Story Now).
-Marco
On 3/11/2005 at 4:47pm, Joe Dizzy wrote:
RE: Narrativism? Simulationism?
Alan wrote: Your statement puts the focus on some final, after-play result. In fact, narrativist play looks for immediate gratification.
Then there's been a misunderstanding. What I meant was that the act of creating such a 'transcript' is what is 'fun' or provides 'immediate gratification'.
Narrativist play is not about having created a narrative, but creating one right now - in play. At least that's how it works for me and that's why I often use the term 'narrativist play' to describe what I'm after in roleplaying games.
On 3/11/2005 at 4:51pm, Joe Dizzy wrote:
RE: Narrativism? Simulationism?
Marco wrote: Also: if by Story Now, you mean "Climax Now" I think that's how it's often communicated or understood (that game takes too much time setting up the conflict--it can't be Story Now).
I'm not sure I understand.
How can 'climax now' work at all in a narrativist CA? The built-up to the resolution of a dramatic conflict is half the fun, cutting it out to rush to a conclusion would make that climax feel 'cheap' and 'unearned'.
On 3/11/2005 at 4:52pm, Alan wrote:
RE: Narrativism? Simulationism?
Hi Marco,
When I talk about instant gratification, I'm speeking from personal experience, not from a text.
And no, it's not climax now. The climax is only one moment of addressing premise. When I play I prefer to have a premise choice in almost every scene - but each choice doesn't have to be big or climactic, it just has to have meaningful consequences.
On 3/11/2005 at 5:20pm, Marco wrote:
RE: Narrativism? Simulationism?
Joe Dizzy wrote:
I'm not sure I understand.
How can 'climax now' work at all in a narrativist CA? The built-up to the resolution of a dramatic conflict is half the fun, cutting it out to rush to a conclusion would make that climax feel 'cheap' and 'unearned'.
Climax Now, indeed, doesn't make any sense--it doesn't work. What happens, IME, is that if you are trying to determine if you got your "meaningful action fix" it's a matter of opinion as to what counts for you. But from the outside people commonly make assessments of what they think was or was not meaningful for someone else.
When games take a while to reach their climax a common judgement I have seen is that it either wasn't "Story Now" (because the observer decides the choices made during the set up were not meaningful) or that Story Now requires the PC's act in a way that creates a literary story-structure without any influence towards that structre from the situation.
I think, clearly, both standards are incorrect.
-Marco
On 3/13/2005 at 8:30pm, apparition13 wrote:
RE: Narrativism? Simulationism?
xect wrote:
However, let me pull out an example from another thread, Washing the blood.... In the 6th post of that thread, Solamasa writes:
"...and by the end of the previous session I had pretty much decided that Garrison's Peak would be Br. Hector's swan song. I was really savouring Hector's inability to reconcile his duty as a Dog with the shades of his past."
That's the kind of play I'm enjoying. It's where I sit, outside the character, and make decisions about his story.
Seems like Sim decision-making to me, albeit a variety that I haven't seen in posts frequently. Your decision making is based on a standard of "what would make sense". In setting-intensive Sim this is defined by the conventions of the setting, in character-intensive Sim by the personality of the character. In the case of the decision Solamasa made regarding Br. Hector "what would make sense" seems to me to be defined by aesthetic considerations. "Story" and "narrative" spring to mind, but given the potential for ambiguity and confusion here inherent in those terms I'll use "tale".
Solamasa's decision seems to be based on "what would make sense" in telling the tale of Br. Hector. "Can Br. Hecto reconcile his duty as a Dog with the shades of his past?" can be a Nar premise, but there is no Nar reason to end it at Garrison's peak (the premise can continue to be addressed); that seems to be a decision made because it is a fitting ending to the Tale of Brother Hector. Likewise, decisions you make for your character seem to me to be predicated on what would make a good tale rather that what makes sense in terms of setting or personality. What you are simulating is "the Tale of...", and your decisions will be based on considerations of aesthetic fit. It's confusing because it looks like a type of "story now", since your decisions are based on "what would make a good story (tale) now", but since you are not directly addressing premise ("premise now" might be a better way to think about Nar) it ain't Nar. Since you are making decisions based on fidelity to an abstract standard; setting, character, in this case "tale" (to give Sim an inclusive definition), I'd call it a variety of Sim.
On 3/14/2005 at 12:14am, Simon Kamber wrote:
RE: Narrativism? Simulationism?
apparition13 wrote: Seems like Sim decision-making to me, albeit a variety that I haven't seen in posts frequently... in this case "tale" (to give Sim an inclusive definition), I'd call it a variety of Sim.
To avoid misunderstandings, it should be noted that a part of this discussion has been lost in the recent problems on the forge. What you're saying is basically the conclusion that was reached. I don't recall the game clearly enough to decide if my focus was on the tale or the premise, but now at least I know what I don't know, where I was more or less totally confused in the beginning.