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Topic: Theory 101: The Impossible Thing Before Breakfast posted
Started by: M. J. Young
Started on: 7/1/2005
Board: RPG Theory


On 7/1/2005 at 5:02am, M. J. Young wrote:
Theory 101: The Impossible Thing Before Breakfast posted

For those following the series, Places to Go, People to Be has released the next issue, containing the second of the theory series, Theory 101: The Impossible Thing Before Breakfast. This one tackles that apparent contradiction in rule books, that the referee controls "the story" and the players control the main characters in the story, using it as a springboard for the four identified referee styles (Illusionism, Participationism, Trailblazing, and Bass Playing).

I'm interested in any thoughts anyone has on the possibility of a fifth style. I don't feel that these four are logically exclusive, but I can't find the gap where another fits. To summarize them briefly here:

• In Illusionism, the referee seizes all credibility by fiat and so tells his story.• In Participationism, the players cede all credibility to the referee so that he can tell his story.• In Trailblazing, the referee creates his story and lays out the clues, and under the social contract the players are committed to discovering and telling the referee's story.• In Bass Playing, the referee creates the starting point for the story, and then responds so as to allow the players to create the story.

As I say, I don't feel that these are a logically complete set of possibilities, but I'm at a loss for where the gaps are.

Incidentally, I want to thank those who provided post-publication comments on Theory 101: System and the Shared Imagined Space. As it currently stands, the corrections and clarifications will be collected and published subsequent to the appearance of the third, still pending, article, Theory 101: Creative Agenda. If anyone has any comments or corrections on this one, feel free to contact me here or by e-mail.

Thank you for your thoughts.

--M. J. Young

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On 7/1/2005 at 6:26am, Albert of Feh wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

I might just be tired, but Participationism and Trailblazing (as defined here) seem awfully close to each other. In both, the social contract is designed to let the GM tell his story.

It's like the difference between walking a visible trail to get across the valley (participationism), versus being given a set of orienteering directions and a compass, with instructions to find your way across the valley. You're still going through the same valley, and you'll still end up in the same place at the end.

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On 7/1/2005 at 7:01am, John Kim wrote:
Re: Theory 101: The Impossible Thing Before Breakfast posted

M. J. Young wrote: I'm interested in any thoughts anyone has on the possibility of a fifth style. I don't feel that these four are logically exclusive, but I can't find the gap where another fits. To summarize them briefly here:

• In Illusionism, the referee seizes all credibility by fiat and so tells his story.• In Participationism, the players cede all credibility to the referee so that he can tell his story.• In Trailblazing, the referee creates his story and lays out the clues, and under the social contract the players are committed to discovering and telling the referee's story.• In Bass Playing, the referee creates the starting point for the story, and then responds so as to allow the players to create the story.


M.J., did you read my recent post on Models of Adventure Structure? It seems to me that by your definitions, location crawling, battlegrounding, timetabling, branching, and relationship mapping are all part of "bass playing" -- which is defined solely by the GM not having a predefined story complete with ending in mind. Would you agree, or is bass playing more specific and not inclusive of some of these?

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On 7/1/2005 at 2:55pm, Andrew Morris wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

The division seems a bit off to me, specifically in terms of Trailblazing. The two variables at work here seem to be "who controls the story" and "whether the players are aware" of this. That gives four play styles, but they don't match up with the four descriptions you have. I'd break them down something like this:

GM-Controlled, Players Unaware: Illusionism
GM-Controlled, Players Aware: Participationism
Player-Controlled, Players Unaware: ???
Player-Controlled, Players Aware: Bass Playing

Trailblazing seems to just be a technique that can be used in either Illusionism or Participationism to me.

I don't have a name for the missing third style, but it should be as similar to Bass Playing as Illusionism is to Participationism. Bass Playing can work with or without the players' awareness, which is why I think that needs to be split up.

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On 7/1/2005 at 3:29pm, Ian Charvill wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Andrew Morris wrote:
GM-Controlled, Players Unaware: Illusionism
GM-Controlled, Players Aware: Participationism
Player-Controlled, Players Unaware: ???
Player-Controlled, Players Aware: Bass Playing


Player-Controlled, Players Unaware: Ouija Board Roleplaying

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On 7/1/2005 at 4:03pm, timfire wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Andrew Morris wrote: The division seems a bit off to me, specifically in terms of Trailblazing. The two variables at work here seem to be "who controls the story" and "whether the players are aware" of this. That gives four play styles, but they don't match up with the four descriptions you have. I'd break them down something like this:

I don't know, I'm not sure that it's as simple as "who controls the story" + "whether the players are aware."

However, I understood "Trailblazing to be a bit more broad than MJ describes it as. He said that the players can do what they want, but didn't go into detail about what that meant.

I understood "Trailblazing" to be characterized by the GM setting boundaries for play. In illusionism & participationism, the player has no freedom. In Bass playing, the players have total freedom. I thought as Trailblazing offered limited freedom. The GM creates locations & situations that the characters can freely explore, but they can't go outside those situations/locations.

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On 7/1/2005 at 5:06pm, Sean wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Hi, MJ.

That list seems mostly to deal with Narrativist GM styles, to me. (That relates to John Kim's comment too IMO.) Furthermore, if I were, say, a reasonably competent Ouija Board GM, with non-Nar facilitating mechanics but a group with a highly idiosyncratic social contract and the ability to engage in a functional below-the-surface dialogue about where we as a group are taking the story, I wouldn't find myself in it.

Further, the list to my mind is clearly polemical in favor of the bass player, even though I'm sure you'll make your comparisons as judiciously as possible. This has the potential to alienate the many Narrativists out there who are committed to Participationism.

Also, this is a quibble, but the 'Illusionist' GM style you identify uses the technique of Illusionism, as I understand it, towards a particular end: getting the story he wants told. Qua technique though Illusionism can be used to support anyone's vision as well as anyone else's; when I played highly rigid old-school games I often used Illusionism to try to facilitate the kind of story I felt that the players wanted, not having anything in mind beyond a setting and NPCs myself.

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On 7/1/2005 at 5:56pm, Paul Czege wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

In Bass Playing, the referee creates the starting point for the story, and then responds so as to allow the players to create the story.

Damn, do I need a Rosetta Stone. How is this distinguished from what Ron calls "intuitive continuity"? Do we need two terms?

Paul

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On 7/1/2005 at 11:46pm, cruciel wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Paul Czege wrote: Damn, do I need a Rosetta Stone. How is this distinguished from what Ron calls "intuitive continuity"? Do we need two terms?


Hmmm... that brings up a question...

Does Bass Playing include Intuitive Continuity, No Myth and Open Play?

The glossary classifies No Myth as a sub-style of Intuitive Continuity, but I probably wouldn't as GM responses in No Myth are driven by genre conventions instead of plot elements and its general philosophy is just kind of in conflict with any amount of pre-planning.

(Open Play/Pinball-Sim being having a prebuilt setting that the GM just plays while the characters do whatever they'd like in it.)

Though, the distinction between the three doesn't really exist much in play, so they do all fit the Bass Playing definition as I see it. (Due to genre, events, and setting not actually being distinct components.)

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On 7/2/2005 at 12:25am, ewilen wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

I have another quibble, and I hope this won't be seen as excessively snarky, but I wish people would be a little more careful with language such as

As far as anyone knows, Ron Edwards was the first person to point out the problem in this idea.

I think you'll find that the idea was well understood and reasonably well pointed out back in the late 80's, if not earlier.

Thread #1
Thread #2

Robert Plamondon in particular seems to have pinned it on several occasions. Incidentally, Google's record of rec.games.frp is extremely sketchy before 1989.

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On 7/2/2005 at 1:41am, John Kim wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

ewilen wrote: I think you'll find that the idea was well understood and reasonably well pointed out back in the late 80's, if not earlier.
Thread #1
Thread #2
Robert Plamondon in particular seems to have pinned it on several occasions. Incidentally, Google's record of rec.games.frp is extremely sketchy before 1989.

Wow! Thanks for the links, Elliot! I got started with UseNet in December 1991 (just looked) , a little while after this. Interesting to see precursors to my experience. Certainly the tension over GM authoring story is extremely old. You can see it to some degree in Blacow's 1980 article, Aspects of Adventure Gaming. He writes of the Storytelling style:
Glenn Blacow wrote: In some games of this kind, there is a distinct impression that the GM has already determined the entire future of the universe, and that the player characters are just improvising the script. In more free-form versions of this game type, the flow of the story and the form of the script are decided by interactions between the GM's general outline of events and the actions of individuals within the campaign.

Much of the attraction of this kind of world comes from the fact that there is a story being told in which one's character is participating. The world has a purpose, a reason for being, independent of what the adventurers do. Living in such a world is not a little like being a character within a novel. It does require a constant effort on the part of its creator to make the universe -- whether it's a county or a continent -- rational and consistent. And as an FRP forum, it requires a cooperative group of players.

This is expanded on in some of the followup articles.

But this is much more explicitly dealt with by Robert Plamondon, as you point out:
Robert Plamondon wrote:
Dennis Francis Heffernan wrote: The problem here is that what you have described isn't a story-telling game, so much as it is a bad GM.

No, it's the game. (As Dave Berry says, "I Am Not Making This Up.") Story-telling (or "fixed-script") campaigns have been around for a long time, and Torg, for one, enshrines the worst parts in the rules.

For example:

• Two adjacent sections, giving advice to the GM, are "Alter Reality" and "Fudging Die Rolls." They advise to the GM to indulge in what I consider to be heavy-handed cheating. • In a section on role-playing, the rules suggest that a player who CONSISTENTLY breaks character in order to win should be penalized. (One can only assume that if he paces himself it's OK.) • The section on plotting gives, in detail, how to lay out an adventure in four acts, INCLUDING THE ENDING, and that his goal is to cause the plot to be enacted as written. • The section that talks about letting the characters do what they want emphasizes, in the example, that after they've had their fun they should be put back on the main plot line.

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On 7/2/2005 at 4:02am, greyorm wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

ewilen wrote: I have another quibble, and I hope this won't be seen as excessively snarky, but I wish people would be a little more careful with language such as
As far as anyone knows, Ron Edwards was the first person to point out the problem in this idea.

I believe a concern like yours is exactly why the phrase "As far as anyone knows" was included, and why the statement didn't just start with "Ron Edwards was the first" as though it were a given. I don't know how much more careful someone ignorant of preceeding discourse on the subject could have been than to acknowledge the limits of their own experience with it?

That said, thank you very much for pointing us to these older sources!

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On 7/2/2005 at 4:57am, ewilen wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

But you see, "as far anyone knows" only moves the problem out one level :)

"As far as I know" would be fine, if a little un-authorial.

"Ron Edwards, the designer of Sorceror, has made addressing the problem with this idea a touchstone of his theories of roleplaying," might be a fair hack at dealing with the subject.

Anyway, you're all welcome. And I think you'll find that the threads in question also get into some of the same material we're discussing here. Also, in these threads: #3 and #4 (Which are after John started posting and, significantly, after David Berkman appeared on rec.games.frp.advocacy.)

For those who don't feel like reading those threads, what some of us were striving for at that time, with varying degrees of success, was an approach known as "world-based". I agree with John that it was rather like M.J.'s "bass playing" but not everyone would agree that a "world-based" GM should or would "bring changes when it will work for [the players]". Quite a few fans of the style were/are in favor of "letting the chips fall as they may" based on a notionally-objective conception of the "world" (SIS in Forge terms, I think).

The point is that M.J.'s "bass playing" could be interpreted to include both "reactive" and "objective" or "world-based" GMing. The former is a style where the GM basically observes the players' actions and tastes and reacts to them--so if the players believe that some detail is important, the GM actively decides to make it important (or not), and if the players' (characters') actions develop in the direction of an interesting story, the GM facilitates the creation of the story without predetermining the ending. E.g., if a good story will be produced by having the mysterious dirty-looking stranger who befriends the characters turn out to be the long-lost heir to a far off kingdom, then so be it. But if the characters get into an argument and kill him, the story might shift in a completely different direction--not only the heir, but kingdom ceases to exist. (Or rather, they never emerge from potentia.) The "world-based" GM would shy away from this sort of thing. At most, the world-based GM would guess (or ask) the players' plans at the end of each session so that he could fill in any missing details in his pre-existing outline of "everything in the universe".

Now, the "reactive" approach might be viewed as a kind of Illusionism, but it's different enough from the preplotted variety that I'd make three distinct categories out of Illusionism/participationism, World-based, and reactive refereeing.

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On 7/2/2005 at 9:03am, Silmenume wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Hey ewilen,

Welcome to the Forge!

ewilen wrote: Now, the "reactive" approach might be viewed as a kind of Illusionism, but it's different enough from the preplotted variety that I'd make three distinct categories out of Illusionism/participationism, World-based, and reactive refereeing.


Illusionism only refers to deprotagonizing the decisions the players make - with out their knowledge and thus consent. Thus the changes you spoke of in the potentia, having never entered the SIS either concretely or through their entailments, do not meet the definition of Illusionism. The “reactive” approach, which you refer to, is most certainly not Illusionism as was presented. It is actually seems to be a fairly healthy form of reasonably unfettered Sim bricolage. Both sides (the GM on one and the players on the other) are working and building back and forth off of what is going on in the SIS as it happens.

I hope that helps. I'll now quietly let this thread return to its original intent.

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On 7/2/2005 at 5:28pm, ewilen wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Thanks for the welcome, Silmenume.

Actually, after referring back to "GNS and other matters", I'd say the reactive approach is closest to what Ron Edwards calls "intuitive continuity"--as others have noted already.

Whether it's healthy, surely depends on a number of factors.

Note that the "reactive" form can be done with or without the knowledge of the players, at least in theory.

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On 7/2/2005 at 6:21pm, 1of3 wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Andrew Morris wrote:
GM-Controlled, Players Unaware: Illusionism
GM-Controlled, Players Aware: Participationism
Player-Controlled, Players Unaware: ???
Player-Controlled, Players Aware: Bass Playing


Nice. I like that.

The third is like:

Player: "Hey, Mr. Garibaldi is surely the murderer."
GM: *thinking* Wow. Yeah, I'll make Garibaldi the murderer.

"Unobtrusive Listening" might be good name.

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On 7/4/2005 at 7:46am, contracycle wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

This thread bugs me a bit. Firstly, refereeing styles assumes the presence of a referee, and surely that is not a given. Second, I do not see why the word "story" appears, surely we should discuss "the action" rather than "the story".

We have seen a couple of "automated" game styles of late, in which much of the action arises from completely mechanistic processes, like Power/Evil. I think this is potentially a fifth playing style, but whether it would be a refereeing style I'm not so sure.

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On 7/4/2005 at 3:44pm, Marco wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

contracycle wrote: This thread bugs me a bit. Firstly, refereeing styles assumes the presence of a referee, and surely that is not a given. Second, I do not see why the word "story" appears, surely we should discuss "the action" rather than "the story".


For that matter, I think the change from "author/protagonist of the story" to "complete control of the story" is important and not explained (this is, I think, a change from the canonical statement of TITBB). Any game that uses dice to resolve things is certainly moving away from anyone being able to say they have complete control of the story (pretty much however that's meant).

-Marco

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On 7/5/2005 at 2:03am, Noon wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

1of3 wrote:
Andrew Morris wrote:
GM-Controlled, Players Unaware: Illusionism
GM-Controlled, Players Aware: Participationism
Player-Controlled, Players Unaware: ???
Player-Controlled, Players Aware: Bass Playing


Nice. I like that.

The third is like:

Player: "Hey, Mr. Garibaldi is surely the murderer."
GM: *thinking* Wow. Yeah, I'll make Garibaldi the murderer.

"Unobtrusive Listening" might be good name.

I'd just call it illusionism again, as in the players have a expectation of what play will contain, which will turn out to be false because of the GM.

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On 7/5/2005 at 2:46am, Andrew Morris wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Wouldn't it be the reverse of Illusionism? Instead of the GM using Force to control the story, the players are using Force for the same purpose. As I understand it, "expectation of what play will contain" isn't part of the definition of Illusionism.

[EDITED to add:]

contracycle wrote: Firstly, refereeing styles assumes the presence of a referee, and surely that is not a given.

I'd assumed that it was only applicable to those games which have a central referee. Just like if we were talking about different types and classifications of tires, we wouldn't expect that to deal with boats.

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On 7/5/2005 at 9:19am, contracycle wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Marco wrote: Any game that uses dice to resolve things is certainly moving away from anyone being able to say they have complete control of the story (pretty much however that's meant).


An excellent point IMO. And reinforced, I think, by the prevalence of fudging in order to execute illusionism - clearly, the decisive roll of the dice must be subordinated to the grand plot if it is to be achieved.

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On 7/5/2005 at 10:26am, Noon wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Andrew Morris wrote: Wouldn't it be the reverse of Illusionism? Instead of the GM using Force to control the story, the players are using Force for the same purpose. As I understand it, "expectation of what play will contain" isn't part of the definition of Illusionism.

I'm presuming the GM isn't under any illusion about the players control. So they are still going exactly where he wants them to go. It just happens to be where they would like to be.

Sounds great, but basically all it does is make you the player become the (participationist) GM. Except like the illusionist definition, you the player do not necessarily recognise this.

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On 7/5/2005 at 12:43pm, Andrew Morris wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Callan, how does the GM's awareness about player control mean that they will go where he wants them to? I'm clearly not understanding you here, because this sounds like "John is driving the car, but because I'm aware of that, I decide where the car goes, since he's already going where I want." This doesn't make any sense to me. Can you clear this up?

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On 7/5/2005 at 2:12pm, brainwipe wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

There is another referee style I've often witnessed. I am not sure if it quite fits into the ones above.


Combative. This is where the GM and the players fight for control of the game. The more the GM tries to railroad, the harder the players fight for freedom and the more they buck the plot, the harder the GM pulls them back into line.



This, of course, needs to be all within the bounds of the setting. Neither side is really in control for long but the story is created by a constant fight between the two. A battle of wits, if you will.

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On 7/5/2005 at 2:24pm, Vaxalon wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

1of3 wrote: "Unobtrusive Listening" might be good name.


I'm known in my local area for running games this way.

Sounds paradoxical, doesn't it? If the players know I run the game this way, then how can they be unaware of it?

Because they can never be sure. Since they can't look at my notes, they don't know if the suppositions they made at the table were incorporated into my notes before or after I initially prepared them.

More than once, I've heard the following exchange at the table:

"Oh, my God... I think I know what's going on here... and if I'm right, things are going to get hairy really fast."

"Shh! He's listening. C'mon, let's have a smoke break and we'll talk about it outside."

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On 7/6/2005 at 12:06am, Noon wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Andrew Morris wrote: Callan, how does the GM's awareness about player control mean that they will go where he wants them to? I'm clearly not understanding you here, because this sounds like "John is driving the car, but because I'm aware of that, I decide where the car goes, since he's already going where I want." This doesn't make any sense to me. Can you clear this up?

The phrasing I'm focusing on is: "What I want is for John to drive where ever John wants to drive"

In traditional illusionism, the GM doesn't react to your input. In this case, the GM still doesn't react to your input, because he's merely repeating your input. Is parroting your input actually responding to that input?

If it needs a different name, it should be called ELIZA-ism. After the old computer program that felt like it was responding with you, but really was just a reflection of your own words.

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On 7/6/2005 at 12:15am, Andrew Morris wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

I think I get what you are saying, but who says it has to be that way? Why couldn't it be actual responsiveness? For example, you might have a game where the players think they are in a Trailblazing game, when the GM is actually creating the events based on the players' small talk.

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On 7/6/2005 at 12:25am, Vaxalon wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

The trailblazing paradigm doesn't say anything about where the GM is getting his ideas for where the trail goes, does it?

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On 7/6/2005 at 1:53am, Andrew Morris wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Vaxalon wrote: The trailblazing paradigm doesn't say anything about where the GM is getting his ideas for where the trail goes, does it?

Nope, but it does say when -- before play. So, as defined in the article, Trailblazing would not encompass this kind of play.

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On 7/6/2005 at 2:11am, Vaxalon wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

"Before Play" is pretty vague.

I could trailblaze by planning the game session by session, couldn't I? Do I have to have the entire campaign, beginning to end, mapped out before session 1 in order to have a trailblazing campaign?

If so, then you're right.

If not, then you're wrong.

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On 7/6/2005 at 2:59am, Andrew Morris wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

I've been wrong before, and I will be again, I'm sure. But I don't think that what you describe is the unnamed third style I'm talking about -- it's Trailblazing.

When you show the example of planning sessions between games, that's fine -- that could be one way Trailblazing works. One of the key points of Trailblazing, however, is that the players are simply "uncovering" what the GM has already created, and the GM has the ending planned. That's still a big jump from responding during a session to include what the players are looking for and creating the events and ending on the spot.

This might all be moot, however, since it is based on the idea that the two core elements are player awareness and who controls the story, which is howed it seemed to me. If that's not the case, then a whole different set of styles need to be identified. I'd like to hear if anyone has any thoughts on that.

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On 7/6/2005 at 10:36am, Vaxalon wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

It seems to me that if I use the table talk from session 10 to set up the events in session 11, that is both trailblazing AND "reverse illusionism" or whatever you want to call it.

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On 7/7/2005 at 5:44pm, Mortaneus wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

I'd call it Echoing.

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On 7/7/2005 at 6:29pm, Andrew Morris wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Vaxalon wrote: It seems to me that if I use the table talk from session 10 to set up the events in session 11, that is both trailblazing AND "reverse illusionism" or whatever you want to call it.

That's a good point. I hadn't considered whether the styles could merge or combine in different ways. M. J. should be back on at some point today, so I'd like to wait and see what he has to say on this.

Mortaneus wrote: I'd call it Echoing.

That seems like a term that conveys the concept.

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On 7/7/2005 at 6:31pm, Vaxalon wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

It's trailblazing on a session level, echoing on an adventure or campaign level.

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On 7/7/2005 at 11:29pm, M. J. Young wrote:
RE: Re: Theory 101: The Impossible Thing Before Breakfast posted

John Kim wrote: M.J., did you read my recent post on Models of Adventure Structure? It seems to me that by your definitions, location crawling, battlegrounding, timetabling, branching, and relationship mapping are all part of "bass playing" -- which is defined solely by the GM not having a predefined story complete with ending in mind. Would you agree, or is bass playing more specific and not inclusive of some of these?
Thanks, John; I did read that thread last week, but I was unclear in my own mind exactly what those were--that is, I didn't so much take them to be referee styles as scenario designs. I can see now that they're a bit of both (and probably that these are a bit of both as well).

I would agree at least tentatively that the five you mention here are variations on bass playing; but then, Ron has created the term for that style, and I might have to defer to him on it if he thinks there's something different about them.
Albert of Feh wrote: I might just be tired, but Participationism and Trailblazing (as defined here) seem awfully close to each other. In both, the social contract is designed to let the GM tell his story.
and
Andrew Morris wrote: The division seems a bit off to me, specifically in terms of Trailblazing. The two variables at work here seem to be "who controls the story" and "whether the players are aware" of this. That gives four play styles, but they don't match up with the four descriptions you have.

I get this a lot about Trailblazing; perhaps I can elucidate.

First, Andrew, these styles are not identified from a system of logical division, but from observation. It's entirely possible that a "logical" category does not exist (in this case your proposed "The players are in control of the story, but they don't know it").

In one sense, Trailblazing might well be that option; it just doesn't play quite that way under close scrutiny. You have to recognize the defining distinction of Trailblazing as compared with Illusionism and Participationism: once play begins, the referee relinquishes all control of the story to the players. In Illusionism, the referee never relinguishes power to the players, but rather causes them to believe that he has; in Participationism the players actually know that they have no power. Trailblazing involves the rather odd social contract commitment on the part of the players, to this effect: if the referee's story is to be told, we must tell it.

I say that Trailblazing might fit, at least somewhat, into the vacant slot in your model. The players really could create an entirely different story, and the game thus is entirely player driven; but because of the social contract, they believe that they must find the referee's story, and thus don't realize that they could ignore it and do something else.

Again, the example of this would be play in a particular type of module once popular for competition play. The referee has purchased the module and the players have agreed to play it. He tells them where they start and they begin the adventure, but thereafter the referee merely provides for them descriptions of what they have discovered and what they accomplish. If they make the right choices, they complete the module successfully; if they do not, they lose the path and wander off into something else. At that point, either the referee improvises a new adventure (which usually is a shift away from Trailblazing play) or he says, "forget it, you're lost, the monsters win that one".

Participationist and Illusionist play would involve the referee in making sure the module was followed and that the players were successful.

I suspect perhaps that just as there are illusionist techniques that are useful outside illusionist play, there are probably also trailblazing techniques that are useful outside trailblazing play (and indeed bass playing techniques that are useful outside bass playing play), which confuses the issue.
Sean wrote:
That list seems mostly to deal with Narrativist GM styles, to me. (That relates to John Kim's comment too IMO.) Furthermore, if I were, say, a reasonably competent Ouija Board GM, with non-Nar facilitating mechanics but a group with a highly idiosyncratic social contract and the ability to engage in a functional below-the-surface dialogue about where we as a group are taking the story, I wouldn't find myself in it.

Pardon me?

Sean, Illusionism is definitely not a narrativist style; it's a dysfunctional style in which players are deprived from any input on any creative agendum and are unaware of this. Participationism is also not narrativist for almost the same reason (no player input on creative agendum), and I find it difficult to see Trailblazing as truly narrativist (it's much more facilitating to gamist and simulationist agenda).

But I'm intrigued by your (to me) rather cryptic self-description. How does this differ from Bass Playing, as Ron describes it? (I'm surprised it's not in the provisional glossary; it is referenced in the thread Paul cites when he raises the matter of intuitive continuity.) I'm not saying it isn't different; I'm trying to understand how.

Oh, and I'm not partial to bass playing over trailblazing generally, either as player or referee. Bass playing is just the most different from the others, it seems to me.

Paul, I completely forgot about Intuitive Continuity (and that's from Underworld, so it's really Gareth Michael Skarka's term, yes?). I see that Ron discusses bass playing someone preliminarily earlier in that same thread you cited, and I'm not certain whether he thinks it to be the same or different. I'm inclined to think that two items in the cited post, his Relationship Map and Skarka's Intuitive Continuity, would both fall under Bass Playing, the former a technique and the latter a methodological goal which can be used in this regard. I would also include No Myth there. I'm fuzzy on what Open Play is, so can't comment on that.

On the other hand, the point of asking the question was to find out where I've got gaps, so feel free to challenge this. I'm not committed to these four as a complete list, and said as much in the article.

Thank you, ewilen, for the pointers to Robert Plamondon. I am going to address some sort of errata once the series has run, and will hopefully remember to include all such points. (John Kim kindly pointed me to some early threads on stance as a concept, which I will also be mentioning.)

Also, your distinction between world-based and reactive in the bass playing category is something worth pursuing, I think. (I should ask whether Ewilen is actually your name or if I should call you something else.)

Thanks to Marco and Contracycle for their criticisms. I'll somewhat weakly defend some of my usage in that this was intended as something of an introductory/summary article for people who don't know their way around the theory at all, but I admit it was rather careless of me to toss the word "story" around so freely when it is such a contested term. I assumed it would be understood in the context. As to GM-ful play, as important as this is as an emerging area of exploration, I'm not at all sure it could be covered in a primer at this point. Concerning my phrasing of The Impossible Thing, I wasn't aware that there was a particularly canonical phrasing of it and did not consult the glossary. I was trying to identify the concept and illustrate it for the average reader, and I think that the phrasing I used did so.

Oh, and Marco: any Illusionist referee who can't control the outcome of his game in the face of contrary die rolls should turn in his screens. That's child's play for a decent illusionist. I've done it myself, and I'm terrible at Illusionism.

Concerning whether Trailblazing can be done session by session, I would have to say that in a long campaign it would be done in chunks--but I think the chunks would have to be units of adventure, not units of play time. That is, I can plan "up to the point where they reach Bridgewater, and I'll figure out what happens after that later", and then plan "everything from Bridgewater to Elvenhome". I'm not sure, though, that it would still be Trailblazing if at the end of the night you decided to scrap everything they had not yet done and write something else. You could do it, but if you did it too often it starts to shift from what it is.

Of course, as I wrote in the article, this is a difference between a pure form and some sort of drifted combination--probably in this case dabbling in bass playing to some degree by trying to adjust the trail for the next session to lead where you think the players want to go. Whether that can be identified as its own form might be worth examining, if anyone thinks it can.

I do like the concept of "echoing", and would like to hear more about it.

I think I should probably suggest, in an effort to preserve focus on this thread (which is quite reasonably about whether there are problems in the article and whether there might be other referee styles) that more thorough discussion and development of such styles should probably be farmed out to new threads. I'm sure I'll catch them all next week when I get back.

Thanks again to all for your input on this; I'll be mulling a lot of this over during the next week.

--M. J. Young

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On 7/8/2005 at 12:37am, ewilen wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

M.J., the name is Elliot Wilen, and you're welcome. Also, although Robert was a great contributor to r.g.frp, my real point wasn't so much to give him sole credit for coming up with the idea as to say that recognition of the tension between GM-control and player-control goes back a long way, as does the related tension over whether a story or story-structure is something that the participants want to impose on and/or get out of play.

Also, your distinction between world-based and reactive in the bass playing category is something worth pursuing, I think.


Well, on reflection I'm not sure it's worth pursuing in the context of your article, since world-based gaming was conceived in what would in Forge terms probably be called a Simulationist state of mind. (I'll speak for myself, here, though some of the others in those conversations would probably agree.) My solution to TITBB was to reject the anybody-as-author and the roleplay-as-story ideas, except for very limited portions of play (design/creation of setting, character, and situation). I've probably read enough now that I could put that into Forge terms, including refining what exactly I mean by "story" and "story structure" but I have to run at the moment.

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On 7/8/2005 at 7:23am, ewilen wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

On re-reflection, I see a couple points of confusion (for me). First is the "bass-playing" term which I took as implying improvisation, as in jazz (though I really have no idea how much improv a jazz bassist does). Ron on the other hand seems to have coined the term as meaning, not improv, but setting the pace and letting the players do the improv (as if they're jazz trumpeters). That's what I get from this thread, in Ron's first post and then the first back-and-forth with John.

The second point of confusion (which I think I share with some others) is the view that your article is related to (or not related to) particular GNS modes. The reason for my confusion is the underlying premise of TITBB (that roleplaying is to be conceived in analogy to "stories"). Many people who prefer Sim (and likely Gam) would reject the premise altogether, and not worry about trying to resolve the contradiction. So even though I can see that your essay really doesn't have to do with GNS (does it?), the way it's framed tends to draw in GNS controversy.

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On 7/8/2005 at 7:36pm, cruciel wrote:
RE: Re: Theory 101: The Impossible Thing Before Breakfast posted

M. J. Young wrote: Paul, I completely forgot about Intuitive Continuity (and that's from Underworld, so it's really Gareth Michael Skarka's term, yes?). I see that Ron discusses bass playing someone preliminarily earlier in that same thread you cited, and I'm not certain whether he thinks it to be the same or different. I'm inclined to think that two items in the cited post, his Relationship Map and Skarka's Intuitive Continuity, would both fall under Bass Playing, the former a technique and the latter a methodological goal which can be used in this regard. I would also include No Myth there. I'm fuzzy on what Open Play is, so can't comment on that.


Open Play, Pinball Sim, and world-based are all names for the same style of GMing from various stages in Forge terminology. If I recall correctly, Pinball Sim was Mike Holmes' term, world-based showed up with John Kim (from rgfa), and Open Play was the result of a later collaborative naming effort I mostly blame those two for. Anyway, I don't know what kids are calling it these days ;).

Basically, it's like trailblazing without the contract to follow the predefined story, or without said story, but with the predefined npcs/setting. (Same methods, but the goal is story creation instead of scenario completion.)

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On 7/9/2005 at 1:06am, Marco wrote:
RE: Re: Theory 101: The Impossible Thing Before Breakfast posted

M. J. Young wrote:
Oh, and Marco: any Illusionist referee who can't control the outcome of his game in the face of contrary die rolls should turn in his screens. That's child's play for a decent illusionist. I've done it myself, and I'm terrible at Illusionism.

--M. J. Young


Sure they can--that's not my point. My point is that using the terminology you've settled on any group that abides by the dice as a determinant factor is almost automatically Trailblazing or Playing Bass since no one can claim to be in "complete control" of the story as the dice "determine things."

I'll also note that the canonical statement of TITBB is in the glossary and is described as a patent impossibility on the basis of the interpertation of words 'author' and 'protagonist' as you have done. This, of course, hinges on the assumption of a non-contraversial definition of the word 'story' to make the statement absurd.

In reality I don't think anyone is "in control" of "the story" of an RPG (I don't think such a thing as "the story" really exists to be 'in control of' in the literal sense in a traditional RPG). Rather participants offer or are denied input and the personal assessment of that dynamic creates sensations of authorship or progtagonization in the participants (which gets us away from a black and white absurd impossibility).

-Marco

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On 7/9/2005 at 3:17am, greyorm wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Marco, we've been over this before, so I'll make it quick: the statement isn't absurd because it exists in the wild of the text, or something. The idea of the statement is absurd, and because the idea exists in gaming circles as a self-perpetuating meme, it causes problems as various groups interpret the absurd idea differently, each thinking they are interpreting it correctly.

It doesn't matter one whit whether or not a rulebook really, really says it to the letter just like that. The ITBB idea exists as an actual idea amongst gamers, no matter how they variously interpret that singular idea. But it is the existance of that raw idea and the various interpretations it spawns which become the problem, because the idea hides the reality underneath a trite and meaningless series of contenious and highly interpretive phrases.

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On 7/9/2005 at 4:51am, Noon wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Andrew Morris wrote: I think I get what you are saying, but who says it has to be that way? Why couldn't it be actual responsiveness?

Oh it could, but I thought
Player-Controlled, Players Unaware: ???

Only refers to just the players being in control. A blend of GM and player control is quite possible. The only problems I think you'd have here is that players don't know they have control, so they wont assert control at times when they should (ie, the players don't talk about what they want, just think it. Thus the GM doesn't know what to do). Also, since the players don't know they have control, the GM may be tempted to take overide the players control at certain points. If the players were aware of their control, they would police the GM on this.

Also I've started to think some gentle wrestling for control between participants is actually the highlight of roleplay. Not violent wrestling, but certainly enough wrestle to get people out of their comfort zones just a little bit.

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On 7/9/2005 at 4:02pm, ewilen wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

greyorm wrote: It doesn't matter one whit whether or not a rulebook really, really says it to the letter just like that.

I think it does when the whole argument is framed by claims regarding rules texts. Just look at Narrativism: Story Now
I'm not discussing System or mechanics design at all, just the "how to role-play" texts. Some of the following games have, in my view, very focused Creative Agenda content in contrast to these sections; other games, not listed or discussed, are comparatively muddled in procedural terms but have crystal-clear "how-to" sections. So this is entirely about the "how-to" text, nothing else.
M.J.'s article similarly references "rules" and "text". Since the problem precedes rules texts, there must be a better way to introduce the issue, just as it is unnecessary and incorrect to say that Ron was the first to point out the problem. (He was quite possibly the first to document the widespread manifestation of the problem in game texts, but that is peripheral to the actual problem, no?)

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On 7/9/2005 at 9:34pm, cruciel wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

ewilen wrote: M.J.'s article similarly references "rules" and "text". Since the problem precedes rules texts, there must be a better way to introduce the issue, just as it is unnecessary and incorrect to say that Ron was the first to point out the problem. (He was quite possibly the first to document the widespread manifestation of the problem in game texts, but that is peripheral to the actual problem, no?)


I'm fairly certain power struggles predate language. And in play the issue isn't clear-cut in a way that a how-to section could layout with perfect accuracy. Different players (due to personality), situations (due to detail) and gaming sessions (due to player mood) necessitate different balances of power between player and GM.

But... that's not really the point of the impossible thing concept. It's really just a language trick (by separating the inseparable concepts of story and character) designed to get you to see that clear rules for credibility are important. You can't really separate the concept from rules texts, because that's what it's about. Though, I'm sure power struggles themselves can be talked about plenty. That's how I see it anyway.

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On 7/10/2005 at 2:00am, ewilen wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Now I'm not sure what we're disagreeing about. My point (illustrated in my first post and in John's followup) is that the specific problem of the impossible thing concept was quite well understood in gaming circles in the 80's. On the other hand, the pervasiveness of the problem before 1988 (the date of Ron's first example in Narrativism: Story Now) is far from clear. In fact, glancing quickly through Runequest II, the original Traveller, Bushido, Dragonquest, In The Labyrinth, and Universe, I was only able to find TITBB-ish text in Universe and the second edition of DQ (both from 1982)--and in those cases, I believe the interpretation is more-or-less prejudged along "Bass playing" lines by text that immediately follows. Of course, many of these and other early texts have little or no GMing advice at all, which is probably how TITBB really originated--as one of the ad hoc, GM-by-GM and group-by-group answers to the question, "How can we make roleplaying interesting once we leave the dungeon?"

So perhaps this is another point of confusion for me, and something that M.J. might fix when he revises his article. Is he talking about GMing styles (and/or social contracts) or is he critiquing bad rules text? Looking again at the article, I think he's doing a little of both, and unfortunately along the way he's making a few hasty generalizations that simply create controversy rather than advancing either point.

There is an idea floating around the role playing game world that went unchallenged for a very long time.

I think it was challenged practically from the time that the idea appeared.
Rule books for many games have described an approach to play that we almost take for granted.

What do you mean "we", dude?
Yet if we were to stop and consider what it was we believed, we would almost certainly realize that it was internally contradictory, impossible on its face.
That's unlikely since, as M.J. goes on to describe, no one actually believes TITBB. Rather, different people have different beliefs about story-structure and distribution of credibility, but they sometimes express those beliefs in a common, literally-nonsensical fashion.
Most readers will agree that in a standard role playing game, the referee, or game master, has complete control over the story, and that the character players have complete control over their characters, who are the main characters in the story.
"Most"? And even if that is true, see the last comment--they might all use the same phrase but that doesn't mean they believe the paradox.
As far as anyone knows, Ron Edwards was the first person to point out the problem in this idea.
(Already commented on ad nauseam).
Probably this conflict, which has been dubbed The Impossible Thing Before Breakfast, does not appear to be a problem to you. Most gamers respond to the assertion that these texts are in direct conflict by claiming that they are not, because you must understand them in context. Every gaming group that is functional has found a means of resolving the conflict, and most gamers will happily tell you what the text really means.
This is a valuable point, but is TITBB a vague, nonsensical statement, or a nonsensical belief, or a conflict between sensible beliefs? The answer to that question tells us whether the subject of the article is rules and/or GMing techniques, or an unnecessary strawman which is going to confuse and alienate your audience.

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On 7/10/2005 at 3:11am, cruciel wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

ewilen wrote: Now I'm not sure what we're disagreeing about. My point (illustrated in my first post and in John's followup) is that the specific problem of the impossible thing concept was quite well understood in gaming circles in the 80's. On the other hand, the pervasiveness of the problem before 1988 (the date of Ron's first example in Narrativism: Story Now) is far from clear. In fact, glancing quickly through Runequest II, the original Traveller, Bushido, Dragonquest, In The Labyrinth, and Universe, I was only able to find TITBB-ish text in Universe and the second edition of DQ (both from 1982)--and in those cases, I believe the interpretation is more-or-less prejudged along "Bass playing" lines by text that immediately follows. Of course, many of these and other early texts have little or no GMing advice at all, which is probably how TITBB really originated--as one of the ad hoc, GM-by-GM and group-by-group answers to the question, "How can we make roleplaying interesting once we leave the dungeon?"


If you are replying to me, then perhaps we are not disagreeing at all. I don't see anything to disagree with in the above post. Perhaps I misunderstood your intention in the section I replied to... Now on with the rambling and I guess we'll see if I get what you're at this time!

It's endlessly debatable whether or not the actual impossible thing phrasing exists in any text - especially when we get into varying definitions of story. Fortunately that doesn't matter, as it's just saying to be clear about GM/player credibility. And whether you think impossible thing text actually causes dysfunctional play I suppose depends on whether you are the kind of person that thinks video games cause kids to shoot each other.

I've always felt it would be better to just say something like "Without clear rules about GM and player credibility people will have to figure it out for themselves and some people suck at that". But, I suppose talking about the impossible thing works for people who need to discovery things instead of just be told them. Anyway, the impossible thing is just the Forge way of saying that. I've never much cared for the way in which in the impossible thing addresses the issue and I think MJ could talk about the issue without talking about the impossible thing.

However, the article is focused on Forge-style theory, and as the impossible thing and GMing styles are closely related in Forge-style theory. I don't see any problem with both topics being discussed in the same article. It's logically consistent and a good representation of the thinking here.

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On 7/10/2005 at 7:33am, ewilen wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

(I was replying to you.) Yup. Although I do think--and this is something I've learned from this conversation--it's a valid and important point that unclear or missing GMing advice can lead to multiple, wildly diverging, often-clashing, and sometimes dysfunctional styles of play. In this sense, the overall thrust of M.J.'s article, enumerating the various styles that arise from the credibility-distribution and related issues, is something that definitely should be included in a roleplaying primer (and addressed in roleplaying texts).

About "the article is focused on Forge-style theory"--I think that "TITBB", named and stated as such, is a poor way to lead the layman into the theory. In some formulations the reader is practically told, "You believe something which is silly and untrue, and now I'm going to set you straight." That would be fine if that was really the case but it's not, and the reader knows it's an unfair cop.

If the provocative hook must be retained, I'd just begin by stating the quoted part of the glossary definition, ask the reader to consider what it means when it comes to control over the story or action of a game, and then challenge him with the fact that different readers are going to give very different answers.

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On 7/15/2005 at 12:22am, M. J. Young wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

I'm going to thank everyone for their comments. I will be mulling over some of this, and will come back for the information when I start writing the fourth article (after the third one is published, so I have a better idea what I need to clarify).

That's not to say the thread is closed. I'm still interested in any comments on the article (or its predecessor in the series) and will follow this thread as long as new posts are made.

--M. J. Young

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On 7/15/2005 at 3:10pm, Ron Edwards wrote:
RE: Theory 101: The Impossible Thing Before Breakfast posted

Actually, I am going to call this thread closed.

Continuations and further ideas should be taken to new threads.

Best,
Ron

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