The Forge Reference Project

 

Topic: Exploration does not equal Bricolage.
Started by: Silmenume
Started on: 8/25/2005
Board: RPG Theory


On 8/25/2005 at 7:02am, Silmenume wrote:
Exploration does not equal Bricolage.

I broke this off from Xenopulse’s (Christian) thread Complications Instead of Failure as I felt this would be too far out of the original subject matter.  A link to the post I am responding to is here.

Hey Jason!

Jason wrote: I don't see a conflict between concessions and bricolage either, but I'm willing to accept that's because I probably don't get what exactly is meant by bricolage.  I don't see anything unique in bricolage from roleplaying in general, and I don't think pure bricolage is possible. …


There are a number topics I wish to try and address – starting with the notion that there is not “anything unique in bricolage from roleplaying in general.”  That is a rather tricky argument because I am not sure what is meant by “roleplaying in general.”  One on hand we can describe role-play as Exploration as it has been glossed – the sharing of imaginings.  Exploration straight up does not mean a CA is being effectively expressed.  Thus if we are speaking about straight CA-less Exploration (Zilchplay) then Exploration and bricolage are not the same - as conversation and story telling are not the same.

OTOH we could take the path that “roleplaying” means “CA expression”.  Using this interpretation I could understand your statement as saying that bricolage is not unique from “CA expression” (roleplay in general).  Again this is not the case.  Bricolage is one of many tools of CA expression but is not self-same with CA expression.  I am not saying that you are saying this, I am just trying to understand where you are coming from.

I agree with you that “pure bricolage” is not possible in role-play.  (It is possible to have “pure bricolage” but that is myth making and not germane to this thread.)  Any “meta-game” discussion is outside the realm of bricolage and that includes good ol’ resolution mechanics.  This is not to imply anything bad about mechanics its just an observation. One cannot engage in Exploration and have “pure bricolage,” it’s a category error. 

Jason wrote: …Someone has to be introducing new elements (engineering) or all you'll get is unguided group meditation (or less harshly, Walt's Zilchplay concept).  I don't see why this specific method of introducing new elements impedes such play, when other methods (which must be happening if we are roleplaying) do not?


Yes, someone does have to be introducing new “elements” but who, how and why are very different for the GM and The Players[sup]TM[/sup].  But the real question here is what is meant by “elements.”  Do you mean the elements of Exploration – Character, Setting, Situation, Color and System?  IOW who gets to introduce a new Character or a piece of Setting or perhaps set up Situation?  That is an interesting question and one I have not fully thought through, yet.  However, lets start with some of the first principles of bricolage.

The Bricoleur must use what is already available to him – that is he is not creating something from scratch to fit a very specific role.  (That is the engineering paradigm).  That is the design of the object must be able to function with what is available or, stated another way, the bricoleur must react based upon what is available.  In Sim role-play terms this tends to mean that the players are in a “reaction mode.” That is while they are trying to accomplish something they can only do so with what is or has happened.

Let’s take Situation and look at it from the eyes of an Engineer and the eyes of a Bricoleur.  An Engineer would “build” a Situation to suit a specific need.  This happens all the time in pervy Narrativism.  The players are overtly empowered to create Situations of a very specific design so that the Premise question can be posed and responded to.  The manner in which the Premise is addressed, though, is via the entailments – i.e., fallout.  The player trying to do X must choose whether or not he will chose path A or path B based upon the premise addressing entailments/fallout.  The results of the player’s course of action isn’t as important as the choice among the “costs” involved in making the decision between fallout A and fallout B.  However, to ensure that the entailments are Premise relevant, the players Engineer Situation (i.e., create a specific situation for a specific task) such that the choices that are made available to the player all carry the necessary and desired entailments.  To create the entailment is to Engineer the part.

To the Bricoleur Situation is the milieu where one can engage in bricolage – employing the objects, with their current entailments, that are already available to the player.  Now the players can “propose” via bricolage new entailments as long as they are seen as analogous to previous entailments.  This is different from Narrativism as the Premise relevant entailments are created by the players before they are employed while in Sim the players must deal with the entailments as they are at the time of employment and attempt to have them evolve in a desired pathway through judicious and imaginative employment.  Now Joshua BishopRoy rightly pointed out that objects typically have many entailments and I think this is an asset to Sim play.  Hence most Sim games are really best served by rich source material which facilitates the pre-seeding of entailments before play actually commences.

Entailments are how CA is concretely expressed.  In Nar players create the possible fallouts.  In Gam effectiveness is rated in the successes/failures.  In Sim you have the players’ ability to cope with the entailments – those expected and those unexpected.

So who overtly introduces “new” elements or objects into play in Sim?  The GM.  In free bricolage every interaction between Character and Setting (which is Situation) is a potential moment for bricolage.  This is where things get tricky for Sim play.  Every new physical thing has the potential to alter the entailments of existing objects.  Thus there lies an inherent conflict of interest if a player starts introducing new objects into play outside of bricolage (i.e., meta-game processes).  A Sim game can function effectively with player input outside of Bricolage, but the more of that input the less meaningful becomes the evaluation of the player’s creativity and effectiveness at dealing with the entailments.  IOW the more things a player puts directly into play outside of bricolage the more watered down the bricolage process becomes.  Like Force in Nar play such input weakens the expression of the CA.

The GM fills the “sheds” and the players engage in bricolage in Sim.

Hey Elliot,

I was hoping to address you comments in the Complications Instead of Failure thread.  You posed some very interesting questions.  I was hoping to explore them directly, but I have rambled on too long here already.

Forge Reference Links:
Topic 16308

Message 16520#175508

Previous & subsequent topics...
...started by Silmenume
...in which Silmenume participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/25/2005




On 8/25/2005 at 6:53pm, ewilen wrote:
Re: Exploration does not equal Bricolage.

That's cool, Jay. I'll just set it up for you again and you can whack it off the tee.

First, I note that you refer to "the GM" as the person who overtly introduces new objects into play. In the spirit of the other thread and Forge discussion, I think it might be worth asking if "the GM" is a specific person, or if "the GM" instead refers to someone whom the bricoleur stands in relation to.

You also mention that the bricoleur can "propose" new entailments, and my question is, what determines which entailments get accepted?

In a related question, how can you tell the difference between an entailment and a "new object"?

(Right now I'm thinking that a critical observer can't really tell the difference. All he can do is observe that the participants sort things into one category or the other; he might also be able to gain some insight into the process including its political, social, formal, etc. aspects.)

Message 16520#175640

Previous & subsequent topics...
...started by ewilen
...in which ewilen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/25/2005




On 8/26/2005 at 6:35am, cruciel wrote:
RE: Re: Exploration does not equal Bricolage.

Well, heya Jay!

By "not unique from role-playing in general" I actually meant "present in Nar and Gam", which I admit wasn't very clear.  Bricolage appears to me to be just one of the fundamental ways in which people interact with the SIS.  People can modify existing elements or create new ones - both actions occur in any role-playing.  So, I suppose I was saying that bricolage is part of Exploration (if we are talking about Exploration as a process and not a collection of objects).  I wouldn't say it was the whole though, because engineering is also part of the process.

By elements I did mean exploration elements, like situation and character.  Though I didn't have a scope in mind, so that could mean a whole new character or simply an aspect of a character that was previously undefined (like what their sixth birthday party was like).

I was going to start talking about ring species, the non-existence of opportunity costs, induction/deduction, negative definitions of Sim, how meta-game concerns are techniques and not agendas, and all sorts of other wackiness that might have gone somewhere... but I think I should check my understanding of bricolage instead:

This is an actual play example from last session...

The previous few sessions went like so:  The characters went to this planet where a gateway to an under/mirror world sprung up and had to fetch someone from the underside.  There was much darkness and boating.  There was a little quarreling over fruit.  It all ended up all being a strange spin on Christianity - if the underside denizens found out about the normal world then the devil would make with the apocalypse.

At the beginning of the session I had to decide what my character would do.  Try to close the portal?  or let the situation lie? 

The next GM was ready to go, and a couple players would've tried to set me on fire with their brains if I started introducing more conflicts.  I wasn't terribly worried about catching fire, but I was also ready for it to end (even though it was quite a bit of fun).  The story had already climaxed, so play would have been pretty weak if we'd tried to pick it back up.  I had my decision.  I needed to let it lie.  The choice was made for both social and dramatic reasons.

So, I set myself to the difficult task of motivating my character to let it lie.  I decided that she wanted to close the portal, so that there was no risk to the locals, but she would not because it was the only path to a world that wasn't under the thumb of an evil god.  She couldn't bring herself to extinguish hope even if it would ensure safety.  In the processes of justifying this viewpoint I expanded the concept that the god of the sea (the devil) and the underworld where the same entity.  The locals had made similar statements, such as referring to the god of the sea as the sea itself.  My expansion of the concept was that the god of the sea made the world, and that hope could not exist in a realm created and ruled by an evil god.

I used only existing elements of my character.  I had to make up new elements about the world, but they grew directed out of the existing material.  I had meta-game reasons.  It was obviously Nar. 

Bricolage or engineering?  It looks like both to me, though mostly bricolage.

Message 16520#175779

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2005




On 8/26/2005 at 3:57pm, ewilen wrote:
RE: Re: Exploration does not equal Bricolage.

Hi, Jason. Um...

Jason wrote: ring species


What?

About your example, I don't understand--are you saying that your character decided to let it lie after all because she realized that the god of the sea (the devil) had created the underworld, and thus the underworld was not a path to hope?

Personally, I think it sounds like engineering, because one of the things you had to make up was "This is a good justification for why my character acted (believed/was motivated) in that way."

Message 16520#175870

Previous & subsequent topics...
...started by ewilen
...in which ewilen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2005




On 8/26/2005 at 5:38pm, cruciel wrote:
RE: Re: Exploration does not equal Bricolage.

ewilen wrote:
Hi, Jason. Um...

Jason wrote: ring species


What?


That part really wasn't suppose to make any sense...  I was planning to use the concept of species as an analogy for why the concept of opportunity costs doesn't apply across layers in the big model, because the distinction between Exploration, Creative Agenda and Techniques/Ephemera is a useful tool and not a reality of play.   Opportunity costs is the idea, from economics I think, that you only have X amount of resources (brain power in this case) and have to divide them across want you want - so if you explore more you agenda less.  Ring species are a phenomena in evolution that can occur around a "circular" geographic boundary, like a lake or mountain range.  Up at the "top" of the ring you start with a species which spreads out around the boundary in both directions and gets on with diversifying.  You end up with a series of species, in both directions around the ring, that can interbreed with each other, but where the ring finally meets at the "bottom" those species cannot interbreed.  It was meant to be an illustration of how the concept of discrete species is more of a mechanism for human communication than compartments we could say actually exist in nature.  It also reminds me of the Beeg Horseshoe Theory, but that's not really important.

About your example, I don't understand--are you saying that your character decided to let it lie after all because she realized that the god of the sea (the devil) had created the underworld, and thus the underworld was not a path to hope?

Personally, I think it sounds like engineering, because one of the things you had to make up was "This is a good justification for why my character acted (believed/was motivated) in that way."


Yeah, that's what I was trying to get across in my example.

I think it sounds like engineering too, because I intentional created that justification.  However, I only modified existing SIS elements to create that justification.  The intent, the need to justify, was only in my head.  What happened between the people, in play, looks like bricolage to me.

Message 16520#175911

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2005




On 8/26/2005 at 7:26pm, ewilen wrote:
RE: Re: Exploration does not equal Bricolage.

Ring species...okay, thanks.

If I understand correctly, you're saying that the people, in play, couldn't tell if you were engineering or bricoling. You took stuff in the SIS and used it, unaltered, to create something new in the SIS: your character's actions and, possibly, publicly stated conclusions and intentions.

But since you were after all engineering in your head, I have two ways of looking at things within Jay's paradigm.

1) You were GMing/engineering, and in fact your GMing style was a form of intuitive continuity ("no myth") without the knowledge of the other players.

2) You were bricoling, but only if we take bricolage as applying specifically to objects within the SIS.

Message 16520#175969

Previous & subsequent topics...
...started by ewilen
...in which ewilen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2005




On 8/26/2005 at 8:01pm, cruciel wrote:
RE: Re: Exploration does not equal Bricolage.

ewilen wrote:
Ring species...okay, thanks.

If I understand correctly, you're saying that the people, in play, couldn't tell if you were engineering or bricoling. You took stuff in the SIS and used it, unaltered, to create something new in the SIS: your character's actions and, possibly, publicly stated conclusions and intentions.

But since you were after all engineering in your head, I have two ways of looking at things within Jay's paradigm.

1) You were GMing/engineering, and in fact your GMing style was a form of intuitive continuity ("no myth") without the knowledge of the other players.

2) You were bricoling, but only if we take bricolage as applying specifically to objects within the SIS.


Yeah, it looks like we are on the same page.  I was not the GM at the time, but I was employing some director stance, which is the same as far as I'm concerned.

I guess where my understanding of bricolage is lacking then is that I don't really see the disinction between 1 & 2, because don't we kind of have to assume bricolage is refering only to moments in which the SIS is interacted with, just by definition?  The value judgements of a character action and other intent business that happens inside the head of all players is not necessarily going to be visible, but they can constitute a creative agenda.  So, I'm seeing bricolage more as a Technique/Ephemera, like its dirty little cousins Stance... all assuming I even understand what is meant by bricolage.

Message 16520#175992

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2005




On 8/27/2005 at 12:06am, cruciel wrote:
RE: Re: Exploration does not equal Bricolage.

Jason wrote:
like its dirty little cousins Stance...


Actor Stance

Message 16520#176051

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/27/2005




On 8/27/2005 at 6:16pm, ewilen wrote:
RE: Re: Exploration does not equal Bricolage.

Jason,

If you haven't read Victor's threads on Dethroning the SIS and Shared Imagined Space, Shared Text (particularly the latter) I think they might be worth a look. I'm sure there are other threads including some started by Chris Lehrich, as well some articles by John Kim ("Story and Narrative Paradigm in RPG's" and others). The reason I raise these is that there is a tendency in some Forge discourse to treat the "stuff" outside the SIS in a sort of undifferentiated manner. These threads and articles address the "stuff" and break down its structure and dynamics, shining light on categories such as private imaginings and judgments as well as public utterances which aren't "officially" part of the "game world". There may be contexts in which these distinctions are irrelevent or could even be considered illusory, but in other contexts, such as when we're focusing on the interaction between individual aesthetics/psychologies, they're highly relevant.

In plain terms, I'm not sure I completely understand what Jay, or Chris, or Claude Levi-Strauss mean by bricolage...but I think I can tell the difference between analyzing my character and engineering him or her. Even if that is an illusion, it's a "real illusion", and we should be able to turn our inquiry toward questions such as how such an illusion comes about, and what can be done to foster the illusion (if it's aesthetically desirable).

--Elliot

Forge Reference Links:
Topic 14893

Message 16520#176160

Previous & subsequent topics...
...started by ewilen
...in which ewilen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/27/2005




On 8/28/2005 at 8:59am, Silmenume wrote:
RE: Re: Exploration does not equal Bricolage.

Ok.  Elliot’s first up cuz he responded first!

ewilen wrote: First, I note that you refer to "the GM" as the person who overtly introduces new objects into play. In the spirit of the other thread and Forge discussion, I think it might be worth asking if "the GM" is a specific person, or if "the GM" instead refers to someone whom the bricoleur stands in relation to.


For a number of reasons, which I will try to enumerate, I believe that Sim is best served by having a single player with the vested authority of GM responsibilities.  As mythic Bricolage is the dialectic between “culture” (as embodied in the PC) and “nature” (embodied in Setting and resolution mechanics) having the same player input on both sides of the conflict actually deflates the tension.  To borrow from Valamir –

Valamir wrote: What does it take to realize the potential Conflict in a situation?

1) At least one player must be interested in the situation and committed to seeing the situation change.  The engine for that change in most role-playing games is the player’s character.

2) The situation must involve adversity.  The change that the player desires to see occur cannot happen without effort or sacrifice. Typically it is the player’s character that experiences the effort or sacrifice.

3) For a Conflict to be relevant there must be consequences that alter the SiS for both success and failure.  Whatever the outcome, once a Character gets involved, the SiS will be changed.  There must be something at stake.

It is possible to have a situation resolve in a manner that changes the SiS but is not a Conflict because there is no adversity.  For instance, take any background event involving solely NPCs run by the GM, or any situation which is proposed and resolved by the same player.  If the same player is representing both the adversity and the force for change then there can be no conflict because both sides are ultimately in agreement (being run by the same person).  There may be the illusion of conflict.  The single player may pretend to be opposed to himself, but ultimately there is no real adversity.


If there were “floating GM’s” there exists the possibility of a potential conflict of interest.  A player could accidentally or purposefully (it really doesn’t matter) both set up a conflict (via the introduction of certain Setting elements) and then wind up having his Character face said conflict.

ewilen wrote: In a related question, how can you tell the difference between an entailment and a "new object"?


I have taken the liberty to answer your 3rd question before your 2nd.  I hope you don’t mind.  Basically, an “entailment” is a quality…

clehrich wrote: We’ve said that particular things have entailments constituted by their intrinsic properties and their prior uses in bricolage


An “object” is anything physical.  In ForgeSpeak[sup]TM[/sup] any physical object that is not one’s Character is Setting.

clehrich wrote: And to be clear, a myth or a ritual []is the machine.  It is the result of such a process.  The concrete objects are things in nature, like flowers and animals and such.

Underlining added by me.


The above obviously refers to myth, but in role-play “things” are any physical objects in the SIS.  However in Sim we are not creating a myth, but are engaging in mythic style thinking.

Now…

clehrich wrote: You also mention that the bricoleur can "propose" new entailments, and my question is, what determines which entailments get accepted?


…this is a very good question.  The empty answer would be to say, “the players.”  As a starting point I borrow from Chris again –

clehrich wrote: We ask, “Is the structure of this thing analogous to the structure of (part of) my CA?”  And “Is the structure of this thing analogous to the structure of (part of) my Social Contract?”  We can answer this question immediately, because the way we got that thing into the game in the first place was by understanding it as a structure, as range of possibilities rather than an iron, so we’ve already done the structural work.  We just say, “structure A, structure B: are they close?”  Sort of like saying, “this is blue, that’s blue, they’re both blue.”  For the same reason as we can see that both are blue, or both are trees, or both are mechanics, we can also see that this mechanic will not violate CA without ever posing the question directly.


Thus I could say that when the structures are similar enough (that is the new entailment {which is a structure} is judged to be a sufficiently similar structure) the new entailment is accepted (given credibility) and applied by the GM.  One of the consequences of this arrangement is that to the player “proposing” the new entailment it seems like he is discovering something new about the world.  The irony is that it is the proposing player who is actually “creating” something new in the world – all the GM (and by extension of the Lumpley Principle all the players) is doing is validating the new entailment.  Are the players entirely passive in this process if the GM is “making all the decisions?”  No.  In the game I play in, if a player proposes a particularly interesting or creative entailment then players at the table will indicate their approval by high fives, hooting, pumping fists in the air, etc.

Have I addressed your questions adequately?  Let me know!

Jason!  I will respond to you soon.

P.S.  I would like to quickly note that, like the Big Model, I am not discussing what goes on inside a Player’s head, but rather what is actualized via Exploration at the table.  For the purposes of this discussion, what goes on inside a player’s head is largely irrelevant.  I am talking about what is shared at the table and the form of that sharing.  IOW what are we as players actually doing at the table when we are engaged in those moments that we refer to as those moments of role-play (i.e, CA is being expressed via our input about our decisions that are meant for the "fact space" of the SIS).

Message 16520#176227

Previous & subsequent topics...
...started by Silmenume
...in which Silmenume participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/28/2005




On 8/28/2005 at 7:45pm, ewilen wrote:
RE: Re: Exploration does not equal Bricolage.

Hey, Jay, I'm going to have to think about your answers later but for now I just want to clarify that one of the above quotes is me, not Chris. ("What determines which entailments get accepted?") Just so that nobody gets confused...

Regards,

Elliot

Message 16520#176266

Previous & subsequent topics...
...started by ewilen
...in which ewilen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/28/2005




On 8/28/2005 at 11:19pm, cruciel wrote:
RE: Re: Exploration does not equal Bricolage.

ewilen wrote:
Jason,

If you haven't read Victor's threads on Dethroning the SIS and Shared Imagined Space, Shared Text (particularly the latter) I think they might be worth a look. I'm sure there are other threads including some started by Chris Lehrich, as well some articles by John Kim ("Story and Narrative Paradigm in RPG's" and others). The reason I raise these is that there is a tendency in some Forge discourse to treat the "stuff" outside the SIS in a sort of undifferentiated manner. These threads and articles address the "stuff" and break down its structure and dynamics, shining light on categories such as private imaginings and judgments as well as public utterances which aren't "officially" part of the "game world". There may be contexts in which these distinctions are irrelevant or could even be considered illusory, but in other contexts, such as when we're focusing on the interaction between individual aesthetics/psychologies, they're highly relevant.

In plain terms, I'm not sure I completely understand what Jay, or Chris, or Claude Levi-Strauss mean by bricolage...but I think I can tell the difference between analyzing my character and engineering him or her. Even if that is an illusion, it's a "real illusion", and we should be able to turn our inquiry toward questions such as how such an illusion comes about, and what can be done to foster the illusion (if it's aesthetically desirable).


I had not read Victor's thread, so thanks for pointing it out.  I went ahead and read it, then I reread John's essay, then I mowed my lawn.  I hate mowing my lawn.  I should probably reread everything Chris ever wrote.  There is a lot of insight in those posts, but it's hard to remember all the details.  That'll probably have to wait until I have a few free months.

I don't intend to discard player actions and thoughts that can be classified as outside the SIS, but I don't think they are applicable to bricolage.  I'm actually rather preoccupied with how to create similarity among the perceived events that exist in each individual player's heads - enough similarity that when those players "touch" the SIS they do so at the same point.  The bricolage/engineering dichotomy seems to be specifically concerned with how elements in the SIS and molded are moved about, so I think that intent is simply outside its scope.

I was going to start an actual play thread sort of related to this about cliche and genre, but I think I'll wait and give Jay the opportunity to respond first.  I guess I should give him a head start.  My thinking is:  cliche is to genre, as entailment is to myth.  In other words:  genre is akin to myth, and the use of genre is bricolage.  So a very common example of bricolage in role-playing is the use of genre.

Forge Reference Links:
Topic 14893

Message 16520#176295

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/28/2005




On 9/3/2005 at 8:27am, Silmenume wrote:
RE: Re: Exploration does not equal Bricolage.

Sorry about the mix-up Elliot… and thanks for the clarification!  All that cutting and pasting is bound to gum up at some point or another.

Hey Jason,

Jason wrote: I'm actually rather preoccupied with how to create similarity among the perceived events that exist in each individual player's heads - enough similarity that when those players "touch" the SIS they do so at the same point.  The bricolage/engineering dichotomy seems to be specifically concerned with how elements in the SIS and molded are moved about, so I think that intent is simply outside its scope.


You are half right.  The thing is that the bricolage/engineering-analogy does reach into thinking processes.  At one level both “processes” are methodologies of knowing.  The basic difference between the two, as I understand it, is that the bricoleur (such as the myth maker) can only play with memes using tools are already available to him and deals with the “odd fittings” as an intrinsic part of the process while the “engineer,” if he has an idea that is not readily represented by what tools already exist, will create a new tool specifically designed to address that need and only that need.  In a round about way one can say that the engineer is actually paring down any entailments before the tool is used while the bricoleur tries to find ways, using already existing tools, to make the entailments manageable while doing so in an aesthetically pleasing way.  In Sim terms the aesthetically pleasing part is the wow factor while the already existing tools include the entirety of Character history and Setting history (with Mechanics sitting in there in an oddly uncomfortable sort of way).  The intent of both means (bricolage and engineering) are the same, but how they go about creating “knowing” are very different.

Jason wrote: My thinking is:  cliche is to genre, as entailment is to myth.  In other words:  genre is akin to myth, and the use of genre is bricolage.  So a very common example of bricolage in role-playing is the use of genre.


I’ve spent some time thinking this over and I’m not getting it.  I think part of it stems from not being sure what is meant by “genre” and “cliché.”  For example, bricolage is a process while genre is a quality or thing depending on the definition.  One could possibly say that Genre is very loosely analogous to Setting (specifically culture) and like culture does provide a background of meanings that seed the mythic bricolage process.  However, culture (or in the case of Sim – the Dream) is a product of the mythic bricolage style process as people try and make sense of the physical world and their relationship and/or place in it.

I’m not sure I’m helping – I’m no expert myself, but that is my understanding.

Message 16520#177274

Previous & subsequent topics...
...started by Silmenume
...in which Silmenume participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/3/2005




On 9/5/2005 at 8:57pm, cruciel wrote:
RE: Re: Exploration does not equal Bricolage.

Silmenume wrote: You are half right.  The thing is that the bricolage/engineering-analogy does reach into thinking processes.  At one level both “processes” are methodologies of knowing.  The basic difference between the two, as I understand it, is that the bricoleur (such as the myth maker) can only play with memes using tools are already available to him and deals with the “odd fittings” as an intrinsic part of the process while the “engineer,” if he has an idea that is not readily represented by what tools already exist, will create a new tool specifically designed to address that need and only that need.  In a round about way one can say that the engineer is actually paring down any entailments before the tool is used while the bricoleur tries to find ways, using already existing tools, to make the entailments manageable while doing so in an aesthetically pleasing way.  In Sim terms the aesthetically pleasing part is the wow factor while the already existing tools include the entirety of Character history and Setting history (with Mechanics sitting in there in an oddly uncomfortable sort of way).  The intent of both means (bricolage and engineering) are the same, but how they go about creating “knowing” are very different.


I don't disagree that differences in thinking are involved in bricolage/engineering, just that the behavior, the process, is really what bricolage refers to.

I’ve spent some time thinking this over and I’m not getting it.  I think part of it stems from not being sure what is meant by “genre” and “cliché.”  For example, bricolage is a process while genre is a quality or thing depending on the definition.  One could possibly say that Genre is very loosely analogous to Setting (specifically culture) and like culture does provide a background of meanings that seed the mythic bricolage process.  However, culture (or in the case of Sim – the Dream) is a product of the mythic bricolage style process as people try and make sense of the physical world and their relationship and/or place in it.


I've went ahead and made my cliche/genre post:  Cliche, Genre, Theme, Myth.  Maybe that'll explain where I'll coming from.   To simplify, I'm saying that genre is myth.  Bricolage creates them both, and their use and growth is also bricolage.

Sim has been problematic since its conception.  To date, only M.J.'s discovery/learning definition seems logically valid to me.  I just still can't figure out whether or not it actually exists.  Fortunately, the current state of the Big Model allows us to talk about Creative Agenda in the abstract - I can believe in 2 agendas and Harvey can believe in 24 and we can still communicate.

When I say bricolage seems like a Technique, I say so with a certain amount of discomfort.  That seems like the correct classification within the Big Model, but I don't feel the concept fits well into the model.  Much of the stuff Chris went into doesn't map to the Big Model well.  It's not suppose to.  I don't think bricolage will provide an identify for Sim.  From what I can see, it doesn't meet the criteria for a Creative Agenda nor is it a process unique from Nar or Gam.  It is, admittedly, difficult to discuss anything around here without it being mapped to the Big Model somehow - whether or not it actually fits.

The concept of meta-game free play is just fine, but within the Big Model that classifies as a Technique and not a Creative Agenda.  I also don't think meta-game free and bricolage are all that related.  There is always a purpose, a need, of some kind (an agenda if you will).  Concessions can be built from existing material, just like my hope example.

Forge Reference Links:
Topic 16705

Message 16520#177450

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/5/2005




On 9/7/2005 at 10:15am, Silmenume wrote:
RE: Re: Exploration does not equal Bricolage.

So, Mister Lee, we meet again!

Jason wrote: I don't disagree that differences in thinking are involved in bricolage/engineering, just that the behavior, the process, is really what bricolage refers to.


Well, yes and no.  Because the “process (or behavior)” of bricolage does exhibit a distinct behavior from that of an engineering based process to achieve similar goals (a working solution to a problem) it follows, ipso facto, that bricolage uses a different methodology of thinking as well.  However, I must take some blame for not being entirely clear (of perhaps just plain lazy) for not using the full term, “mythic bricolage” or “mythic style bricolage;” which does carry some very important additional connotations.

Jason wrote: When I say bricolage seems like a Technique, I say so with a certain amount of discomfort.  That seems like the correct classification within the Big Model, but I don't feel the concept fits well into the model.  Much of the stuff Chris went into doesn't map to the Big Model well.  It's not suppose to.


I’m not sure I should speak on Chris’ behalf, but if you look at his Bricolage APPLIED thread he very explicitly marries bricolage with many concepts of the Big Model.  However, I too believe that bricolage does not fit well with the Model – as it stands.  My prelimiary thoughts right now are something along the lines of –

[Social Contract [Exploration [Creative Agenda --> [Techniques [Ephemera-->[Bricolage]]]]]].

I believe this last (proposed) layer has never been really noticed because given that both Narrativism and Gamism function so effectively at the concept level (engineering paradigm) that there was never really a pressing need to spend much time here.  I mean, what would such thinking avail given how effectively the Big Model does function?  The Big Model is process oriented which is one of its greatest values.  It very successfully and elegantly describes and accounts for many, many behaviors – especially the difficult to comprehend but rather straightforward idea of Creative Agenda and how to diagnose it as well as design for it.

Except it does not effectively account for Sim.  It does not describe an observable, describable and unifying process of play for Sim play.  We know for example that Nar play is ultimately centered around or harnessed to the Address of Premise.  How incredibly liberating!  Because we have this anchoring concept we can go hog wild with creating all sorts of new mechanics systems because there is this important and relatively easily understood anchor.  It gives the designer either a starting point or an ending point or merely a reference point, but it does anchor the process.  Callan has been doing some interesting theorizing opening up the understanding of Gam via his theorizing about Challenge.  I believe this too will lead to some exciting new Gamist facilitating game designs.  This is all possible because we have a decent and growing understanding of what sits at the core of both those Creative Agendas.  Its all pretty straight forward because both the Big Model and the expression of the G/N CA’s are “concept” oriented.  IOW they “speak” the same language.  The problem is that Sim is not “concept” oriented but “structure” oriented and thus is not well served by the Big Model – it just doesn’t have the tools yet to describe Sim effectively.  Sim is a big question mark precisely because the Big Model is concept oriented, which also explains why the “last layer” has never really been resolved to any great resolution.  We call it the SIS but the tools provided by all the previous layers of the Big Model are inadequate to the task of describing what’s going on in there.  With G/N it wasn’t really necessary to delve into this layer as they functioned very effectively on the concept level anyway.  If it ain’t broke – don’t fix it!

Yet it is broke – for Sim.  This is most certainly NOT the result of some inborn prejudice on any level, rather I think it is because Sim is such a cultural anomaly.  Let’s look at the Venn diagrams with the action of the CA’s substituted for the placeholder “Creative Agenda.” –

• [Social Contract [Exploration [Addressing Premise --> [Techniques [Ephemera-->[Bricolage]]]]]].• [Social Contract [Exploration [Addressing Challenge --> [Techniques [Ephemera-->[Bricolage]]]]]].• [Social Contract [Exploration [Mythic Bricolage --> [Techniques [Ephemera-->[Bricolage]]]]]].

Jason wrote: I don't think bricolage will provide an identify for Sim.  From what I can see, it doesn't meet the criteria for a Creative Agenda nor is it a process unique from Nar or Gam.


Actually mythic bricolage intrinsically encompasses both an aesthetic as well as a process – which does qualify it as Creative Agenda.  The hard part to understand is that the aesthetic is based upon the source Setting material.  Setting – not just objects but as the various “structures” implicit – both physical and most especially social.  I don’t think that the short post here will sufficiently explain what I am trying to communicate and I hope to be able to post something that is more coherent and in depth in the future covering all of this as a constructive whole.

Jason wrote: The concept of meta-game free play is just fine, but within the Big Model that classifies as a Technique and not a Creative Agenda.  I also don't think meta-game free and bricolage are all that related.  There is always a purpose, a need, of some kind (an agenda if you will).


I do not believe that Sim is entirely meta-game free, rather I think thepriority of mythic bricolage discourages or at least attempts to deny the existence of “meta-game” activities.  However, I do believe much of what could called, “meta-game” does occur – at a time other than the game itself.  There is nothing in mythic bricolage that says that it is without a purpose – actually mythic bricolage is brought to bear because there is a “need” – it most certainly does have an agenda!  I think the difficulty people have wrapping one’s mind around the idea of mythic bricolage is that it is structurally based, not concept (engineering paradigm) based.  That is only a preliminary conjecture on my part, but I think there is merit to it.

Jason wrote: Concessions can be built from existing material, just like my hope example.


I am sure they can be, but that wasn’t my point.  My point was that the players, as opposed to the GM, are NOT the ones building the concessions/entailments in Sim.  Building concessions is an engineering process.  That is the players would be creating their own fallout.  The methodology of bricolage is such that the players must deal with the fallout as it is exists.  They must make their choices with the costs (as it were) as they are.  This is analogous to the bricoleur scavenging for his parts and having to make do with what he has on hand as opposed to milling and machining a part to meet his specific need; which is an engineering process.  So, yes, concessions could be built from existing material – but the critical point is that the players are not the ones building the concessions.  This is definitional of bricolage.

I hope this makes my position a bit clearer.  Let me know!

Forge Reference Links:
Topic 14371

Message 16520#177665

Previous & subsequent topics...
...started by Silmenume
...in which Silmenume participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/7/2005




On 9/8/2005 at 12:13am, cruciel wrote:
RE: Re: Exploration does not equal Bricolage.

Silmenume wrote:
So, Mister Lee, we meet again!


Well howdy!

Hmmm.  We seem to have reached the point of talking in circles and splitting hairs.  I'm not sure if we can get any farther, so we might just have to agree to disagree.  Let's see...

Well, yes and no.  Because the “process (or behavior)” of bricolage does exhibit a distinct behavior from that of an engineering based process to achieve similar goals (a working solution to a problem) it follows, ipso facto, that bricolage uses a different methodology of thinking as well.  However, I must take some blame for not being entirely clear (of perhaps just plain lazy) for not using the full term, “mythic bricolage” or “mythic style bricolage;” which does carry some very important additional connotations.


My hope example was intended to illustrate that you can have the same result, the same bricolage behavior, from an engineering or bricolage mindset.  I am not saying that there is no difference in the intent/mindself/thinking methodology/etc.  I am saying that the concept of bricolage refers to a process, not the thought behind that process.  If bricolage is meant to refer to both unified then the distinction between bricolage and engineering falls apart.  Unifying intent and action into one concept requires intent A to only yield action A and intent B to only yield action B.  Once A can yield B and B can yield A you can no longer say that the intent and action are unified, so the unified definition becomes meaningless.

I’m not sure I should speak on Chris’ behalf, but if you look at his Bricolage APPLIED thread he very explicitly marries bricolage with many concepts of the Big Model.  However, I too believe that bricolage does not fit well with the Model – as it stands.  My preliminary thoughts right now are something along the lines of –

[snip]

I am sure they can be, but that wasn’t my point.  My point was that the players, as opposed to the GM, are NOT the ones building the concessions/entailments in Sim.  Building concessions is an engineering process.  That is the players would be creating their own fallout.  The methodology of bricolage is such that the players must deal with the fallout as it is exists.  They must make their choices with the costs (as it were) as they are.  This is analogous to the bricoleur scavenging for his parts and having to make do with what he has on hand as opposed to milling and machining a part to meet his specific need; which is an engineering process.  So, yes, concessions could be built from existing material – but the critical point is that the players are not the ones building the concessions.  This is definitional of bricolage.


Sim cannot be misplaced within the model.  There can be no such thing as Sim play that exists outside the context of the Big Model.  Anything that is not well served by the model cannot be Sim.  It is simply definitional of Sim that it is a Creative Agenda within the Big Model.

Hopefully the words structure and concept won't get slippery on me.  I would prefer to say procedure and goal, but maybe this will be more effective...

If you are talking about a play style that is a structure you are talking about Techniques/Ephemera, because that it where structures fall within the model.  It cannot be a Creative Agenda unless it is a concept, thus a structural definition of Sim cannot be Sim because it cannot be a Creative Agenda.  Stuff like meta-game preferences and narration distribution (who gets to make concessions in this case) are all specific procedures.  Specific procedures, simply by definition of the layer, are Techniques/Ephemera.

Sim must be defined using the existing structure of the model.  That's not a bad thing about the model - it's just the nature of models.  For something to be a Creative Agenda it has to be definable without the procedures that might associate it.  (Which is what folks around here mean when they say "Don't conflate Technique with Creative Agenda.")

I think I'm pretty dead on as far as my understanding of the Big Model, but I welcome any corrections provided they aren't of the hair-splitting variety like the distinction between "goal", "priority" and "intent".

Maybe this will make what I'm seeing about bricolage clear, maybe not.  Thoughts?  Do we need to let this die?

(PS:  One of the main reasons why Sim has failed for me, and I don't bring this up normally, is that the model is designed to facilitate communication and Sim only accomplishes the opposite by causing threads to decay into talk about it instead of what the topic was to begin with.  Everything about the model, except Sim, seems like a brilliant success.  Bad apples and all that.  That doesn't apply to this thread, seeing as it is actually about Sim, but I felt like ranting.)

Forge Reference Links:
Topic 14371

Message 16520#177797

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/8/2005




On 9/8/2005 at 6:36am, cruciel wrote:
RE: Re: Exploration does not equal Bricolage.

Hey,

I realized I should note that I know there were a lot of other topics addressed in this thread.  I'm not trying to blow them off.  I'm just trying to narrow down to where I see the difference of opinion - the Big Model versus bricolage as it relates to priority versus process.  I think we might be cluttering ourselves up a bit and adding to the confusion. 

Also, it's probably not worth worrying about "mythic style bricolage" versus "bricolage".  I'm just assuming we are talking about "RPG style bricolage", so any use of the word "bricolage" reads pretty much the same to me.  I'm rather "big picture" in perceptions.  For example, I can see the conceptual distiction between Premise (Forge definition) and theme, but I don't think it's an important distinction; theme doesn't happen without Premise, and even more confounding is that Premise is often back-filled after the theme has already been revealed.  If you feel there is a concrete tangible distinction between the three then set me straight, otherwise it's all "RPG style bricolage" to me.

Message 16520#177837

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/8/2005




On 9/16/2005 at 9:11am, Silmenume wrote:
RE: Re: Exploration does not equal Bricolage.

Hey Jason,

Sorry about the slow reply, but I’ve been doing more ruminatin’ than postin’ lately.

Jason wrote: Hmmm.  We seem to have reached the point of talking in circles and splitting hairs.  I'm not sure if we can get any farther, so we might just have to agree to disagree.  Let's see...


I don’t feel that we are going in circles or disagree with each other as much as we are talking past each other.  Let’s give this one more go around and if we don’t get anywhere, then I’m with you about giving this one a rest!

Jason wrote: My hope example was intended to illustrate that you can have the same result, the same bricolage behavior, from an engineering or bricolage mindset.  I am not saying that there is no difference in the intent/mindself/thinking methodology/etc.  I am saying that the concept of bricolage refers to a process, not the thought behind that process.  If bricolage is meant to refer to both unified then the distinction between bricolage and engineering falls apart.  Unifying intent and action into one concept requires intent A to only yield action A and intent B to only yield action B.  Once A can yield B and B can yield A you can no longer say that the intent and action are unified, so the unified definition becomes meaningless.


I went back over your ‘Hope’ example a number of times to try and make sure I read it properly.  I really do *cringe* as I type this because the following does look suspiciously like splitting hairs, but if you will extend me a moment or two I hope to demonstrate otherwise.  The description you had posted of your thought process is outside the Big Model.  The problem, I now see a little better, is that I am focused on the external act which defines Exploration – the specific act of sharing the imaginings – as opposed to the internal processes.  I can’t diagnose your process as Sim or Nar because we don’t have enough information about what happened at the table and how you expressed your CA driven imaginings.  What was the Premise issue that was driving your play?  Not to be a knucklehead, but your conclusion of Nar cannot be supported – at least with what has been posted.

Why am I harping on this in a seemingly pointless pedantic manner?  Because, the example which you used to demonstrate the similarity of the engineering process and the bricolage process is faulty - leading to an erroneous conclusion.  (I’m really not trying to be a jerk here!)  I just want to show where we aren’t in agreement – and hopefully why.

To try and show how the thought processes of engineering and bricolage are different I’ll borrow from Chris -
clehrich wrote: Bricolage APPLIED (finally!)… Suppose we step back from the actual machine for a minute and look at it like the engineer.  Yes, that thing there is an iron, but from the perspective of the machine in which it is placed it is really a meaning: it means “local heat, heavy, etc.”  We may only be using “local heat,” but it’s still heavy.  But from this perspective it isn’t “iron.”  So the structure of “iron” put this way is (Local Heat)&(Heavy).  If we look at a whole big elaborate machine, we’ll see a long column of such meanings intersecting.  We’ll also see some apparently contradictory meanings: because we wanted the heating thing to be light, we have both Iron (Local Heat)&(Heavy) and Helium Balloon (Really Big)&(Delicate)&(negative-Heavy).  In this machine, Heavy and negative-Heavy cancel out, so we get a light total.  You see?

The thing is, any structure like this is a horrible mess if it takes into account every single potential meaning, because every thing we use has a huge raft of potential meanings, i.e. is structured densely.  This isn’t true with engineering, because you design things to have one meaning and little else, but in bricolage you’re stuck with the vast entailments of actual things as they really are.


This was from a PM -

c wrote: A lot myths, says Lévi-Strauss, seem to begin with “What if?” when seen from this perspective. They don’t necessarily need to explain anything, though that might be a good place to start. Instead, they say, “Okay, we’ve got all this stuff hanging around and all these myths and everything spinning in the air. So what if we introduce a new situation and see what happens?” And then they kind of walk through how the machine functions, and notice that some gear over here is out of alignment when that situation comes up, and that means they have to tinker with that gear to get it to work: the Bear can’t have sex with the Eagle any more. But now that that’s happened, we immediately want to jump into other stories about Eagles and Bears, because we know for sure that a lot of tinkering is going to be necessary, and that’s fun.



The essential point about myth is that it isn’t exactly about anything; it is made of things, and it manipulates things, but it doesn’t really discuss things. It puts different things in all kinds of odd and unlikely complicated relations and plays with the whole mess to get more things in. And it borrows, constantly, from every other sphere of life and every other myth, to develop really interesting and sophisticated solutions to what amount to aesthetic problems.


What I was able to conclude about the engineering process and the bricolage process of thinking is something like –

• The bricoleur – “I have all this stuff, can I make it all work together?
• The engineer – “I have a problem, how can I best fix it?

So as you can see, the engineer and the bricoleur have very different thought processes.
In G/N we create very specific types of problems which have subsequently been codified into the Big Model as Challenge and Premise respectively.  This conceptualization of the types of problems makes it relatively easy to describe what these Creative Agendas are about and what the players are “doing.”  They are either attending to the problems created/faced in the Challenge or the problems created/faced in the Premise.  Very cool and fairly easy and reasonably straight forward.  However, Sim like the bricoleur does not necessarily set out to attend to a (particular type of) problem, but rather tries to make something (Chris uses the analogy of a machine) that functions at whatever it does effectively from whatever parts are at hand.  In Sim this machine is very similar to myth.  Whereas G/N are structured around dealing with types of (and the generation of the specific) problems that are interesting to the players and can be identified by that action, Sim on the other hand “isn’t exactly about anything; it is made of things, and it manipulates things, but it doesn’t really discuss things… And it borrows, constantly, from every other sphere of life and every other myth (in the case of Sim role-play the source material fills this role), to develop really interesting and sophisticated solutions to what amount to aesthetic problems.”  How do we formalize “aesthetic problems?”  At any rate that particular issue is outside of the purview of this thread.

Jason wrote: Sim cannot be misplaced within the model.  There can be no such thing as Sim play that exists outside the context of the Big Model… It is simply definitional of Sim that it is a Creative Agenda within the Big Model.


I agree with you completely.  I did not mean to imply that Sim was misplaced within the Model.  I meant that the model, as it is currently constructed, does not and cannot effectively describe Sim play.  It does not resolve deep enough into the “play process” to really touch and describe Sim.  The model is concept/engineering oriented; Sim is aesthetic/bricolage oriented.  I should note that I am NOT saying that G/N play does not have its own aesthetic value, but rather the driving force in Sim is neither concept driven nor concept centered.  The very part which you clipped out of your quote of me does not dispute the place of Sim in the Model, but rather finally accounts for and establishes a means to discuss Sim within the Model.

Jason wrote: Anything that is not well served by the model cannot be Sim.  …   Sim must be defined using the existing structure of the model.  That's not a bad thing about the model - it's just the nature of models.


This is a tautology which assumes that Model is whole and complete.  I hope that the above addressed that notion.

Jason wrote: It cannot be a Creative Agenda unless it is a concept, thus a structural definition of Sim cannot be Sim because it cannot be a Creative Agenda.


That is not strictly true.  There is nothing foundational or within the Model itself that mandates that a CA must be conceptual in nature.  In fact Ron uses the term aesthetic when describing CA.  It is interesting that you do bring this up; it is that very idea that I am laying the foundation for fighting against when I initiated this thread.  There is yet one more layer to the Model, which once included, allows for a slightly amended understanding of Creative Agenda which then fully accounts for Sim and its process.

Jason wrote: For something to be a Creative Agenda it has to be definable without the procedures that might associate it.  (Which is what folks around here mean when they say "Don't conflate Technique with Creative Agenda.")


I agree but I think there is some miscommunication going on here.  The Nar CA can be defined as the process of Addressing Premise.  The Gam CA can be defined as the process of Addressing Challenge.  We haven’t assigned any procedure to that process other than to say there are procedures/techniques.  Right now, if push came to shove, I would provisionally throw out that the Sim CA can be defined as the process of bricolage – the making of things, in this case since these things are words we are making myth, from that which already exists, guided by the aesthetics inherent to the source material (book/movie -> words) and those brought and socially reinforced by the players.

Bricolage is not a Technique – it is that process which is shaped by the Techniques.

Jason wrote: PS:  One of the main reasons why Sim has failed for me, and I don't bring this up normally, is that the model is designed to facilitate communication and Sim only accomplishes the opposite by causing threads to decay into talk about it instead of what the topic was to begin with.  Everything about the model, except Sim, seems like a brilliant success.


I empathize with your ranting!  Regarding the Model, I think you are correct – I too think that the Model is a brilliant success; excepting Sim.

I hope that I have provided at least some clarification without falling back on hairsplitting the distinction between "goal", "priority" and "intent!”  If you feel that you did not get anything out of this post or that I did not clarify anything effectively, then let us shake hands and amicably agree to disagree as you had wisely proposed.

Message 16520#178881

Previous & subsequent topics...
...started by Silmenume
...in which Silmenume participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/16/2005




On 9/18/2005 at 9:09am, cruciel wrote:
RE: Re: Exploration does not equal Bricolage.

No problem Jay, I haven't been around either on account of exams.  Don't worry, you aren't being a knucklehead or a jerk or anything.  I think we are still talking passed each other.  I am a bit frustrated, so I hope I'm not being rude.  There is one thing I'd like to see if we can talk about - the hope example.  The rest I'm just going to respond in brief to, just because they deserve responses, and we should probably let them go.

*****

Regarding the Big Model...  The words concept and structure did indeed get slippery on me.  That's okay though.  We can call Creative Agendas aesthetics.  Hell, we can call them tuna fish for all I care, because it really doesn't matter.  My point was that for something to be a Creative Agenda it has to be the same kind of thing as the other Creative Agendas.  If it isn't the same kind of thing as Gam or Nar, then it cannot, simply by definition of the Creative Agenda layer, be Sim.

I think here we'll need to agree to disagree.  I think the model is complete.  Which we'll see when Ron makes the Big Model Ask Ron forum.  Even if it wasn't complete, G, N, and S no longer have any impact on the structure of the model - they are just little divisons inside the actual concept - Creative Agenda.

*****

You don't need to convince me there are different thought processes involved in engineering and bricolage.  I've been agreeing with that all along. 

*****

As for the hope example...  Well, it's Nar because I gave a crap about my character's motivations.  That's all you need for a Nar priority.  That's it.  Really.  It just snowballs from there.  It's painfully simple.  All this business about Premise, addressment, moral, ethical, whateverness is just literary criticism junk that gets piled into the definition.  It's all correct junk because of the nature of stories, but it's just analysis stuff that isn't needed for play.  However, whether or not it was Nar doesn't matter.  The Big Model itself doesn't matter for the example. 

The question is:  Was it engineering or bricolage?

Here's what I'm trying to get at (hopefully better explained).  We have two terms (bricolage and engineering) and we've been talking about two layers.  We have intent (thought process) and action (expression process).  Now, to still have two terms one of three things must be true:

1)  Our two terms refer only to action.
2)  Our two terms refer only to intent.
3)  Our two terms refer to both intent and action combined, but the relationships are exclusive.  Meaning, bricolage intent can only yeild bricolage action, and engineering intent can only yield engineering action.

If, as my hope example is intended to illustrate, engineering intent can yield bricolage action, then we must either add a third term or choose from #1 or #2.  I've been choosing #1.

Message 16520#179114

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/18/2005




On 9/22/2005 at 9:00am, Silmenume wrote:
RE: Re: Exploration does not equal Bricolage.

Hey Jason,

Alas…I think we are going to have to agree to disagree.

Under the rubric of “Making Things” we can have both Industrial Factories and Cottage Craftsmanship.  Yes both processes “make things,” but their products and their processes are completely different.  Thus even if both were “making drinking glasses” there is a profound difference between something produced by Corning and another produced by a glass blower.  Or better yet lets use the rubric of “makes glass things.”  A Corning factory turns out drinking glasses while a glass blower might produce glass figurines.  Their means, and products are very different though they both might be motivated by analogous desires.  Just because they both make glass things does not mean they are doing the “same thing” any more than the engineering thought process and the bricolage thought process are producing the same things even though both seek to produce “knowing” (glass things – as it were).  One cannot use industrial processes to produce hand made things.  One cannot use “engineering” thinking to produce “bricolage” effects.  Certainly, I have very recently argued that bricolage can by yoked (subservient) to engineering processes, but that does not mean that the engineering process can produce bricolage effects.  That they are not “doing the same thing” is central as the Big Model is based upon process and not upon product nor upon intent.

To put it in already published game terms the picking and choosing and referencing of Spiritual Attributes is an Engineering process.  The creation of Kickers is an Engineering process.  The use of tokens in Universalis is an Engineering process.  Any meta-game currency employment is an Engineering process.  However, once this is done another process takes place, under the constraints provided by the Engineering process and that is bricolage.  This is the “playing out” of those Engineering inventions.  Bricolage is an iterative circular thought process while Engineering is linear process in that it seeks a  specific goal.  So I will have to agree to disagree with you as I choose #3.

Jason wrote: Well, it's Nar because I gave a crap about my character's motivations.  That's all you need for a Nar priority.


Actually that is not correct, and if I recall correctly, that idea had been discussed and was debunked about a year ago – give or take.  Worrying about Character motivation is not definitional of Nar nor is it limited to Nar; Addressing the Premise question is.  So, in this matter too, I’m afraid I am going to have to agree to disagree.

Jason wrote: My point was that for something to be a Creative Agenda it has to be the same kind of thing as the other Creative Agendas.  If it isn't the same kind of thing as Gam or Nar, then it cannot, simply by definition of the Creative Agenda layer, be Sim.


I agree.  As Creative Agendas are defined by and as the prioritization of processes, then the Sim CA is the same kind of thing as Gam/Nar – for it too prioritizes a process.  Sim is the process called Bricolage as opposed to Gam which is the process of Addressing Challenge and Nar which is the process of Addressing Premise.

I should also note and apologize regarding –

Jason wrote: You don't need to convince me there are different thought processes involved in engineering and bricolage.  I've been agreeing with that all along.


I wasn’t trying to convince you that they were different processes rather I was trying to demonstrate just how different they were.  My bad if I came off otherwise.

All in all I think though we have more clearly elucidated our positions, and I think we do understand each other’s positions, I think we are no closer to agreeing.  Fair enough!  Thank you for your time and input, it has been valuable to me!

Message 16520#179674

Previous & subsequent topics...
...started by Silmenume
...in which Silmenume participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/22/2005




On 9/23/2005 at 5:56am, cruciel wrote:
RE: Re: Exploration does not equal Bricolage.

Fair enough.  Let's call it quits and good day.

Though, could you provide a link or hints to the thread(s) that discuss what you mention in the quote below? I would like to see how Premise was divorced from character motivation in actual play (disproved the Nar ripple effect):

Actually that is not correct, and if I recall correctly, that idea had been discussed and was debunked about a year ago – give or take.  Worrying about Character motivation is not definitional of Nar nor is it limited to Nar; Addressing the Premise question is.  So, in this matter too, I’m afraid I am going to have to agree to disagree.

Message 16520#179794

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/23/2005