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Topic: [Transhuman Space] First attempts at Sim play.
Started by: Simon Marks
Started on: 11/17/2005
Board: Actual Play


On 11/17/2005 at 12:51pm, Simon Marks wrote:
[Transhuman Space] First attempts at Sim play.

So, I started up a game of Transhuman Space the other day, and I wanted to ask about how to make my Sim reffing better.

We have three players at the moment, a fourth is turning up next session. Sessions will be irregular (every other Sunday) and take place in my home.

The system is Gurps - something I dislike running, but I can cope. At least, until combat starts (sigh), fortunately that hasn't happend yet.

Let me introduce you to the players.

Ms T (Shyshen) - My partner, and an avowed Rules-Hater. She doesn't read rule books and dislikes the application of mechanics. She states they get in the way of her 'playing her character'. She is playing an inhuman monstrosity, a Cybershell controlled by a Low Empath AI encased in the Skin of an (ex) living human. The AI is designed as an assassin, but was recently released with the last orders "You are free now". Now Shyshen needs to find out what that means.

Mr S (Tyler) - The expert on Gurps, and on THS itself. He knows the system backwards but never particularly plays on the fact. Playin Captain Tyler, a Farhauler pilot (Space Trucker) as a member of the "Gyps Angels" - extreme libertarians beleiving in freedom above all. He and his crew went to the Ort Cloud (edge of the Solar System), and only he came back - with no memories, and a damaged ship. Only other survivor is Mac, a Sentient AI, who has been totally traumatised.

Mr D (Mr Ocelote) - A player I haven't had before, and rather socially awkard. Playing a rich kid from China who was an 'illegal' genetic modification. When his family fell into disfavour, his family enemies tried to have him killed. He fled into space, changing his name and losing a fortune.

At the begining of the session, I started with Shyshen and Tyler - as the prologue had them together, limping into a disreputable port in Langrange 5 (a space port between the moon and the earth)

Now, I had come to the conclusion that I wanted to run a Sim supporting game - as my players seem very keen on this style of play. It is worth noting (for example) that the players are on vastly different points (Shyshen is something like 550pts, the rest are 300pts), so I have tried to be careful about playing to their niche's.

In addition, I took up the idea of using a low-prep play (actually, no-prep - but I intend to alter that) by using three guidelines off of which I would 'riff' everything.

1) The Locations are either Star Trek or Battlestar Galactica (new series) - that is, either Hyperclean and perfect or on the edge of collapse.
2) In the end, everything starts and ends with China
3) In space, everything is peaceful and serene. On land, it is always chaotic.

Armed with this, I launched into the first game.

Now, all in all the game worked quite well. I'm reasonably pleased with in.

Tyler and Shyshen went looking for woek. Mr O was looking for a ship. Mr O found them, and then found them work. (Mr O's niche is the diplomatic one). I had to ensure that D (Mr O's player) didn't hog spotlight time by playing out his shopping trip. Although I did play out any situation with Shyshen being in public. Shyshen's niche is standing out in a crowd. Tyler's niche is being moody and having a ship.

In the end they found someone looking for cargo being hauled to Europa (moon of Saturn). This was a patently illegal cargo run, resupplying one of the sides in the war there before the EU can send a delegation. About 2,500 tons of munitions in fact.

And off they went. They were immediately suspicious of the cargo. Mostly because I told them that it felt like there was something wrong. So, they broke open one of the cases and found that it was full of DPU Railgun shells.
Still unsettled they went about wieghing all the other cases to see if they weigh the same. (This will take weeks) - convinced there will be in one of them.

When we left them, they had just picked up the debris on another ship ahead....
Which meant that the earlier ship was on exactly the same course and left only about 5-6 hours earlier.

Good, stand out moments.
Shyshen dealing with plants for the first time.
Tyler explaining to Shyshen why crawling along the ceiling like some freaky-weird black spider was not a good way of travelling through a densly populated space station.
Mr Ocelote leaping into the party by setting himself up as a middleman and my ability to latch on and support what the players planned to do.
The tension built up by some real simple elements relating to the backstory of Tyler - a rock in the airconditioning unit, going over the security tapes and counting down the crew as they just... vanish. Mr Ocelotes abortive attempts at communication about "These weird burn marks all over your ship then?"

Now, currently I am struggling with two things.
1) When asked for feedback, Ms T said that she did not like the way that I had stated that Shyshen felt nervous about the cargo. I don't see how else I could have got across that the character was subconciously picking up that something was wrong - or is it fair to have to try and make Ms T feel uncomfortable about the cargo? That just seems... manipulative.

2) I'm quite pleased how they got this job, Mr D said "I'm going to look for a job that they could do going in this direction", so I came up with some tasty sounding missions and left it to them to decide. With low-prep play I can get away with this sort of thing much easier. But now I am stuck with what to do about the cargo. I wanted to make the players (characters?) be nervous and wary of the cargo. Now they expect to find something nasty in the woodshed.

But, here is the thing - if it turns out to be nothing am I undercutting the power of the situation? Will the players be less likely to react and riff of my emotive statements if I just decide to drop any plans I may have had?
On the other hand, if there is something nasty in there - how can I introduce emotive statements that *don't* flag up "This is going to be a challenge right here guys!"

Comments welcome.

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On 11/18/2005 at 1:32pm, Rob Alexander wrote:
Re: [Transhuman Space] First attempts at Sim play.

Hi,

Since no-one else has responded yet, I'll throw in my limited expertise....

It is worth noting (for example) that the players are on vastly different points (Shyshen is something like 550pts, the rest are 300pts), so I have tried to be careful about playing to their niche's.


You're looking at low-combat sim, right, and Shyshen's extra points are mostly in combat or movement abilities (such as the 'crawling along the ceiling')? If that's true, then I don't think there will be problems here.

Ms T said that she did not like the way that I had stated that Shyshen felt nervous about the cargo


Hmmm...can you expand on why she didn't like that? Was it a general objection to the GM telling her how her character was feeling (i.e. overstepping the boundary of control), or more to the specific suggestion that a "Low Empath AI encased in the Skin of an (ex) living human ... designed as an assassin" might feel nervous about anything?

In the latter case, maybe a less personal "something seems abnormal here" might have been more acceptable to her.

The situation on board the ship, with the rock and the burn marks and the 'inhuman monster' PC is really, really cool. As a player I'd really like to be in that kind of situation.

But that might be something of a warning bell because, as established in other threads on this forum, my preferences seem to be pretty gamist.

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On 11/21/2005 at 4:42am, TonyLB wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Simon wrote:
But, here is the thing - if it turns out to be nothing am I undercutting the power of the situation? Will the players be less likely to react and riff of my emotive statements if I just decide to drop any plans I may have had?
On the other hand, if there is something nasty in there - how can I introduce emotive statements that *don't* flag up "This is going to be a challenge right here guys!"


Wow.  That's some tricky stuff there.  Hrmmm.

Why don't you drop a lot of potential avenues for exploration, and then react to what possibilities they see as immediately interesting?  Like, if they comb the crates for bio-signs, give 'em all sorts of static and cloaking fol-de-rol that they can overcome, and if they overcome it then yep, there were hidden biologicals in those crates.  If they immediately break out quarantine gear then you know that the biologicals are probably viral (or worse).  If they try to talk to it then it's probably sentient (or worse).

If you do this obviously then people immediately realize that they're in charge of the story, and they sometimes start driving it around in quite lunatic circles.  But if you set yourself up with a fall-back plan ("Here's what I'll dump on them if they don't have anything better in mind,") and drift slowly toward that until they drag you onto another course then often they think that they've brilliantly figured out your plan before you could spring it, and headed you off at the pass.

Does that make any sense?  I should probably be referring you to past threads on this, if you find the notion at all gels with your style.

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On 11/21/2005 at 9:09am, Lamorak33 wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Hi

This is a general thing but, if you are playing sim do you have a definite story that you are playing to? Do you have a number of scenes/ things that have to happen/discover/people to meet to move the story along?

If your playing along to peoples backstories and improvising and presenting bangs based on the player characters backgrounds/character sheets you may have unwittingly slipped into narratavism.

Its always been my understanding that the dividing line between sim and narratavism is whether its the Gm driving the story or the characters.

Regards
Rob

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On 11/21/2005 at 9:11am, Lamorak33 wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Hi

I forgot to ask, if you not a fan of GURPS and your wife prefers rules lite, why are you using that system? Could you just apply the background to another system, or are you running or planning to run published modules?

Regards
Rob

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On 11/21/2005 at 1:33pm, Simon Marks wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Hi all, thanks for the replies...

I'll take them in order - and throw two real proper questions in as well.

Rob wrote:
It is worth noting (for example) that the players are on vastly different points (Shyshen is something like 550pts, the rest are 300pts), so I have tried to be careful about playing to their niche's.


You're looking at low-combat sim, right, and Shyshen's extra points are mostly in combat or movement abilities (such as the 'crawling along the ceiling')? If that's true, then I don't think there will be problems here.


Yeah, 'low combat' and if there is any it'll either be (a) because the Players initiate it or (b) require the participation of all players (multiple objectives).

Rob wrote:
Ms T said that she did not like the way that I had stated that Shyshen felt nervous about the cargo


Hmmm...can you expand on why she didn't like that? Was it a general objection to the GM telling her how her character was feeling (i.e. overstepping the boundary of control), or more to the specific suggestion that a "Low Empath AI encased in the Skin of an (ex) living human ... designed as an assassin" might feel nervous about anything?

In the latter case, maybe a less personal "something seems abnormal here" might have been more acceptable to her.


No, simple overstepping the boundary of control.
Seems like I need to ensure that whereas I have no problem with a ref telling me how I feel, she does.
I've talked to her about it, and we've agreed that I'll avoid doing it again in the future.

Rob wrote:
The situation on board the ship, with the rock and the burn marks and the 'inhuman monster' PC is really, really cool. As a player I'd really like to be in that kind of situation.

But that might be something of a warning bell because, as established in other threads on this forum, my preferences seem to be pretty gamist.


I'm glad you like the situation, but any ideas why it rev's your gamist engine?

TonyLB wrote:
Simon wrote:
But, here is the thing - if it turns out to be nothing am I undercutting the power of the situation? Will the players be less likely to react and riff of my emotive statements if I just decide to drop any plans I may have had?
On the other hand, if there is something nasty in there - how can I introduce emotive statements that *don't* flag up "This is going to be a challenge right here guys!"


Wow. That's some tricky stuff there. Hrmmm.

Why don't you drop a lot of potential avenues for exploration, and then react to what possibilities they see as immediately interesting? Like, if they comb the crates for bio-signs, give 'em all sorts of static and cloaking fol-de-rol that they can overcome, and if they overcome it then yep, there were hidden biologicals in those crates. If they immediately break out quarantine gear then you know that the biologicals are probably viral (or worse). If they try to talk to it then it's probably sentient (or worse).

If you do this obviously then people immediately realize that they're in charge of the story, and they sometimes start driving it around in quite lunatic circles. But if you set yourself up with a fall-back plan ("Here's what I'll dump on them if they don't have anything better in mind,") and drift slowly toward that until they drag you onto another course then often they think that they've brilliantly figured out your plan before you could spring it, and headed you off at the pass.

Does that make any sense? I should probably be referring you to past threads on this, if you find the notion at all gels with your style.


I like that idea.

I'll let them find ... something ... in one of the crates. Something that is not immediately a threat but one that raises a hell of a lot more questions than it answers.

*thinks* something like a disasembled cybershell (robot) of unknown construction and unknown origin that just looks real badass with a AI stored in a computer. Do they plug it into the main computer? Do they put it back and pretend they never saw it... What to do?

So, yeah - some links would be fab.
Lamorak33 wrote:
This is a general thing but, if you are playing sim do you have a definite story that you are playing to? Do you have a number of scenes/ things that have to happen/discover/people to meet to move the story along?


No, I have no 'pre-determined story' that is playing out.
Hell, at the first game all I had was the setting and three 'general rules'

For future games I'm working on a "Bandoler of Bangs", to throw in whenever the oppertunity presents itself.
This being Sim, they will be along the lines of "Look at this interesting aspect of the fictional world", for example - one of the Bangs I have is
"A Ghost (a digital copy of a biological mind that is perfect, but the copying process destroys the original brain - it requires dicing) of an executive of a corporation has been xeoxed by another corporation. Now both copies are claiming to be the original, and accuse the other as the fake. This would be fine if they weren't both claiming custody of something (patent, Family, Dog)"

Lamorak33 wrote:
If your playing along to peoples backstories and improvising and presenting bangs based on the player characters backgrounds/character sheets you may have unwittingly slipped into narratavism.

Its always been my understanding that the dividing line between sim and narratavism is whether its the Gm driving the story or the characters.


This is expressly not my understanding of Narrativism.

Narrativism is about 'addressing Premise' which, although it may happen is not what I am trying to do.

Sim, on the otherhand, is about exploring, investigating, celebrating and discovering within the setting/genre/system.

The above Bang, however could easily slip into Nar play the moment we all realise that such a Bang addresses the Premise "What is it to be Human" - which is the Premise of Transhuman Space.

But thats fine, I can have "Nar interludes" in a "Sim leaning game" - or at least I could if I knew how to end an instance of Sim Play.

[center]So, here is my big question[/center]
Sim reward cycles.
I get Gamist reward cycles - an instance of Gamist play ends when you have "Stepped on up"
I get Narrativist reward cycles - an instance of Narratavist play ends when you have "addressed the Premise"

Taking again the example of the above Bang, in a Gamist instance of play, the instance would end when the Players had stepped on Up and succeeded in showing their guts/talent by (say) destroying the fake Executive.
And in a Nar instance of Play, the instance would end when the players had addressed the premise and (say) stated that both of the Ghosts where really human, and that the only way to reconcile the differences was to "merge" the minds back into one whole.

But, in a Sim instance of play where does it end?
How much do they need to "Explore/Discover" the situation before they have 'done enough'

Sim, at the moment, to me is only problematic because I'm not sure when you have explored something enough

Lamorak33 wrote:
I forgot to ask, if you not a fan of GURPS and your wife prefers rules lite, why are you using that system? Could you just apply the background to another system, or are you running or planning to run published modules?


Why are we running GURPS?
It's a good question, and I don't have any good reason.
I think because of the 4 players (a 4th is joining soon), 3 of them like GURPS.
I can't actually think of a system I'd rather use because I don't have any real experiance with Sim supporting systems and the Transhuman Space system is built around GURPS.
In other words, I suppose, because I'm lazy.

Care to suggest a good Sim system?

Finally, a thought about "Bangs"

I thought I had started off without any, I know think that
Simon wrote:
1) The Locations are either Star Trek or Battlestar Galactica (new series) - that is, either Hyperclean and perfect or on the edge of collapse.
2) In the end, everything starts and ends with China
3) In space, everything is peaceful and serene. On land, it is always chaotic.

are three "Reusable" bangs.

What do you call a bang that just keeps giving? Is it still a bang or just Setting?

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On 11/21/2005 at 8:46pm, Lamorak33 wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Hi

The pay off for Sim is generally 'being the character' yes? Thus if playing bang-sim you will be giving the character the opportunity to behave as their character would do, not necessarily as they, the player, 'want to'. An example here is from a game like Pendragon with personality traits. Dyed in the wool sim players might decide what the character does based on what he thinks his character would do based on the personality ratings.

I think the only problem you may suffer from is playing with an incoherent agenda. You obviously have a mix of players who have different creative agenda proclivities which can lead to a break down of the social contract to a lesser or greater extent. Gurps doesn't help because it is quite incoherent, don't you think? But the game will still be good I suspect as you sound like a good GM. I'd like to play in that game.

I'm only fairly new so I can offer opinion but little in the way of advice. I will leave that to the more sage contributors!

Regards
Rob

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On 11/21/2005 at 11:42pm, Simon Marks wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Lamorak33 wrote:
The pay off for Sim is generally 'being the character' yes? Thus if playing bang-sim you will be giving the character the opportunity to behave as their character would do, not necessarily as they, the player, 'want to'. An example here is from a game like Pendragon with personality traits. Dyed in the wool sim players might decide what the character does based on what he thinks his character would do based on the personality ratings.


Ahhh. No.
Thats not Sim play as I understand it.
Ron wrote:
Now, I look at it a little differently, which is that Sim is much smaller than implied by those essays, and is best understood as a form of celebration of the prevailing enthusiasms/assumptions about some starting material.


Now, I think I've got Sim - apart from the 'Reward Cycle' problem I'm having. And I'll say this bluntly - I think you're waaay off base with regard to Sim play.

So, I think we are going to have to back off on this discussion until we can agree on what we mean by Sim play. I'm aiming for what Ron states - a celebration of what makes the setting cool. You suggesting that Sim is 'being in character' isn't helping any - because thats not what Sim play is.

The best thing to do is, i'm afraid to say, read the essay, check the threads in the GNS forum at the moment and post any questions about Sim play there.

Lamorak33 wrote:
I think the only problem you may suffer from is playing with an incoherent agenda. You obviously have a mix of players who have different creative agenda proclivities which can lead to a break down of the social contract to a lesser or greater extent. Gurps doesn't help because it is quite incoherent, don't you think? But the game will still be good I suspect as you sound like a good GM. I'd like to play in that game.


Oh yeah, we all have different agenda when we come to the table, but here is the thing. I' running this game (for the first time) on purpose. I'm mostly hoping that my entusiasm for "Isn't this cool!" will make people realise that this is what we are here to do.
If they get no reward from me as the GM for inchoherent, Gamist or Nar play and I feedback to them about what I liked then we should be able - through feedback and positive re-enforcement - come to an understanding about what I'm tryng to do with this game.
Add to that the fact that art of the Social Contract is that, in this case, the game is about exploring/discoverng the ... setting, I hope that Incohernce won't set in too much.

As for GURPS being incoherent, I'd be interested to hear why you feel that - although in another post perhaps. I don't like the system because it often feels like wading through molassess - there's just so many little subsystems! But I don't think it's actually Inchoerent. Just.. kludgey.

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On 11/22/2005 at 12:11am, Joshua BishopRoby wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Simon wrote: Oh yeah, we all have different agenda when we come to the table, but here is the thing. I' running this game (for the first time) on purpose. I'm mostly hoping that my entusiasm for "Isn't this cool!" will make people realise that this is what we are here to do.
If they get no reward from me as the GM for inchoherent, Gamist or Nar play and I feedback to them about what I liked then we should be able - through feedback and positive re-enforcement - come to an understanding about what I'm tryng to do with this game.
Add to that the fact that art of the Social Contract is that, in this case, the game is about exploring/discoverng the ... setting, I hope that Incohernce won't set in too much.


Have you not discussed your intentions with the players?  Are you trying to lead them to Sim, rather than moving towards Sim together?

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On 11/22/2005 at 5:34am, Liminaut wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Simon wrote:
Now, I had come to the conclusion that I wanted to run a Sim supporting game - as my players seem very keen on this style of play. It is worth noting (for example) that the players are on vastly different points (Shyshen is something like 550pts, the rest are 300pts), so I have tried to be careful about playing to their niche's.


Starting the game with the GM's partner being vastly more powerful than the other players is a big warning flag to me.  The other players have their "right to dream" as well, and having a "dream" of carrying the bags for another PC isn't going to be a lot of fun.

Simon wrote:
In addition, I took up the idea of using a low-prep play (actually, no-prep - but I intend to alter that) by using three guidelines off of which I would 'riff' everything.

1) The Locations are either Star Trek or Battlestar Galactica (new series) - that is, either Hyperclean and perfect or on the edge of collapse.
2) In the end, everything starts and ends with China
3) In space, everything is peaceful and serene. On land, it is always chaotic.


Sounds like the Serenity RPG.

Simon wrote:

And off they went. They were immediately suspicious of the cargo. Mostly because I told them that it felt like there was something wrong. So, they broke open one of the cases and found that it was full of DPU Railgun shells.

<snip>

1) When asked for feedback, Ms T said that she did not like the way that I had stated that Shyshen felt nervous about the cargo. I don't see how else I could have got across that the character was subconciously picking up that something was wrong - or is it fair to have to try and make Ms T feel uncomfortable about the cargo? That just seems... manipulative.



What made Shysen feel uncomfortable?  If you want to do Sim, then _do Sim_.  Describe the boxes.  Does Syshen have a special Shysen-sense that warns of plot complications?  What do the boxes look like?

And if they get the description and don't figure out something is off ... well, that's Sim.  Telling the players straight off that "they feel like something is wrong" is enforcing a narrative direction by indicating a direction for their actions.

==Ed

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On 11/22/2005 at 10:50am, Lamorak33 wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Simon wrote:

Now, I think I've got Sim - apart from the 'Reward Cycle' problem I'm having. And I'll say this bluntly - I think you're waaay off base with regard to Sim play.

So, I think we are going to have to back off on this discussion until we can agree on what we mean by Sim play. I'm aiming for what Ron states - a celebration of what makes the setting cool. You suggesting that Sim is 'being in character' isn't helping any - because thats not what Sim play is.

The best thing to do is, i'm afraid to say, read the essay, check the threads in the GNS forum at the moment and post any questions about Sim play there.



Ok, will do. Tell me if I am wrong though, Ron has developed the 'sim' definition since the article 'Sim;The Right to Dream'. According to the big model all forms of play incorporate celebration and exploration of the setting. The key points are who ultimately controls the story, and whether rules manipulation for advantage is part of 'the point' to play.

I also question your apparent narrow view of narratavist play, and that is that nar is not taking place unless the premise of the game is being addressed. Are you intentionally disqualifying player generated character premise, and/or player decisions driving the story which I understood to be narratavist type play.

However, as only a beginner at all this I will retreat to the GNS forum/articles for some more 'study' as some of my assumptions may very well be 'off base'.

Cheers
Rob

PS: I note that you hail from the old Roman town of Camoludunum. Are you planning to make Dragonmeet this year?

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On 11/22/2005 at 11:21am, Rob Alexander wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

I'm glad you like the situation, but any ideas why it rev's your gamist engine?


P1: "Hey, what's if there's something nasty in these crates"
Me: "Yeah, better check them out. I'll open the nearest one and look inside."
P1: "Is that a good idea? I mean, what if they're like full of hostile aliens?"
Me: "Shit. You're right. Is there an area we can hoist them into that's closed on three sides?"
GM: "Well there's the lift to the upper level. It's open on one side and as safety rails around the rest."
Me: "Rails aren't going to be enough....have we got any crates that we can vouch for as ok?"
GM: "There's half-a-dozen empty ones stashed in one corner"
Me: "Okay, we'll winch some of those onto the lift so that they form a kind of corral or horseshoe, then we'll put each suspect crate in the middle and have the android open it up while the rest of us stand back here. With lasers."
P1: "I don't mean to be alarmist...but you're all hung up on aliens. What about biohazards?"
Me: "Right....have we got any vacuum suits?..."

etc....

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On 11/22/2005 at 12:33pm, Simon Marks wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Again, almost from the top.

Joshua wrote:
Have you not discussed your intentions with the players?  Are you trying to lead them to Sim, rather than moving towards Sim together?

Sorry, I should have been more clear.
I did explain that what I was trying to do here was (I think the phrase when along the lines of) "Just be the world of Transhuman Space, to explore and see what makes this world interesting and cool". Now, I'm sure the players heard me - I'm not sure the players knew what I meant. I tried in the feedback session afterwards to again explain.
So, not only stating upfront what I'm aiming for but by actually aiming for it as well I can show and explain. I'm partly leading them, but only because I can't think of a better way to show them what I'm
aiming for. But I have told them that I am aiming in this direction.

Liminaut wrote:
Starting the game with the GM's partner being vastly more powerful than the other players is a big warning flag to me. The other players have their "right to dream" as well, and having a "dream" of carrying the bags for another PC isn't going to be a lot of fun.

The group is robust enough to take it, mostly because the players trust me.

Liminaut wrote:
Sounds like the Serenity RPG.

Does rather. We had just watched the movie.

Liminaut wrote:
What made Shysen feel uncomfortable? If you want to do Sim, then _do Sim_. Describe the boxes. Does Syshen have a special Shysen-sense that warns of plot complications? What do the boxes look like?

And if they get the description and don't figure out something is off ... well, that's Sim. Telling the players straight off that "they feel like something is wrong" is enforcing a narrative direction by indicating a direction for their actions.


See, this is my weakness in GMing.
I want to include a scene involving the cargo. I need to say "Hey, guys - do you fancy investigating the cargo?" without saying "Investigate the cargo, dammit".
My problem is that I did the latter, not the former.

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On 11/22/2005 at 1:40pm, TonyLB wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Simon wrote: So, yeah - some links would be fab.


Okay, here's something to start on:  The Conflict is Yours.  It gets started with a real punchy post from Fang Langford about the difference between appreciating a type of story and being able to make that type of story be the end result of a gaming experience.  An oldie but a goodie.

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On 11/22/2005 at 10:35pm, Mike Holmes wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Simon wrote:
See, this is my weakness in GMing.
I want to include a scene involving the cargo. I need to say "Hey, guys - do you fancy investigating the cargo?" without saying "Investigate the cargo, dammit".
My problem is that I did the latter, not the former.
Not really a weakness, likely, more like the difficulty of what you're attempting.

That is, if you say, "Hey guys - do you fancy...?" they may say no. And then what? So it's actually typical to fall into the pattern of telling them what to do, if you have stuff pre-planned. Actually, what often happens (is this you?) is that the GM will learn Illusionism, meaning how to make it look like the players have the ability to choose, but really do not. For example, a classic technique in this case is the "escalating problem":

GM: You note the cargo bay door is open as you pass.
Player: OK, I close it.
GM a bit later: The computer says that there's a strange radiation signature coming from the cargo bay.
Player: I'll send the robot to check it out.
GM a bit later: The robot has failed to return.
Player: I'll send another bot to check that one.
GM a bit later: There are sounds of something thrashing around coming from the cargo bay.

Often, however, players see right through this, and may not be satisfied.

Here's the key to good play of this sort. What you have to do is to give them stuff to improvise against. That is, your preparation cannot merely be a series of expositions that they have to get to. At as many points as possible, you should allow for player improvisation on what their characters are doing to come into play. To make it fun for the genre in question, I'm thinking that what you want is to allow them to figure out how their transhuman and technological advances interface with particular situations. Not as a challenge to figure out how to "win." But as a challenge for them to be creative in coming up with a cool "what would happen" sort of response. Then your job as GM is to move them from one of these situations to the next.

Now that's just one idea. If you decide instead that the exploration in the game is more about the sorts of action that occur in the transhuman universe, then go with that. Meaning give them situations that you don't have any idea how they're going to get out of, and allow them to be creative in doing so. Here's a key - always allow them to win unless making them potentially lose means that they get further opportunities to show off their player creativity.

All RPGs have to have some sort of key form of player imput to make it interactive. With sim play, this is in terms of playing their characters in such a way as to match the universe. Rob had it sort of right - it's not about playing the character "right" it's about playing the character to highlight the interesting things in the universe. The players are not just there to see you do this in play, but to be creative in this way as well. If you don't give them opportunities to do so, they'll be bored.

Conversely, you'll find that if you manhandle their characters a lot, that it's OK with the players as long as it doesn't take away their ability to do the cool stuff. That is, railroading only makes sense as a term if it means "taking away the stuff I like to do." Outside of that, all bets are off, and you as GM can get away with anything in terms of controling PCs for the players. Take the classic example of moving a character to the next city. Is it railroading to say, "Three days later, you get to the city." Certainly you've taken away he theoretical decisions available to do three days worth of stuff. But in practice, there were no interesting decisions there. If the interesting decisions were at the city, the player will thank you for moving his character on to that.

This is the key. Find interesting things for your players to do in the setting, and then use your GM authority to adjust the entire game so that the situation in play is such that the player is empowered to do cool stuff. If you think of it this way, you can't go wrong.

Now the hard part is figuring out what the cool part of the genre is that the players want to do. :-)

Mike

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On 11/23/2005 at 7:12pm, Simon Marks wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Hi all

Thanks for the advice. I've another session starting in oooh... 50 minutes?

I'll post a report on how this session went later.

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On 11/25/2005 at 1:04pm, Simon Marks wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Ok, session two happend on Wensday night.
Firstly I'll go through what happened, and then talk about what I think came out of the situation

When we left our intrepid explorers, they where just coming upto the debris of another ship, which appeared to be on the same tragectory and a similair velocity.

In our 'hard sci-fi' genre this is significantly unusual enough for them to be very nervous.

The use a 'ladar' (laser imaging system, highly accurate upto 2,500 miles) to find out that the ship was once originally a tube ship (like their own), which appears of have slowly ... fallen apart. Many questions where asked as to "why didn't it all fly off in different directions?" They looked closely at the edgest of the 'bits' and decided "Beam weapons" - lasers - "Cut this ship apart"
"Cool, I though, lets go with that"

So, they accelerate and then hold about 1km from the debris of the ship, and take a closer look.
Shyshen (the robot) was sent over to have a closer look. During this time, they discover another rock in a cooling pipe feeding the reactor. This one is also from the Ort Cloud (see the first session), but more importantly - the pipe would have needed to be cut open and re-sealed to get the rock in there...

The first bit of ship they come across is about 40 sq.meters (120 square ft) by about 10 meters deep. More investigation reveals that two sides where neatly cut, but the other two sides where pre-weakend, probably on a molecular level.
They guessed what had happend was the ship was sabotaged, and diced. When the lasers hit, the weakend hull meant that cubes of the ship simple ripped themselves off. Leaving whole sections still sealed.

They use a micro camera to investigate the sealed section that Shyshen was on, and found that this was some sort of function room, with tables, chairs and some sort of cybershell in the corner - rocking backwards and forwards.

They check it out, and find a horribly traumatised AI called Antony (no reason, first name that came to me) trapped in the shell - just enough of the AI was in the Cybershell to make it run, but all the memories etc was kept in the core computer which the cybershell was run from.
Essentially the AI was blind, deaf, amnesiac and without a sense of touch. All it had was it's internal sensors. They discovered the Core Computer (which was part of the central 'spine') which was (obviously) down powered and started to drag it over to the ship along with the cybershell.

Shyshen continues it's investigations, while Tyler and Mr Ocelot continue to try and work out what the hell happend.

Shyshen then finds the bridge, also still sealed, with about a dozen corpses floating about. Shyshen streams the info back, and the others are a little upset. Especially by the corpse exposed to hard vaccum (the players discriptions of what happens to a body in space was icky).
They again broke their way in, turned on the emergency computer on the bridge and check out the bodies.
About this time they had got the Core Computer onto (outside of) the ship, and set about powering it up.

Shyshen made some unpleasent discoveries about the corpses. Something had made round holes in the bodies, about 1/2 an inch round, with an exit wound the same size as the entry wound. "Either a low velocity projectile - which in low G is pointless, or some sort of thrusting weapon" said Shyshen "If I where to kill all the crew here, then they would have injuries similar to this, but more rectangular"
"If I were to...? Who is this?" thinks Mr Ocelot, now more than a little disturbed.

About this time, I thought we would have a little payoff.
Just after they plugged in the Core Computer, Mac (Tylers AI) piped up "Ummm - Tyler? Did you plug in the computer?"
"Yes Mac"
"It's just that according to this, it was Antony (the AI they where rescuing) who killed all the crew..."
"Oh god... Mister, get into a VaccSuit - Shyshen get back here!"

As Shyshen launched itself back to the Ship, it was accosted by a Combat Droid in the shape of a Snake. It's prefered method of Attack? Well, in 0g, it would latch onto it's opponent and thrust it's pointy tail through the victim... just like all those poor people in the bridge.

The fight was short lived, but there was a lot of panic onboard the ship about if the Cybershell on the hull of their ship could break through in time to prevent them unplugging the computer (no, it couldn't).

Shyshen disabled the Combat droid. Mr Ocelot and Tyler unplugged the computer. Everone sat down.

That was more or less the end of the session.

What did I make of it all?

Well, the game was organised the evening it was run, and as it was run from 8pm - 11pm, it was quite tightly packed. We had one brief diversion when Ms T (Shyshen) was called away on the phone - which held things up a bit. However the other two players filled their time by discussin what could have done this. So, no real loss here.

But here is the problem - the system is holding us back a lot. I called for about 3 rolls - the players voluntered for 3 rolls. 4 of the rolls where "Using the sensors".
*sigh*
The problem is that with Gurps, it doesn't allow what I want it to allow - for the players to become involved in the creation of the world.
The system doesn't support my Sim needs because it's me (the ref) who decides what requires a roll and me (the ref) who decides what is "the truth" - but dammit, the session showed me that I don't have a monopoly on the good ideas!

All the players inputed a lot into SIS - a lot. From defining names, Structures and other bit's of colour to simply the best idea of the night (which I shall be using).
The reason all the bits of the ship are heading in the same direction is because it is being dragged along in the wake of something with it's own gravity - thats either a proppelled and large Asteroid, or a spaceship powered by a microsingularity. I mean, thats just fantastic and not what I would have thought of.

What I am saying is I need a system that allows for the players a much greater control over the dream, because they know as well as I do what is being celebrated.
I'm sorta drawn to two systems - a variation of the Pool, or Universalis.
Now, the Pool seems to be extreamly 'no-myth' - which is to say that it doesn't take into account the dream by making things that are 'in-line' with the dream more likely than things that are 'counter to the dream' - Except for the +1-+3 dice from the ref.
So, I was thinking of a version of the Pool where the dream is written, line by line. Sorta world "Character Sheet"
So, if someone (say, me) introduces "Snake Robot combat droid" with "Fights in 0g really well +2".
Then, if you end up in a fight with the Snake Robot in 0g, and you take the +2 dice - what ever happens it fights really well.

But then I think "Isn't this just a bad version of Universalis" and then think "Do I really want to change the system?"

But worst of all I think "GURPS is not supporting my Sim style game - becuase, contrary to popular belief, I'm not finding it Sim supporting but instead illusionist technique supporting.

Ok, generally I think I've got the hang of Sim - but Sim with "bass playing" ref-style and greatly empowered player input? GURPS aint working for me...

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On 11/26/2005 at 4:44pm, Pol Jackson wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

You might not want to abandon GURPS just yet. I'm guessing that your GURPS gearhead player put a substantial amount of time into character creation. Am I right? He might have a lot invested in that character, through that process.

In our GURPS games, our GM gives out "Plot Points" when a player contributes a cool idea. Plot Points can then be spent by the player, to influence the plot in some way. We also steal an idea from the Buffy RPG: if the GM railroads your character for the purposes of the story (the villian escapes; the bomb goes off; your best friend gets eaten by vampires), then you get a free Plot Point in compensation.

(...And I have just now realized that I have been hordeing these Plot Points for no good reason. If we were playing Gamist, then of course it makes sense to hang on to Plot Points - or Hero Points, or whatever - until the perfect tactical moment. But in a Sim game, I should be using these Plot Points, and using them hard, to drive play towards the things I find the most interesting.)

So, my advice: if you use the Plot Point idea, make sure your players use them. And not just for cheesy gamer stuff, like "I open the lock" or "my aim is true". Make sure that they also use them for cool plot stuff, like "I find out that my mother is an AI Ghost, enslaved by a megacorp."

-Pôl

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On 11/28/2005 at 9:16pm, Mike Holmes wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

The Pool is good in it's own right. Might be good for what ails ya. Better yet might be something less drastic, like FATE. Give lots of FATE points, and they can use them to do worldbuilding stuff.

Here's a thing: with your current play, when the players are coming up with ideas like the gravity well and lasers cutting the ship up, are they aware that you're using their ideas? If they're not, then at best all they get out of finding out that their idea is "right" is a gamism sense of having guessed the nature of the situation. If you tell the player that you're using their idea, however, then they're rewarded by the introduction of the idea into play. Very different thrills here. If you're after simulationism, I'd tell them that you're using their ideas. This then rewards them for coming up with such stuff.

Heck, twist GURPS in a real

Donjon
way, and make it so that any successful roll like a sensors roll allows the player to define the situation. That's a lot like the Pool, and the players get to keep their investment as Pol points out.

Mike

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On 11/29/2005 at 1:38pm, Simon Marks wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Mike wrote:
Here's a thing: with your current play, when the players are coming up with ideas like the gravity well and lasers cutting the ship up, are they aware that you're using their ideas? If they're not, then at best all they get out of finding out that their idea is "right" is a gamism sense of having guessed the nature of the situation. If you tell the player that you're using their idea, however, then they're rewarded by the introduction of the idea into play. Very different thrills here. If you're after simulationism, I'd tell them that you're using their ideas. This then rewards them for coming up with such stuff.


I'm not telling them.
This is a mistake, thanks for pointing it out for me.

I think they are aware of it, but honesty (in this case) is the best policy.

I sat down with Ms T last night and had a discussions on "Meaningful decisions" and why mechanics are good.

If there are no defined mechanics linking action A to result B, then you the player are only making a meaningful decision if the person who links A -> B allows it to be so.
In a system without mechanics and the Ref=God model, players only make meaningful decisions if the ref allows them.

If on the other hand the mechanics linking A to result B are defined then it is, irrespective of the Ref (or anyone else), a meaningful decision to do A. If the mechanics involve chance, then you are making a decision to take a risk.

I then think back to Tyler's player making all those sensor rolls. It is irrespective of how well he does/doesn't make those rolls - if there is nothing to find he has not made a meaningful decision.
Unless I grant him one.

(He has made a decision which effects the colour of the system - which is obviously important to Sim play - but so is everything else)

Mike wrote:
Heck, twist GURPS in a real
Donjon
way, and make it so that any successful roll like a sensors roll allows the player to define the situation. That's a lot like the Pool, and the players get to keep their investment as Pol points out.

Mike


And that idea is pure gold. It's GURPS, but with narration rights defined. I'll try it out and see what happens.

I think the guideline will be
"If you make a roll, and succede - you can define the result, otherwise I will"
"If I ask you to make a roll, and you succede then I can define the result, otherwise you will"

Let's see how that works out.

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On 11/29/2005 at 7:16pm, nikola wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Not to toot my own horn too loudly, but you just might want to check out my in-process game, Shock: Social Science Fiction. Playtest version 0.1.0 has been released, with the full release in March.

It has full support for world-building on the fly, and is about asking the questions that Transhuman Space claims to ask, but with ways to discuss them.

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On 11/29/2005 at 8:56pm, Mike Holmes wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

It's funny, but I was thinking, hmmm, haven't I read of some game design recently where the idea is to promote the whole "What If" nature of sci-fi. Simon, definitely check out Josh's game.

Simon wrote:
I think they are aware of it, but honesty (in this case) is the best policy.
Well, honesty, sure. But, as you surmise, usually in this case players know what you're up to. So there's this agreement that you don't have to tell them. So it's not precisely dishonest. To me the problem lies in the fact that you lose out on a chance to socially reinforce. That is, when you say, "Cool idea, let's go with that" it's very important. Sure, when a player sees you selecting his idea using the tacit method, he can sorta locally rejoice. But there's always that question, "Hmm, maybe that's what he'd thought of already." Being open about it puts the question out of their mind, tells the player directly that you're glad he came up with the idea, and lets everyone know that the players creativity was unique.

If on the other hand the mechanics linking A to result B are defined then it is, irrespective of the Ref (or anyone else), a meaningful decision to do A. If the mechanics involve chance, then you are making a decision to take a risk.
That's pretty profound. It's the same thing as what I said above, really. The mechanics here are providing proof of an arbitrary space in which these statements are being made. As opposed to one where hidden biases may be affecting things in unknown ways. Cool.

And that idea is pure gold. It's GURPS, but with narration rights defined. I'll try it out and see what happens.

I think the guideline will be
"If you make a roll, and succede - you can define the result, otherwise I will"
"If I ask you to make a roll, and you succede then I can define the result, otherwise you will"

Let's see how that works out.
If you want to make it seem more like a reward, say that they have to make the roll by more than the exact number (or even by two or more if you want), else you always get to narrate it. This makes it seem even more appropriate to have really high ability levels. Finally giving a use to that really high Biology skill level, which then becomes a relatively powerful player tool.

In any case, looking forward to seeing how they take to it.

Mike

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On 11/29/2005 at 9:14pm, Miskatonic wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Yes, GURPS sucks.

I had decided if I were to take a stab at Transhuman Space again, I would use either the HeroQuest system (supports narr with detailed pre-existing setting) or Mike Holmes' Synthesis (similar to HeroQuest, but emphasizing ideological shifts).

But you might be happier exploring the shared-world building avenue. If you and your players have never played Universalis before, it could open your eyes.

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On 11/30/2005 at 12:39pm, Simon Marks wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Hi all.

Yeah, Josh - Shock looks real good.

I need to get my head around it and see if I can make it work for Gurps - but there is going to be one big ol' problem with shunting over to it. It's GM less. And I'm the GM...

Heh, I'll see if I can convert THS to Shock and see if it works out. Maybe a "Demo Session" would work...

Mike wrote:
If on the other hand the mechanics linking A to result B are defined then it is, irrespective of the Ref (or anyone else), a meaningful decision to do A. If the mechanics involve chance, then you are making a decision to take a risk.
That's pretty profound. It's the same thing as what I said above, really. The mechanics here are providing proof of an arbitrary space in which these statements are being made. As opposed to one where hidden biases may be affecting things in unknown ways. Cool.


If nothing else has come out of this thread, finding my own voice on "Why mechanics are good and not just a nessecary evil" has been incredibly worthwhile. I've been struggling for some time with the fact that I knew that mechanics can make a game better (and not just in a "preventing arguments" way) - but was unable to express this to any satisfaction.

And here I was able to explain to Ms T (who thinks that mechanics just get in the way mostly) why they are good. "Tyranny of the Structurlessness" has also informed this opinion as has some of the worst abuses of Illusionist Reffing techniques (Especially in LARP).

TTFN

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On 11/30/2005 at 7:44pm, Mike Holmes wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Well, realize that for Mrs T that, in fact, she may not yet have experienced mechanics that support what she needs herself. She might actually need "freeform mechanics" if you will. For her that might be the best system available. She may intellectually understand your need, but she also may not share it.

OTOH, showing it to her, perhaps she may become interested. Who can say?

Mike

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On 11/30/2005 at 8:11pm, nikola wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Simon wrote: Yeah, Josh - Shock looks real good.

I need to get my head around it and see if I can make it work for Gurps - but there is going to be one big ol' problem with shunting over to it. It's GM less. And I'm the GM...


None of it will work with GURPS. It assumes that all the players have something worthwhile to say about the world and GURPS explicitly forbids that: "The GM's rule is law."

Let me say this bluntly: I used GURPS for years. I have all the Transhuman Space books but the zombie one and Personnell Files. And what that made me want to do was write a game that would let me tell a story about what Transhuman Space claimed to be, but wasn't actually, about.

Heh, I'll see if I can convert THS to Shock and see if it works out. Maybe a "Demo Session" would work...


That should work just fine. I recommend you use no more than three Shocks, tending on the small side. But the conversion will have to be communal.

There's also a small fallacy here: Shock: isn't really GMless. Your Antagonist Player is your GM during a conflict, and the owners of Shocks are the GMs of those particular items. The responsibilities of a traditional GM are clustered together wherever there's an issue of authority. Shock: just distributes that authority.

If nothing else has come out of this thread, finding my own voice on "Why mechanics are good and not just a nessecary evil" has been incredibly worthwhile. I've been struggling for some time with the fact that I knew that mechanics can make a game better (and not just in a "preventing arguments" way) - but was unable to express this to any satisfaction.

And here I was able to explain to Ms T (who thinks that mechanics just get in the way mostly) why they are good. "Tyranny of the Structurlessness" has also informed this opinion as has some of the worst abuses of Illusionist Reffing techniques (Especially in LARP).


I was, for a long time, of the opinion that mechanics get in the way. It turns out that it's because they do. But that's just because mechanics have been relegated in systems like GURPS to systems that remove your ability to play a protagonist. It turns out they can support what you want, too, though.

This is what I suggest if you want to try Shock: out with this group: don't tell them that you're doing Transhuman Space. Tell them instead that you want to try this system to do the stuff you were doing in Transhuman Space. They don't need to refer to the books on details; they just need to put in the stuff they care about. Everything else will come up in play.

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On 11/30/2005 at 10:31pm, Supplanter wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Simon wrote:
Mike wrote:
Here's a thing: with your current play, when the players are coming up with ideas like the gravity well and lasers cutting the ship up, are they aware that you're using their ideas? If they're not, then at best all they get out of finding out that their idea is "right" is a gamism sense of having guessed the nature of the situation. If you tell the player that you're using their idea, however, then they're rewarded by the introduction of the idea into play. Very different thrills here. If you're after simulationism, I'd tell them that you're using their ideas. This then rewards them for coming up with such stuff.


I'm not telling them.

This is a mistake, thanks for pointing it out for me.

I think they are aware of it, but honesty (in this case) is the best policy.


Hi Simon: Your accounts have been very interesting. I want to suggest that the idea of rewarding players by telling them you are adding their ideas to the SIS may indeed work, but it may not, depending on the kinds of sim priorities your players have. It's got to do with Ron's "constructive denial" idea and the "discovery" model of sim that's been bandied about.

"Discovering" that your idea was "right" is not inevitably a gamist pleasure - it's a sim pleasure too. It's, well, discovery. It's "confirmation of input." The game world works the way I think it works.

As I understand your initial description of campaign aims, you're not playing illusionist "big plot" sim, right? It's "cool toys" sim aka what John Kim has called "virtuality." Maybe call it "virtual nonfiction." The constructive denial is "We're going to play as if the campaign world really exists." The imagined space is a resistant medium. My experience with that kind of play and the people who dig it is that there's a functional reason for the traditional GM-player divide - each participant is looking to experience That Thing Out There. If you're a player, you want to "test" (discover) The World. If you're the GM, you want to discover (test) the player's reactions to it. Actually, the player is "testing" his character against the world too, and the GM is "testing" his world against the players. I'm using "test" here in the same sense in which you'd "test" the edge of a razor or the temper of a sword. You want it to pass. You even expect it too. The pleasure is in that edge or the suppleness of the bending blade.

This isn't The Impossible Thing Before Breakfast, I should note. The Impossible Thing is, "GM controls the STORY, player controls the HERO." That is indeed, impossible. This is, "GM controls the WORLD EXCEPT FOR this handful of people; player controls THIS PERSON." It's matching up what we might call a Virtual Historian (Geographer/Sociologist/Cosmologist) with Virtual Biographers. The union of that set, when functional, is a kind of Life and Times.

Give certain sim players world-building tools, particularly in-session, and it falls apart for them. Constructive denial disappears. What is being denied? There's no longer a blade to bend.

Maybe your players aren't like this and they'll take to the opportunities for overt director stance you want to give them. Maybe it will be what they never knew they wanted. In principle, there's no reason why Virtuality has to be strongly polarized in terms of setting generation. If we all want "Exploration Squared," if we all prize in-game causality and are all committed to celebrating the integrity of the fictional world, why can't we ALL contribute to all elements of its integrity - character, setting, color and situation too? No reason, really. It SHOULD be possible. But I think constructive denial means there are a lot of virtual biographers out there who don't want to do virtual history.

Best,

Jim

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On 12/1/2005 at 4:09pm, Mike Holmes wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Jim (by the way, welcome back man),

I agree with you generally here, that there are multiple forms of sim that are possible to pursue here. But I think that Simon has been pretty clear about which sort he wants to try to promote. If he'd said that he wanted to do "Open Sim" then I'd have tried to give him adivce on that. But he seems to be more into the idea of co-opting everyone into the whole worldbilding exercise.

Or you might be saying that the players might be looking for participationism, too. But both participationism and open sim are pretty darn hard to make entertaining. For the former you really need to do a huge amount of prep and make play a great song and dance show. For the latter, you have to do a lot of prep in terms of making sure that the world is densely populated with interesting things to bump into (and the general problem that 99.9% of everything you prep will be missed). This is why illusionism is usually the next step from this sort of play - it allows the GM to ensure that his prep doesn't go to waste.

So, on top of Simon saying this is what he wants, I think he's made the choice of the easiest version to play. For whatever that's worth.

Mike

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On 12/1/2005 at 5:13pm, Supplanter wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Thanks, Mike!

I completely take your point. If Simon's goal is to lead his players in a more participatory direction he's getting good advice. I just wanted to throw a couple of flags up there explaining why it might turn out that they don't want to go. I got the impression from the quoted message that Simon feared he was doing his players a disservice by not giving them credit for the contributions he took up and by not giving them a formal role in the worldbuilding and he might not have been.

If I got to replace "the Right to Dream" with a catchphrase of my own it would be "Yes, Myth!" Because I think the key to sim is a rejection of the "No Myth" method - it says either "You're wrong!" or "So what?" to that. As far as many kinds of sim is concerned, there ARE facts about the game world that exist only in the GM's head or only in the setting book or the random table even if they haven't been encountered in play, and there ARE facts about the PCs that exist only in the players' heads even if they haven't been encountered in play. You can say "That's not literally true" all day and all night, but (many flavors of) sim is sim because it acts as if it were true. I want to keep this tied to as tied to Simon's campaign as possible so I don't threadjack. My belief is that "No Myth" sim is possible in principle, but I think it's a rare "skewer," and the reasons for that may crop up in Simon's efforts to transform his game. That said, he's of course not required to keep running a kind of game he'd rather not run.

Best,

Jim

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On 12/2/2005 at 12:25pm, Simon Marks wrote:
RE: Re: [Transhuman Space] First attempts at Sim play.

Hi all.

Mike wrote:
Well, realize that for Mrs T that, in fact, she may not yet have experienced mechanics that support what she needs herself. She might actually need "freeform mechanics" if you will. For her that might be the best system available. She may intellectually understand your need, but she also may not share it.

OTOH, showing it to her, perhaps she may become interested. Who can say?


I find it hard to define the line between "Illusionism" (where the players have no meaningful choices to make) and "Mechanic-free" systems where the Ref decides which choices the players make are meaningful.
On the one hand, it may be a "Hills and Valley" situation. (You know you are on the top of a hill, you know when you are at the bottom of a valley, but halfway down it is difficult to describe it as one or the other) - or for that matter I may misunderstand what you mean by "Freeform Mechanics".

To Jim and Mike in general.
Yeah, I'm very interested in the "world building" idea behind sim because... well... it's what makes me fired up.

For me, with sim, it is the act of creation that fascinates me somewhat more than the result or the experiancing of the creation.

I think it comes to meaningful choices again.
Choices about what happens in the world with a fairly full hand. We may not be on the top of the hill with full creation rights equally divided up amongst the participants (Universalis would be that), but certainly near enough the top to be definetly called "Hill" territory.

Still, I think I have meandered on long enough. I'll post back here after the next session.

TTFN

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