Topic: "Evaluative DM’ing" - comments on this approach, please
Started by: Auke
Started on: 3/13/2006
Board: Actual Play
On 3/13/2006 at 11:26am, Auke wrote:
"Evaluative DM’ing" - comments on this approach, please
Hi all,
I'd appreciate comments on my approach (which I call "evaluative DM'ing" 'coz it sounds kool) to running a frpg.
The essay is 1200 words, so I don't know if that's considered too long for this forum (newbie, u c). The full essay is on my homepage at http://www.psychohistorian.org/dnd/evaluativedm.html; in the conclusion I wrote:
To summarize, a character's actions (and in-actions) and the consequent outcomes define who they are and how, usually over a period of time, they change. It is these changes that are noticed and evaluated by the DM, operationalized along pertinent dimensions to reflect the growth (along existing lines, and of new facets) of the character and the character's influence on the "outside world".
The player's task is to weave narrative, and the DM's is to evaluate, calculate the odds, and describe the outcome.
The characters act in a world that follows laws and rules, most eloquently expressed in numbers, which judge their actions and determine the results. Yet C'Mir, Ulmo, Lenceus and Froin are tall tales, and not collections of statistics. They live as stories of adventure, excitement and peanut butter in the minds of the DM and players alike.
Looking forward to the collective wisdom's comments,
Regards,
Auke
---
http://www.psychohistorian.org
http://psychohistorian.wordpress.com/
On 3/13/2006 at 1:20pm, JMendes wrote:
Re: "Evaluative DM’ing" - comments on this approach, please
Hey, Auke, :)
Read your essay. Interesting stuff. Doesn't quite look new, but that's not really as problem. Truths can and should be rewritten as many times as needed.
There is one major drawback in this style of play, however. So major, in fact, it could become a game killer.
DM Fatigue.
I'm serious. There is nothing quite as hard and as tiring as having to make a bazillion little tiny minor easy decisions per second, and trying to maintain at least a very faint semblance of consistency and fairness.
You posted this in the Actual Play forum, so my question becomes:
Have you tried this? If so, tell us about it. If not, go try it, then come back and tell us about it.
(I mean that last one seriously, and not in a 'grow up, show up' snide remark kind of way.)
Cheers,
J.
On 3/13/2006 at 2:06pm, Auke wrote:
Re: "Evaluative DM’ing" - comments on this approach, please
Hi J,.
I agree that DM fatigue could be a problem; some have more fatigue points than others :)
Yes, I've used this way of DMing for a long time, and find it manageable. Having said that, I'm noticing more and more as I read about other (particularly American) gaming groups, that I favour smaller parties - max 4 players. I can well imagine that it would be most taxing to run larger groups.
Of course, in the same way that XPs aren't awared moment-by-moment, I don't assign ratings a bazillion times per second either :) A slight pause in the game, during coffee break, right after the session, during journal write-up, these all present good opportunities to review "in-the-field" decisions. Making short-hand notes on the player's gamecards (I use index cards to keep track of the PCs) is another handy memory-aide.
I tried this approach back when out of a desire to keep the statistical/simulation aspect of the game in place [and in the hands of the DM], while encouraging the players to be less involved with game mechanics [less numbers, more story] (bearing in mind that I/we come from a D&D background).
Do you perhaps have any points to online articles etc. that discuss a similar approach?
Regards,
Auke
On 3/13/2006 at 2:37pm, TonyLB wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Why use the word "Evaluate"? Why not "Judge" or "Choose"? As in "The player does something, and the DM chooses how the game world will respond to that, and furthermore chooses how the character is developing based on his actions"?
On 3/13/2006 at 3:37pm, Auke wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
TonyLB wrote:
Why use the word "Evaluate"?� Why not "Judge" or "Choose"?
"Judge" and "choose" are good, but "evaluate" literally means to "put a number to" something. While the players are free to be as "informal/subjective" (i.e. not burdened by game mechanics) as they like, the DM is doing the number-crunching behind the scenes.
Some players may know exactly where they are going with a character, and as such play true to whatever inner script they have for that character. Other players are more "intuitive/reactionary" and dislike being pidgeon-holed into pre-determined categories. Yet, everyone ends up emphasising certain traits during play (consciously in the former, subconsciously in the latter case), and when the traits/skills manifest because of their actions, the DM will (hopefully!) notice this and make the necessary adjustments. Of course, the PC's mental behaviour (thoughts, dreams etc) are not overtly acted out - reading the player's adventure journal, or a casual chat over coffee, often gives the player a chance to explain why the PC did something.
TonyLB wrote:
"The player does something, and the DM chooses how the game world will respond to that, and furthermore chooses how the character is developing based on his actions"?
In that sense, the DM doesn't choose (i.e. forcing) how the character develops; the DM reacts to what the player does.
(In another sense, "choose how the world responds" could be interpreted as "arbitrary" or ad hoc, which isn't, I suppose, what you mean.)
Regards,
Auke
On 3/13/2006 at 4:20pm, TonyLB wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Um, actually "arbitrary" is pretty much exactly what I mean. Not that that's a bad thing. It's an inevitable thing.
The game world is a fiction. The act of evaluating what the game world "would" do is, in fact, the GM choosing what he wants the game world to do.
So long as you're clear on that, I suppose you can use whatever word you want. But using a word like "evaluate" makes me worry very seriously about whether the issue is clear in your mind. Make sense?
On 3/13/2006 at 4:38pm, Auke wrote:
Re: "Evaluative DM�ing" - comments on this approach, please
TonyLB wrote:
The game world is a fiction. The act of evaluating what the game world "would" do is, in fact, the GM choosing what he wants the game world to do. ...
So long as you're clear on that, I suppose you can use whatever word you want.� But using a word like "evaluate" makes me worry very seriously about whether the issue is clear in your mind.� Make sense?
Tony,
There's a great deal of cloudy issues in my mind, don't you worry :)
I agree the game world is of course a fiction, but even a fictional world has rules. Perhaps if the rules are too poorly stated, then the world will indeed be just an extension of the DM's will, whim & fancy.
I think the more accurately the world is modelled, the more surprised the DM will be with just what the heck his world just went and did! Which is exactly the kick I get out of my players - just what the heck did they go and do now!
Regards,
Auke
On 3/13/2006 at 5:09pm, MatrixGamer wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Auke
I have a question. How familiar are you with the terminology of GNS theory (Gamist, Simulationist, and Narrativist)?
These terms are about what a person wants to get out of a game. On this forum they are called "creative agendas". When people value different agendas more than others they can talk past one another very easily.
I can not tell what your preferences are (it would be rude for me to even try). What I can say is that when I hear the word Evaluate as opposed to Judge or Choose, it sounds like you want to be objective/scientific in your approach. If the goal is to be true to the game world then it could be more simulationist.
What I've noticed is that simulationist views and narrativist views can clash real fast. It is good to understand this terminology to get the most out of this forum.
BTW we all pursue all of these agendas at different times we just tend favor one over others. I for instance am probably more simulationist because of my liking of historical wargames (where the goal is to recreate a recognizable pattern of action that fits the period rather than play to win or play to have a gripping story happen while the game is played.)
Good first posting!
Chris Engle
Hamster Press = Engle Matrix Games
On 3/13/2006 at 5:36pm, JMendes wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Hey, Auke, :)
S'a cool thing you're trying to do here, and I think you're on the right track. But...
Auke wrote: I don't assign ratings a bazillion times per second either :)
Of course you do. :)
Your wrote: the dm listens carefully to what the player says the character does, and evaluates the outcome the "old-fashioned" way - with a probabilistic-determining action (a.k.a. a dice roll)
So you see, every time a player wants to have his character do something, you have to make a decision right then and there as to whether one of the character's dimensions already covers it, how you will describe a new dimension if necessary, and at which rating you will start it.
My experience with these types of phenomena is mostly tied to HeroQuest. We did a weekend outing a few months back and we played through it, and let me tell you, the GM came out of each session with his brain steaming. I'm talking about a fairly clever guy, with a solid RPGing and GMing experience, for whom every hour of play was as taxing as a full four-hour session of traditional play.
Why? Because every time a roll was called for, all of us players were like, 'can we use this trait? what about this one? this one? this one? oh, wait a minute, last time you let me use this one, why not now? oh, I see. well, what about now? now? now?'
Now, bear in mind, you might think that most of the time, it's obvious what's applicable and what's not. You'd be right. That nagging I just described, I was just talking about the times when it wasn't obvious. And though a final decision is still fairly easy to reach, there really are a gazillion of them. And this is after the players do the initial filtering.
In Evaluative DMing, there is virtually no way for the players to do pre-filtering. That means a DM judgement call will be required every single time a PC attempts something. Every time. No kidding. And even though the right decision might be self-apparent 90% of the time, it still has to be taken, eating up just one more calorie of brain activity.
Sure, in traditional GMing, you have default judgements. That? Oh, roll Climb. That? Yeah, Move Silent. But you see, default judgement is not the same as making a judgement call and going with the self-apparent choice. (This is IMHO, of course, and there are many reasons why I hold this opinion, which I can discuss if you like.)
So, to summarize my thoughts on Evaluative DMing. I'd want to play it, but I wouldn't want to do it!
Lastly:
Auke wrote: Do you perhaps have any points to online articles etc. that discuss a similar approach?
Alas, no. Wish I had, though, and I'd certainly like to read some myself. So, if you find anything, do tell! :)
Cheers,
J.
On 3/13/2006 at 5:44pm, Auke wrote:
RE: Re: "Evaluative DM�ing" - comments on this approach, please
Chris,
> How familiar are you with the terminology of GNS theory (Gamist, Simulationist, and Narrativist)?
> It is good to understand this terminology to get the most out of this forum.
Now I know what to Google for - thanks :) Or better, can you recommend a particular, definitive resource?
> When people value different agendas more than others they can talk past one another very easily.
As is probably the cause of all human misunderstandings - fundamental differences in assumptions.
> I can not tell what your preferences are
From what I gather from your post, I'm a hard-core Simulationist. Certainly, my world is simulated (modelled) along scientific lines (as far as possible).
I think what I was suggesting in my essay is some kind of synthesis between Sim. and Narr. The players operate as Narrators; the DM converts their actions into a format amenable to simulation, determines the outcome, and translates back into narrative. (I run NPCs both ways; sometimes they are really just big forces that move through the world as cause-and-effect modules; other NPCs I attend to more personally and think about them differently)
Thanks for your helpful input,
Regards,
Auke
On 3/13/2006 at 6:18pm, Auke wrote:
RE: Re: "Evaluative DM�ing" - comments on this approach, please
JMendes wrote:
In Evaluative DMing, there is virtually no way for the players to do pre-filtering. That means a DM judgement call will be required every single time a PC attempts something. ...
Sure, in traditional GMing, you have default judgements. That? Oh, roll Climb. That? Yeah, Move Silent. But you see, default judgement is not the same as making a judgement call and going with the self-apparent choice. (This is IMHO, of course, and there are many reasons why I hold this opinion, which I can discuss if you like.)
J.,
Thanks for your thoughtful reply & example from HeroQuest; I wish I knew more game systems so I could understand fully what you mean!
I'm not entirely sure I follow why "default judgements" are easier to do than 'customized judgements'.
I'd like to take you up on your offer - it would be great if you could explain why you hold the opinion expressed above about default judgement vs. self-apparent choice.
Regards,
Auke
On 3/13/2006 at 7:51pm, MatrixGamer wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Auke
What I've found most useful in learning the GNS terms is to go to the first posts on the Actual Play, RPG Theory, and GNS discussion forums. Start with the Actual play one. People were grappling with the terms then and wrote many threats that explained them. Some of the terms have be refined (and maybe redefined) since them but the jist is all there in the first ffity posts. They give examples of play as well.
A term you're likely to hear soon will be "Conflict resolution" versus "Task resolution". What you're describing is task resolution. The players state what they want to have happen, the GM picks a skill (or whatever), the player rolls and it happens or not. Scenes are made up of a series of resolved tasks. In conflict resolution, the GM or players set up a scene and describe what is at stake (For instance: I go into the club and see Mr. Big. "GRRR I hate that dude. He killed everyone in my family. Can I face the shame of allowing him to live? Or will I whip out again to live? I want him to cry like a baby!") The player's role playing in the first half of the scene is rewarded by the GM with dice that will help them "win" the conflict. The player then rolls their "Pool" of dice (you'll see "The Pool" by James West referred to a lot in early threads - google it to get his free rules) and if they win their roll they then narrate how the scene come out in their favor. If they fail the GM narrates how they fail. So the dice roll is in the middle of the scene and the key events of the scene (the actual combat for instance) is made up by the player or GM after the roll. The neat thing is that is doesn't matter if you win or lose, something cool will happen either way. (For instance my character might end up crying like a baby and get noticed and gain pity from the beautiful girlfriend of Mr. Big.)
As to J's description of GM burnout - boy have I been there. When the GM has to make a ton of decisions it causes friction in the brain. There is an idea on this forum about "Points of contact" which touches on this. Every time a player or GM has to do something (ask a question, make a decision, roll a die, whatever) it is a point of contact. Games are like machines - the more moving parts the more friction/heat which burns the person doing the most work (the GM).
When I'm game mastering a game where I run all the NPC, and have to evaluate (in a rigorous way) the effects of players actions on themselves and the world, I'm working real hard. When players start pestering me for even more information - smoke starts coming out of my ears. It's not pretty... That's why I developed Engle Matrix Games where players make arguments for what they want to have happen next in the game and the GM just decides how good their success roll is. They make up events and I make up strength numbers - easy!
Chris Engle
Hamster Press = Engle Matrix Games
On 3/13/2006 at 8:36pm, TonyLB wrote:
RE: Re: "Evaluative DM�ing" - comments on this approach, please
Auke wrote:
I agree the game world is of course a fiction, but even a fictional world has rules. Perhaps if the rules are too poorly stated, then the world will indeed be just an extension of the DM's will, whim & fancy.
I think the more accurately the world is modelled, the more surprised the DM will be with just what the heck his world just went and did! Which is exactly the kick I get out of my players - just what the heck did they go and do now!
The world didn't just go and do anything. The DM, guided by his model of the world just went and did something.
Yes, maybe he surprised himself. I surprise myself all the time. But it's not the game world. The game world cannot act. The DM acts, using the game world as a tool. Right?
I don't mean to be nitpicky. I've actually seen failure to understand this distinction ruin people's enjoyment of games ... often! There are two sides to this coin: the player who says "Well, I know that what I've just had the character do makes the game less fun for all of us, including me, but I can't change that! It's just what the character would do!" and the GM who says "Well, I know that what I've just had the game-world do makes the game less fun for all of us, including me, but I can't change that! It's just what would happen in the game-world!"
When players (DM or otherwise) blind themselves to the choices they are making (and therefore the power they have in making those choices) it seldom leads to happy places.
On 3/13/2006 at 9:15pm, Auke wrote:
RE: Re: "Evaluative DM�ing" - comments on this approach, please
TonyLB wrote:
The world didn't just go and do anything. The DM, guided by his model of the world just went and did something.
Yes, maybe he surprised himself.� I surprise myself all the time.� But it's not the game world.� The game world cannot act.� The DM acts, using the game world as a tool.� Right?
Tony,
I'm not sure I entirely agree with you :) Yes, the model [of the game world] is a tool and as such doesn't physically act, in the same way that a d20 doesn't actually hit you for a critical. But a model [of the game world] certainly can deliver outcomes that cannot be obviously foreseen by the DM. (if you're familiar with Conways 'Life' game, you'll agree that although the rules are simple, when they work together, they cause surprising (unpredictable?) results, such as gliders).
I agree, however, that frpg's are about having a great game - it's about the people who play it. But a game works because there is striving and challenge, and overcoming of obstacles. If the game world throws a curve-ball, then rather than ignore it, roll with it. It's up to the DM (and the players too) to find a creative "out", a deus ex machina if it comes down to that.
So your point is well made and taken - we should enjoy the game, even if there are temporary setbacks and frustrations along the way.
Best regards,
Auke
On 3/14/2006 at 6:05am, Noon wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
The way I'd put it, is that the model of the game world wont, for instance, tell the GM when to
scene frame. Or other game enhancing techniques.
But since he's the one who acts, not the game world, he's the one who didn't scene frame. He can't turn around and say "That's just what would happen...even if it makes a bad game". Only he can use game enhancing techniques, so he's responsible when they are or aren't used.
It's kind of like owning a dog. If the dog starts doing something bad, you can't say "Well, that's what the dog will do". Your in charge of it's leash.
On 3/14/2006 at 1:44pm, MatrixGamer wrote:
RE: Re: "Evaluative DM�ing" - comments on this approach, please
Auke wrote:
I think what I was suggesting in my essay is some kind of synthesis between Sim. and Narr. The players operate as Narrators; the DM converts their actions into a format amenable to simulation, determines the outcome, and translates back into narrative. (I run NPCs both ways; sometimes they are really just big forces that move through the world as cause-and-effect modules; other NPCs I attend to more personally and think about them differently)
Auke
This makes sense based on the dictionary definitions of narration and simulation...unfortunately narrativist and simulationist have meaning other than the dictionary ones. I had the same problem when I first posted on the forum.
Narration is a technique of role playing - it isn't specific to any one creative agenda. I can narrate a scene to maximize my victory, narrate to see how the simulation works (like the life game), or narrate to create the most dramatic tension during play by addressing a pressing human conflict. From the outside they might even look alike but the inner intention differs.
Tony and Callan are expressing views that are consistent with the narrativist creative agenda. They want to GM to be active with the rules. Saying "That is what would happen in the world" is the GM being passive. Since this can wreck a story, and the dramatic tension that goes with it, if goes against what a narrativist leaning player wants. A simulationist player on the other hand might revel in their failure because it is what would happen in life.
Life, real life I mean, doesn't create stories. I might see a story when I look back on it, but today my actions are not making a story. Right now I'm at work, I'll see some clients and do paper work, I'll order some printing supplies, go out to eat tonight with my wife, and do some printing work when I get home. A game might simulate this but it would be a boring game. Simuationist games focus on more interesting topics but with the same "let it unfold, no forced story" approach.
A lot of narrativist leaning members at the forge express anger at this style of play. I've seen people say it wasted their time or even "injured them" by blinding them to types of game they like more. Don't take this talk personally. Only a few people use this forum to develop simulation(ist) games. It is good to have diversity of views and who knows you might find the narrativist focused games interesting as well.
Chris Engle
Hamster Press = Engle Matrix Games
On 3/14/2006 at 3:37pm, JMendes wrote:
RE: Re: "Evaluative DM�ing" - comments on this approach, please
Hi, :)
Auke wrote: J., <...> explain why you hold the opinion expressed above about default judgement vs. self-apparent choice
Alrighty, I'll try. Two main reasons, and please bear in mind that this is all IMHO and IMHE:
A) Default judgement (almost) always exists and (almost) everyone knows what it is. If the GM is tired and doesn't feel like deciding, he can just hand-wave things into the default judgement and people won't be all looking at each other in a what-now-like stance. In the rare cases where the default judgement doesn't exist, the GM will pick up on the what-now thing fairly quickly, and then, he can engage decision mode. Conversely, the self-apparent choice is more often nonexistent, and even though it's still highly likely that it does exist, it might not be that self-apparent to everyone at the table. GMs who go into hand-wave mode with self-apparent choices will quickly find their game stalling and their players frustrated.
B) Default judgement is (almost) always consistent. Very rarely will the GM find the default judgement going against itself. This means that the GM knows that, if he can't reach a decision, he can disengage decision mode and use the default judgement, without (much) fear of breaking the game world. (This is strongly related to A above but isn't exactly the same thing.) The self-apparent choice, however, must still be analysed for consistency, which is rather easy early in the game, but becomes progressively and inescapably harder as the game continues. This, by the way, piles on top of accumulated fatigue, which also grows as the game progresses.
The gist of it is that default judgement is simply a different brain mode than self-apparent choice. Think of it like tightrope walking. The self-apparent choice is like the balance bar, which guides your game, keeping it in place and helping you not to fall. The default judgement, however, is like the safety net, keeping your game alive when you do fall, which becomes one less thing to worry about.
Here's hoping I made sense. YMMV, of course.
Cheers,
J.
On 3/14/2006 at 5:36pm, Selene Tan wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Let me take a shot at explaining what Tony's getting at...
When people get together to play an RPG, their overarching goal is to have fun. (At least I hope it is.) They've decided, furthermore, that they want to have fun by playing this particular game, in this particular way. And they've decided it would be most fun to imagine characters acting in an imaginary world. The world follows some laws which the people playing have agreed upon because they think a world which works that way will lead to fun. Even if everyone knows all the laws, there will still be surprises, as people use the laws in unexpected ways.
In many RPGs, there's one person in charge of deciding when, how, or by whom laws can be applied. Like a judge with real laws. And like a judge, this person might decide to apply laws in a way that makes most people happy, or that makes everyone unhappy, or anywhere on that spectrum. This person often gets called the "Game Master".
You might think I'm being facetious with all this. But it's important to remember that even with a hyper-detailed world model, the DM is still in charge of applying its laws to the situation at the hand. So what happens if a situation arises where the letter of the law dictates an outcome that is un-fun for everybody? The DM could decide that following the letter of the law is more important than having fun, and rule in that way. The DM could decide that fun is more important, and break the law altogether. (Blatantly breaking the law might reduce the fun for some people.) Or maybe the DM will find a way to obey the spirit of the law in a way that is still fun. Whichever happens, the DM has made a decision. The "game world" didn't do anything.
This is pretty much unrelated to narrativism vs. simulationism and what-not. It's about deciding to have fun. (If you're still curious about narrativism, check out Vincent Baker's Creating Theme. Don't ask me about simulationism, I'm confused about it myself. ;) )
On 3/14/2006 at 6:52pm, ADGBoss wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Selene wrote:
Let me take a shot at explaining what Tony's getting at...
When people get together to play an RPG, their overarching goal is to have fun. (At least I hope it is.) They've decided, furthermore, that they want to have fun by playing this particular game, in this particular way. And they've decided it would be most fun to imagine characters acting in an imaginary world. The world follows some laws which the people playing have agreed upon because they think a world which works that way will lead to fun. Even if everyone knows all the laws, there will still be surprises, as people use the laws in unexpected ways.
In many RPGs, there's one person in charge of deciding when, how, or by whom laws can be applied. Like a judge with real laws. And like a judge, this person might decide to apply laws in a way that makes most people happy, or that makes everyone unhappy, or anywhere on that spectrum. This person often gets called the "Game Master".
You might think I'm being facetious with all this. But it's important to remember that even with a hyper-detailed world model, the DM is still in charge of applying its laws to the situation at the hand. So what happens if a situation arises where the letter of the law dictates an outcome that is un-fun for everybody? The DM could decide that following the letter of the law is more important than having fun, and rule in that way. The DM could decide that fun is more important, and break the law altogether. (Blatantly breaking the law might reduce the fun for some people.) Or maybe the DM will find a way to obey the spirit of the law in a way that is still fun. Whichever happens, the DM has made a decision. The "game world" didn't do anything.
This is pretty much unrelated to narrativism vs. simulationism and what-not. It's about deciding to have fun. (If you're still curious about narrativism, check out Vincent Baker's Creating Theme. Don't ask me about simulationism, I'm confused about it myself. ;) )
I am not entirely convinced that “the world reacted” is an invalid concept. The counterpoint, to my mind, so far comes down to two things:
1. Fun = Success
2. Its all the GM’s fault.
There has been, on this Forum and others, a tendency to blame the GM either as an individual or as an institution. I admit that at times it does seem that many of the dysfunctional abuses that occur, do so from the chair of the game moderator. So there is a tendency to lay all bad things at the GM’s feet.
Taking a closer examination however, I think would show that much of the dysfunctional play thought to originate with the GM position in fact comes out of the notion that, “we are all here to have fun.” GM’s change or ignore rules, switch plots, or make split second decisions all in the name of “having fun”. I am not saying there are no bad GMs or bad GM habits but I am saying some fault does lie with Players and their actions. The GM is NOT in the game to entertain you as a player. It is in fact the hardest role to play in any RPG as you typically are forced to play MANY roles. The GM wants to have fun too (as it were.)
To keep on topic however, lets examine an example. Remember this is just how I am kind of interpreting all the comments so far.
Character goes over to chest, opens it and is hit by poisoned needle. Character dies. GM says ‘well it was poisoned, that happens when you open poison chests without looking first.’
Now you could say that all the GM did was explain how the world worked. In a sense he or she did not have choice. It is their job to select challenges true, but as long as the challenges are realistic to that world, then indeed it was the setting that chose to kill the Character, not the GM. Now the choice as I see it is: allows the mechanics / rules of the world to go blindly on OR step in and change the essential physics of the setting.
I would think however that in a Sim oriented game; you let the Character die because he or she just experienced the Setting first hand.
I am going to back and re-read the essay in question but I think there could be something to this Evaluative DM-ing idea that we should not dismiss because it may at first glance be at odds with the prevailing thought.
Sean
On 3/14/2006 at 8:00pm, MatrixGamer wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Selene wrote:
This is pretty much unrelated to narrativism vs. simulationism and what-not. It's about deciding to have fun.
I don't agree. These creative agenda issues get to the heart of what people define as fun. If a player likes taking their lumps when they step on a land mine and feel cheated if the GM saves them (when it just doesn't make sense to the player that they should survive) that's a CA issue.
To get back to Evaluative GMing, what I wonder is...What is the GM evaluating?
We have resolution mechanics (combat, tasks, skills, or conflict resolution aka The Pool) but then there is how actions affect the NPCs. This is the big gray area. How is this done? And just as importantly, how is what is done recorded so that the players and GM can use it later. Trusting human memory is a poor mechanism.
In my games (Engle Matrix Games) there is a "Matrix" of information about the world, made up of maps, scenario opener, character write ups, general knowledge people have about a given world/genre. The actions of the players are presented as verbal arguments for what happens next. Successful arguments happen and are added to the matrix. Over time, arguments completely rewrite the world - just like history does here. The matrix can be just remembered (this works fine in a face to face 2 to 3 hour game) but for long term games it is best to use written arguments (we do a lot of PBEM games on the MatrixGame2 yahoo group). Consequently there is a written record that people can go back to.
I'm not suggesting that Evaluative GM'ing needs to do it that way but considering how to access information later is an important point to consider.
Chris Engle
Hamster Press = Engle Matrix Games
On 3/15/2006 at 1:03am, Selene Tan wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
I have to admit to a certain bias. I am not happy with the traditional GM role because I find it to be too much work. There's all the pre-game prep with the laying out scenarios and places and filling out dozens of NPCs. And then there's balancing all the player desires, making sure everyone gets enough screen time, providing opposition that's challenging but doesn't stomp all over the PCs... Geez! And what does the rulebook have to say about this? "...A poor session can be spiced up. For example, props can bring new life to a game." What?! It's like giving someone with no training command of an army and expecting them to win a battle.
In other words, many RPGs give the GM the responsibility of making sure everyone has fun, and then don't give the GM enough tools or advice to actually do it. (If people want to continue this discussion, we should really move it to another thread and stop hijacking Auke's. I'm sorry, Auke!)
So. Evaluative DM'ing. Since this is an Actual Play thread, Auke, I think it would be great if you could give us an example of a game you've run using the technique. I would especially like to see what kinds of thought processes go behind the numbers you give. I'd also like to see some of the reasoning you use when you decide to use one dimension over another, or decide to create a new dimension.
I think that since you're used to using this system, you've come up with a lot of little rules that you follow to streamline things--the "default judgements" that JMendes mentions. What I would love to see is a catalog of these little rules, and instructions for coming up with new ones. I think that such a catalog and set of instructions would be useful for anyone learning how to GM any system, and that excites me.
On 3/15/2006 at 5:22am, Silmenume wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Hey Tony,
TonyLB wrote: Um, actually "arbitrary" is pretty much exactly what I mean. Not that that's a bad thing. It's an inevitable thing.
The game world is a fiction. The act of evaluating what the game world "would" do is, in fact, the GM choosing what he wants the game world to do.
So long as you're clear on that, I suppose you can use whatever word you want. But using a word like "evaluate" makes me worry very seriously about whether the issue is clear in your mind. Make sense?
Auke does have the right of it. Evaluate is the correct denoted meaning. Arbitrary is incorrect in both its denoted and connoted forms. The GM is not pulling decision out of his a**, nor is he flipping through a book or a deck of cards “arbitrarily” choosing his response. No, rather, upon “evaluating,” all or as many relevant data he can summon to mind he then goes about making an informed decision based up his developed knowledge and original assumptions of the game world. This is anything but arbitrary. Actually, done right, it is the height of intertwining of logical and creative thinking.
This is one of the old canards about Drama Resolution that definitely needs to be tossed out the door with such hoary old anachronisms as “role-play vs roll-play.”
Hi Auke,
Welcome to the Forge!
Auke wrote: I agree the game world is of course a fiction, but even a fictional world has rules. Perhaps if the rules are too poorly stated, then the world will indeed be just an extension of the DM's will, whim & fancy.
You do have the right of it in that even a fictional world does have rules. What is particularly interesting, I think, is if we come to recognize more and more of them through out play. Think of NPC’s as having rules of behavior that evolve over time. This statement notes three important ideas. One is that a “person” has certain relatively predictable modes of behavior. Two such modes of behavior are not fixed but can and do change. Three in order to mark that change in behavior there needs to be a baseline behavior to begin to with! So if a GM is “playing” an NPC there does not need to exist a list of mechanics that the GM must consult in order to derive said NPC’s response, but neither is he free to be “arbitrary” in his response either. He must “evaluate” all sorts of situational conditions before responding, and given that what he is portraying, a sentient being, his responses should neither be fixed nor pre-programmed.
Auke wrote: If the game world throws a curve-ball, then rather than ignore it, roll with it. It's up to the DM (and the players too) to find a creative "out", a deus ex machina if it comes down to that.
Actually I am of the opinion that this is a central modality of Sim play. This attending to the “game world curve-ball” is what I am now calling the logic cycle of Sim. Trying to make sense of it and work out a solution is very much a part of the process of extending the Dream. I call it Disambiguation, but I don’t know if that helps or not.
However, as many individuals have pointed out, role-play is a human exercise. Nothing “happens” in the game (Shared Imaginary Space in not changed in any way) without everyone in attendance agreeing that the change happens. In the local parlance this had been called the Lumpley Principle. Basically it boils down that since role-play is nothing more than an imagination sharing process with people doing the imaginings then all those people must agree to any change in the Shared Imaginary Space or someone will get lost or dispute said change. “Mechanics” can smooth that process along, but in the end all the players still must all agree to what the mechanics “say.” This does not mean they must like what they mechanics “say,” but they must agree to abide by them if necessary.
By the way, I believe the “Evaluative” of your “Evaluative DMing” is rock solid Sim.
JMendes wrote: In Evaluative DMing, there is virtually no way for the players to do pre-filtering. That means a DM judgement call will be required every single time a PC attempts something. Every time. No kidding. And even though the right decision might be self-apparent 90% of the time, it still has to be taken, eating up just one more calorie of brain activity.
João,
You are correct in that there are bazillions of minute decisions in this type of play, but this is exactly what our brains are very, very good at. Actually the rendering of fuzzy real world messiness into specific arbitrary numbers is something the brain is lousy at which does burn up lots of grey power. It is easier for you to do the mental calculus and estimate the future position of a falling object than to quantify the process and do the hard math. Now think about driving a car. Remember how many individual decisions went into that process and how overwhelming it was when you were first driving? Over time you developed a suite of heuristics that are pretty good most of the time. We’re reaaaly good at that type of stuff! But now, after a couple of years, you’ll notice how effortless it has become. We’ve become very adept at estimating lateral forces, predicting the behavior of other drives, how much space we need in order to stop, knowing how much we need to turn the wheel to accomplish a lane change or a sharp turn. Mathematically it would be a nightmare to try and quantize all this out, but we have over time internalized all this estimating to a fairly decent degree and can get on with it without too much effort. IOW we simulate a model of the real world in our minds and project forward to facilitate the making of decisions. The same applies to this style of GMing. In the beginning it can be very difficult, cumbersome and exhausting, but as time goes on it does become less taxing and, ultimately, easier! Never easy, but easier.
On 3/15/2006 at 2:41pm, TonyLB wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Silmenume wrote:
Auke does have the right of it. Evaluate is the correct denoted meaning. Arbitrary is incorrect in both its denoted and connoted forms. The GM is not pulling decision out of his a**, nor is he flipping through a book or a deck of cards “arbitrarily” choosing his response. No, rather, upon “evaluating,” all or as many relevant data he can summon to mind he then goes about making an informed decision based up his developed knowledge and original assumptions of the game world. This is anything but arbitrary. Actually, done right, it is the height of intertwining of logical and creative thinking.
Well how about if we're both right?
Yes, Auke is (as you say) collating data and working off of the rules of the game world as they have evolved (and are evolving). And so, in the context of those rules, his decisions are anything but arbitrary.
Yes, Auke is the one who created those rules, who continues to create them and who judges when they are relevant and how. He can choose to change them at any time. And so, if we view those rules as just another tool he creates along the path to deciding what he wants, his decisions are pretty arbitrary.
I don't see those two views as being contradictory. Do you?
On 3/15/2006 at 5:33pm, Auke wrote:
RE: Re: "Evaluative DM�ing" - comments on this approach, please
And so, if we view those rules as just another tool he creates along the path to deciding what he wants, his decisions are pretty arbitrary.
I really don't see anything uninformed, random or capricious about my decisions.
But they, how could I otherwise :)
Regards,
Auke
On 3/15/2006 at 5:58pm, Silmenume wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Hi Tony!
TonyLB wrote: Yes, Auke is (as you say) collating data and working off of the rules of the game world as they have evolved (and are evolving). And so, in the context of those rules, his decisions are anything but arbitrary.
Yes, Auke is the one who created those rules, who continues to create them and who judges when they are relevant and how.
Bolding added
This is where the logic falls apart. The continuing evolution of those rules is as subject to the Lumpley Principle as anything else that happens during Exploration. Even the “rules” are subject to the ratification of the rest of the players at the table – the Lumpley Principle. Near as I can tell, he’s not likely to make a radical shift in the evolution of the rules without setting up a riot at this table. He has to respect has happened in the past and take account of the current circumstances or he’s likely to get indignant shouts of “GM control!”
Note, under the moniker of “rules” such things as “rules of behavior” for each and every NPC in the game space must also be included. In fact when talking about the evolution rules we aren’t talking about the evolution of “resolution mechanics” nearly as much as we are talking about the evolution of the “patterns of behavior” (rules of behavior) of sentient beings.
Yes, rulings can be arbitrary, but then one can take arbitrary actions with regard to Premise (like changing it willy-nilly mid Address) or engage in turnin’ behavior but both would be considered non-functional forms of play. So it is with Sim and any “arbitrary” imposition or alteration of “rules.”
On 3/15/2006 at 6:30pm, Adam Dray wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
I think this conversation would be better served if we had a concrete example of Actual Play to discuss. Can you describe a recent GMed scene or two that uses your approach? Explain what the players and GM are doing more than what the characters are doing.
On 3/15/2006 at 6:52pm, Joshua BishopRoby wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
I concur with Adam. This is Actual Play. Let's see some Actual Play!
On 3/15/2006 at 7:27pm, Auke wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
So. Evaluative DM'ing. Since this is an Actual Play thread, Auke, I think it would be great if you could give us an example of a game you've run using the technique.
I concur with Adam. This is Actual Play. Let's see some Actual Play!
Selene, Adam & Joshua,
Actually, I'd intended to post my request for comments in a more theoretical forum ;-) However, what's done is done, and I'll sit down and write some examples of use in play. Other than what Selene mentioned in an earlier post, anything specific I should include?
Meanwhile, thanks for all the incredibly thoughtful comments (from everyone); I'll have to read a lot more about rpg theory before attempting to make a contribution.
Best regards,
Auke
, Since
On 3/16/2006 at 2:40am, Caldis wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Silmenume wrote:
This is where the logic falls apart. The continuing evolution of those rules is as subject to the Lumpley Principle as anything else that happens during Exploration. Even the “rules” are subject to the ratification of the rest of the players at the table – the Lumpley Principle. Near as I can tell, he’s not likely to make a radical shift in the evolution of the rules without setting up a riot at this table. He has to respect has happened in the past and take account of the current circumstances or he’s likely to get indignant shouts of “GM control!”
That's an interesting take on the Lumpley Principle Jay but I think it misses the facet of it that really supports Tony's point. From the provisional glossary, "System: The means by which imaginary events are established during play, including character creation, resolution of imaginary events, reward procedures, and more. It may be considered to introduce fictional time into the Shared Imagined Space. See also the Lumpley Principle." The important point there would be "the means by which imaginary events are established", the model of the game may help establish events but who decided on using this model? Who decides how it applies and when? Who created this model and to what purpose? Is the model specific enough to be interpreted in the same manner by different observers or is it the personal interpretation of whoever is making a ruling?
To put it simply the model exists as a means to an end, if you've chosen to play gurps with 25 point characters you're modelling something entirely different than playing a game with 500 point characters. If you are roleplaying in the world of Middle earth the model will allow for an entirely different range of possibilities than if you are playing in the world of Exalted. So what is the end the model is pushing for? What goal is it the GM has in mind for the game?
On 3/16/2006 at 9:07pm, Adam Dray wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Auke wrote:
Actually, I'd intended to post my request for comments in a more theoretical forum ;-) However, what's done is done, and I'll sit down and write some examples of use in play. Other than what Selene mentioned in an earlier post, anything specific I should include?
Well, I said a bit in my last response. Tell us what the GM and players were doing and why you think they were doing those things. Tell us what moments really jazzed you and what moments really annoyed you. There are some stickies at the top of the forum with advice for posting here if you need more than that.
Meanwhile, thanks for all the incredibly thoughtful comments (from everyone); I'll have to read a lot more about rpg theory before attempting to make a contribution.
No! No! We want you to contribute! Now, even. =)
Just post some bit of Actual Play and we'll talk about theory that way. Your contribution is the Actual Play experience you can share with us and the insights you have about "Evaluative DMing" in that context.
We do love it when new folks dig into the theory in the Articles section and then come back here with questions, but it's not a requirement. We may point you at articles and even game texts that support our ideas but, really, we just want to talk about your cool game experiences. Share!
On 3/20/2006 at 7:44am, Silmenume wrote:
RE: Re: "Evaluative DM’ing" - comments on this approach, please
Hey Caldis,
So as to not drag this thread away from Auke I've sent you a PM. If anyone else is interested in pursing the ideas being discussed between Caldis and myself feel free to PM me.
Auke,
Great thread! Keep on keepin' on!