The Forge Reference Project

 

Topic: Confused between N & S
Started by: wyrdlyng
Started on: 4/27/2002
Board: GNS Model Discussion


On 4/27/2002 at 4:37am, wyrdlyng wrote:
Confused between N & S

Okay, I'm working on Libra (formerly Fulcrum). I've defined the game's purpose to be to explore character and situation (mostly character).

Characters are people chosen to become guardians of reality. They are assigned to resolve threats to the barriers separating unreality from reality. Quite often these threats will force the characters to analyze their beliefs and convictions. (These assignments for the crux of the Situation, if I am reading the essay correctly.)

The other and more important aspect is maintaining a balance between the being you have become and the person that you once were. You possess the power to bend reality and must use it to protect humanity but because of this power you are also separate from them. The decisions you often have to make involve deciding whom to sacrifice and whom to save. The struggle to balance this power and insight with an empathy with the rest of common humanity is the true conflict. (Thus the Character exploration aspect.)

So, the game focuses around telling stories in which characters must explore their beliefs and ethics and deal with the ramifications of their decisions. The Guide puts out a basic situation and the players decide the characters path as well as narrate their efforts (Strong Directorial power is given to the players. The Guide is allowed to "veto" in order to keep the story flowing smoothly or to interject complications.)

Does this fall under Narrative or Simulationist?

I see Simulationist because exploration and development of the characters' personalities is the main focus. But, I can see Narrativist because this is done in the context of the greater situation.

For a real world analog reference any Cop Show in which the characters spend most of their time talking about their personal problems and conflicts while dealing with crimes.

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On 4/27/2002 at 2:17pm, Ron Edwards wrote:
RE: Confused between N & S

Hi Alex,

No one can provide the concrete answer you're asking, because N or S ultimately comes down to a matter of actual play. And if we're talking about the design of your game, then it's a matter of looking at combinations of many different mechanics, to see which one might be facilitated, if either.

So the only thing I can address in your post is the procedural and emotional difference between Narrativist and Simulationist play, and also to point out a key concept in my essay (often misunderstood).

Exploration is central. It applies to all role-playing. Having Exploration be a big part of the game, even a highly detailed or structured one, is not in and of itself G, N, or S. It has to be there in the first place.

Therefore the intrinsic interest in the imaginary stuff (Setting, Character, Situation, System, and Color) is a given, or rather, making sure that it happens is a requirement. Doing this is not, in and of itself, G, N, or S. So don't think that because you're emphasizing "getting into it," that you're focusing on Simulationism.

I will now lay out four possibilities. This is going to be a little difficult, because I'll say this once without reinforcing it later, that all four possibilities include a huge variety of possible design applications. Don't think of them and their examples as being "single ways" in terms of a real game. However, the differences among them are what I want to focus on, so they are treated as units (which they are, at a group/concept level).

#1 - total Narrativism. In play, the Explored elements together create a "fixation" or unavoidable focus on the Premise, which in this case is a moral or ethical concern that the players emotionally latch onto. In design, many or most of the mechanics are best understood at the real person level, rather than the character or in-world level. Sorcerer, especially in combination with the supplements, is a highly Narrativist game; so are Hero Wars, The Questing Beast, and Alyria.

#2 - Narrativism with a strong Simulationist "helper." In play, the Premise is still the focus or priority, but some of the Explored elements are handled in-play strictly in terms of in-game causality, with little if any personal bias involved. In design, a certain set of the mechanics which concern themselves with in-game causality have a "life of their own" quality, which (hopefully) ends up reinforcing the Premise when their application is done. Example: The Riddle of Steel.

#3 - total Simulationism. In play, the in-game, in-world causality among the Explored elements is the priority, and all thematic (or indeed all metagame) priorities are only valued insofar as they arise from that causality. In design, the system is expected to operate without personal bias or interference; this may be handled very "heavy" (as in RuneQuest) or very light (as in many LARPs or Turku play). Example: Harnmaster, Multiverser, JAGS, Space: 1889, Pendragon.

#4 - Simulationism with a strong Narrativist "helper." In play, the Premise as described for Narrativism is available as an enjoyable sideline or afterthought to play, but it is not expected from or by anyone to be expressed, or for personal interest in it to play a role in decision-making. In design, the Explored Elements are sufficiently deep, or require sufficient metagame input, to give Premise a personal "oomph" that underlies the in-game-cause priority of play. This combination usually doesn't fully exist except as a result of Drift. Example for which this Drift might occur: Jorune, Mage, quite likely The Million Worlds if I'm reading Rob's stuff right. I suspect a fair amount of west coast RuneQuest play fell into this category, whereas British play did not.

Please note that #2 and #4 are procedurally problematic. Historically, games with these designs have tended to be incoherent, requiring Drift towards either #1 or #3 in order to enjoy them.

Please note also that "story" in the loosest sense of the word may be produced by any of the possibilities.

Please note finally that I obviously could have included #5 (total Gamism), #6 (Gamism with strong Simulationist "helper"), #7 (Narrativism with strong Gamist "helper"), #8 (Gamism with strong Narrativist "helper"), and #9 (Simulationism with a strong Gamist "helper").

I hope that this has been helpful rather than confusing.

Best,
Ron

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On 4/28/2002 at 4:13am, Le Joueur wrote:
Those are Them!

Ron Edwards wrote: #1 - total Narrativism.
#2 - Narrativism with a strong Simulationist "helper."
#3 - total Simulationism.
#4 - Simulationism with a strong Narrativist "helper."

I obviously could have included

#5 (total Gamism),
#6 (Gamism with strong Simulationist "helper"),
#7 (Narrativism with strong Gamist "helper"),
#8 (Gamism with strong Narrativist "helper"),
and #9 (Simulationism with a strong Gamist "helper").

If you add #10-#12 - Mode with two weak "helpers," you pretty much have all the nodes you'd need to address using GNS for Transition. (And pretty much the discussion of how to prioritize them.)

(Good luck creating a system that accomodate all twelve nodes and a system for handling noting and acceding to the need to Transition between them.)

Fang Langford

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On 4/28/2002 at 9:11pm, Ron Edwards wrote:
RE: Confused between N & S

Fang,

Already have. All one needs is the basic understanding of the three modes and the notion that only one mode can be "master" for an instance of role-playing - with the corollary concept that the other aesthetics of the other two don't have to be absent, just not prioritized. It's very easy and it's nothing more than I've said from the very beginning.

There aren't twelve nodes. There are three. There are relationships among them; I spelled some of them out for the people who seem determined not to understand something unless I place my finger on it and make it go "beep."

Movement toward one of them (or toward a functional combination) is Drift, which is expected when dealing with incoherent game design; movement from one to another in a kind of "training" way via the practices of play is Transition (for which you are given due credit).

Why the "good luck," sarcastic or not, when what you call for already exists?

Best,
Ron

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On 4/28/2002 at 11:10pm, Le Joueur wrote:
Could You Direct Me

Ron Edwards wrote: There aren't twelve nodes. There are three. There are relationships among them; I spelled some of them out for the people who seem determined not to understand something unless I place my finger on it and make it go "beep."

Movement toward one of them (or toward a functional combination) is Drift, which is expected when dealing with incoherent game design; movement from one to another in a kind of "training" way via the practices of play is Transition (for which you are given due credit).

Why the "good luck," sarcastic or not, when what you call for already exists?

If it needs to be spelled out then it is present. There are clearly three Modes, but possibly twelve Nodes (as you spelled them out) to "beep." The concept of the 'beepers' (or something like them) is vital to the theory of Transition I am working with now.

Unless you have clear demarcation, a style of play will not focus in any of the ways you describe and will suffer from worse than Drift, it'll be quite Incoherent. As far as I theorize Transition, a group must jump from Node to Node, in a focused, healthy fashion.

I say "Good Luck," because I am finding the construction of such an animal anything but easy. If they (meaning explicit Transitional games) "already exists," I'd be more than happy to hear about them; I feel like I am stumbling around in the dark, blindfolded. I'm not sarcastic, I'm cynical.

Fang Langford

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On 4/29/2002 at 1:09am, Ron Edwards wrote:
RE: Confused between N & S

Heh, I get it - the "good luck" was self-directed, not me-directed. That works ...

What exists, then, is the theory of Transition; what currently is struggling to be birthed, is the application. I buy that.

Alex, before Fang and I get into this Transition thing, let's stick with your question, which was more of a plain old "what Mode" thing. Did my answer help?

Best,
Ron

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On 4/29/2002 at 3:46am, wyrdlyng wrote:
RE: Confused between N & S

I think that I'm getting it. I'm trying to make Libra a Narrativist game. The Premise flows into Narrativism and I believe that having the conflict resolutions determined by the players, and thus allowing their biases to be the primary descriptive force, also reinforces a Narrativist focus.

If what I just said is correct then I get it. If not then I'm not 100% clear yet.

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On 4/29/2002 at 1:52pm, Ron Edwards wrote:
RE: Confused between N & S

I think you do get it, Alex, at least as best I can judge without seeing or playing the game.

You wrote,
"I believe that having the conflict resolutions determined by the players, and thus allowing their biases to be the primary descriptive force, also reinforces a Narrativist focus."

H'm.

What do you mean, precisely, by "conflict resolutions determined by the players"? And similarly, what do you mean by "their biases"?

Please give me concrete examples of what you envision during play.

Best,
Ron

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On 4/29/2002 at 2:30pm, wyrdlyng wrote:
RE: Confused between N & S

Ron wrote: What do you mean, precisely, by "conflict resolutions determined by the players"? And similarly, what do you mean by "their biases"?


The mechanic is roll to determine the outcome (success or failure, and to what degree). The player decribes how the conflict was resolved. By their biases I meant that the players will tailor the description of the conflict's resolution to follow how they believe the story should flow.

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On 4/29/2002 at 2:36pm, Ron Edwards wrote:
RE: Confused between N & S

Hi Alex,

Well, in that case, I think you're all good. I especially like the fact that you are referring to these things in terms of reinforcing rather than defining Narrativist play.

Best,
Ron

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On 4/29/2002 at 2:49pm, contracycle wrote:
RE: Confused between N & S

I think I am working on a #4.

Does anyone think that the narratavist mode of action can be employed *in support* of the coherency of the sim? What I am thinking of is an expanded zone of character action which starts at all social levels. Players may carry out actions from their character sheet OOC with narrativist goals.

The model I have is in fact a kind of RPG of monopoly; or an RPG inside monopoly. To extent the metaphor brutally, a game element arising from sim (in my model, not in Monopoly, where it arises exclusively from mechanics) like a get out of jail free card could be "played" by the player as representative of social forces which they, through mechanics, are empowered to narrate for Directorially.

Does that make any sense?

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On 4/29/2002 at 3:16pm, Ron Edwards wrote:
RE: Confused between N & S

Hi Gareth,

I think it does make sense, but I think it's also clear that any of these "helper" game designs is (by definition) vulnerable to Drift. That may be considered a design advantage, by some, in the sense that more/different people would be able to enjoy the game.

And after all, since the game-play would be more likely to be coherent either non-Drifted or Drifted, I can't argue with that.

Best,
Ron

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On 5/9/2002 at 11:33pm, lehrbuch wrote:
RE: Confused between N & S

Hi,

I'm a bit confused over exactly what narrativism is. I've read the articles by Ron.

I understand that if at a particular instance in a roleplaying game a player indicates that their character does something because it is the optimal behaviour under the rules system, then the player is acting in a Gamist mode.

I also understand that if a player indicates that their character does something because it is "in-character", then the player is Simulating a character.

I think that the GNS system would then say that if a player indicates their character does something because it would advance a literary theme, then the player is acting with Narrativist goals in mind.

Assuming my understandings above are correct, how then is Narrativism different from Simulation, where what is being simulated is literature? It seems to me that Narrativism is a special case of Simulation not a separate category.

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On 5/10/2002 at 1:10am, Ron Edwards wrote:
RE: Confused between N & S

Hi Lehrbuch,

Thanks for posting. I'm afraid your paraphrases are very far from being correct, which is what's led to your conclusion.

1) "Optimal" is personally defined and cannot be used as a metric to classify an instance of play. If you're talking about tactics in, say, a combat scene, then using effective tactics for the character may be observed in any version of G, N, or S play. Doing so doesn't indicate any one of the modes at all.

2) The same goes for "in character." That corresponds, at its most general, to Exploring (imagining, sharing the imagination of) one's character, which is fundamental to role-playing of any kind.

3) I've been discussing the difference between Narrativism and Simulating Story for a long time. What you describe, I think of as a "door" or alleyway that people turn into just "before" they find the door into what I'm saying.

Fundamentally, Simulationism is about role-playing only through in-game, in-game-world mechanisms. It is not about inserting in-game-world events or generating in-character decisions through overt, player-agenda-driven priorities. Avoiding such priorities is what defines Simulationist play (and becomes a priority of its own). Narrativism, like Gamism, is based on the participants' overt agendas, for which the imagined characters (etc) are pawns or instruments, if you like.

Narrativism is best defined as the overt, acknowledged, shared priority of addressing Premise (in the strict Egri sense of the word), producing Theme through the instrument of generating plot. This is not "simulating" literature, or film, or any other kind of story - it is creating it. Note that Narrativist play varies a lot in terms of when and how much these priorities kick in, and also in terms of how much self-observed effort is involved, from a lot to a little.

As you know from my essays, such activity does not have a monopoly on creating stories; Gamist play and Simulationist play have been known to do it in a variety of ways. However, GNS is about priorities during instances of play, and creation of story as a side-effect of the role-playing, or as a preamble to the role-playing, doesn't qualify. Narrativist play is distinguished from the other modes on this basis.

Best,
Ron

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On 5/10/2002 at 3:08am, lehrbuch wrote:
RE: Confused between N & S

Ron Edwards wrote: I'm afraid your paraphrases are very far from being correct, which is what's led to your conclusion.


I thought so which is why I asked. Some more things for someone to correct me on:

Ron Edwards wrote: 1) "Optimal" is personally defined and cannot be used as a metric to classify an instance of play. If you're talking about tactics in, say, a combat scene, then using effective tactics for the character may be observed in any version of G, N, or S play. Doing so doesn't indicate any one of the modes at all.


OK. I can see this.

But, take a situation where a player's character has a choice of two different weapons to use in a combat scene.

From a game mechanics point of view, the only difference between the two is that one does more damage. If the player elects that their character picks the most damaging weapon *purely because* of that game mechanic advantage, then aren't they acting in a G mode?

Of course, there might also be N or S reasons for picking the "optimal" weapon, for example a S reason for the character picking the most damaging weapon might be that the player's character is psychotic and wants to inflict lots of pain, but the fact that the game mechanics actually reflect this is only of secondry importance. Or a N reason might be that the players recently saw someone attacked with this type of weapon in "real life".

Is this totally wrong?

Ron Edwards wrote: Fundamentally, Simulationism is about role-playing only through in-game, in-game-world mechanisms. It is not about inserting in-game-world events or generating in-character decisions through overt, player-agenda-driven priorities. Avoiding such priorities is what defines Simulationist play (and becomes a priority of its own). Narrativism, like Gamism, is based on the participants' overt agendas, for which the imagined characters (etc) are pawns or instruments, if you like.


OK. So would it be correct to say that Simulationist play has no meaning outside of the context of the game (or at least pretends that this is the case), whilst Narrativist play has some external, acknowledged meaning for the players?

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On 5/10/2002 at 2:39pm, Ron Edwards wrote:
RE: Confused between N & S

Hi there,

Good questions, good discussion. This may turn out to be one of those "Go see this" threads people link to all the time.

You wrote,
But, take a situation where a player's character has a choice of two different weapons to use in a combat scene.

From a game mechanics point of view, the only difference between the two is that one does more damage. If the player elects that their character picks the most damaging weapon *purely because* of that game mechanic advantage, then aren't they acting in a G mode?


The key is the phrase "purely because" - you have shifted the question from externally-observable behaviors to internal-motivations. In theory, yes, given that motivation, that decision is probably Gamist. However! That level of theory is not accessible to anyone, perhaps not even to the person in question. I strongly suggest that we focus instead on the practical level, my "instance of play," which by definition provides enough observable evidence to work with.

So, let's take your example carefully. Not only does Bob select the morningstar for his character Bartholemew, he glances challengingly at the GM (or whoever) and says, "Now try this!" And he's not role-playing Bartholemew; it's a statement to the group that he, Bob, is on top of the doing-mondo-damage issue. Still, even more detail is needed - we have to be talking about a game in which the morningstar really is a butt-kicker and not just another 2d8 or whatever. We also have to be talking about a situation that does not necessarily correspond to addressing Premise - it's about whether Bob is a good tactician - and that probably means assessing this decision as it relates to several scenes, not just one.

Another thing people miss a lot is that "instance of play" is not necessarily an individual variable; play is a group phenomenon. Therefore let's look at the others' reactions - ranging from "Oh, shit," to "Whoo-hoo!" to whatever. As long as they include (1) appreciation rather than disgust or impatience, and (2) focus on Bob's acumen rather than on thematic outcomes of the impending carnage, now we're really talking Gamist play.

Just as an aside, and for contrast, an N reason for picking the morningstar might be that Bartholemew is (a) about to fight the half-ogre who slew his mentor and further (b) was taught by that mentor to solve problems peacefully if possible. If something like this is going on, then it's the timing and thematic content of the decision that generates response from the group, as opposed to appreciation for Bob's tactical skill.

And now for the Simulationism. As preface, let me say that a year ago, this exchange, not to mention the whole thread, would have generated fifty screaming outraged responses, so everyone, don't think that I fail to appreciate how times have changed.

OK. So would it be correct to say that Simulationist play has no meaning outside of the context of the game (or at least pretends that this is the case), whilst Narrativist play has some external, acknowledged meaning for the players?

Yow. "No meaning" is harsh. As I said, the people involved really do have the metagame priority of not acknowledging/using metagame priorities, and if Exploration is engaging enough by itself, that's not a contradiction. I think "priority" as I'm using it translates very nicely to "meaning" at the personal level, so I'd hesitate to say such play "has no meaning." (At least, I hesitate now; a year ago, I was much less inclined to be sympathetic or respectful. Credit Seth ben-Ezra and Mike Holmes with changing my views.)

You are right about the Narrativism, though. As I've said before, both Narrativist and Gamist play have extremely overt and focused "external and acknowledged meaning for the players [participants]." Depending on the levels of vocabulary and communication among the group, a mixed group of S and N-or-G can get very acrimonious about that.

Best,
Ron

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On 5/13/2002 at 12:29am, lehrbuch wrote:
RE: Confused between N & S

Hi,

Ron Edwards wrote:
> If the player elects that their character picks the most damaging
> weapon *purely because* of that game mechanic advantage,
> then aren't they acting in a G mode?

The key is the phrase "purely because" - you have shifted the question from externally-observable behaviors to internal-motivations...However! That level of theory is not accessible to anyone, perhaps not even to the person in question. I strongly suggest that we focus instead on the practical level, my "instance of play," which by definition provides enough observable evidence to work with.


I agree that I shifted the question. However I do not believe that a particular "instance of play" contains enough information to make a GNS classification. For example, you go on to say:

Ron Edwards wrote: Not only does Bob select the morningstar for his character Bartholemew, he glances challengingly at the GM... And he's not role-playing Bartholemew; it's a statement to the group that he, Bob, is on top of the doing-mondo-damage issue.... we have to be talking about a game in which the morningstar really is a butt-kicker... and that probably means assessing this decision as it relates to several scenes, not just one.


Which is fine, but you are still placing the "instance of play" into a context. Perhaps you are correct that a context of other instances is better than a context of internal motivations (which I attempted to place the decision in). However, as you say "play is a group phenomenon." Which not only means that group reaction is a context, but that each member of the group may see a particular instance in a different context.

For example I may be acting in what I consider a thematically consistent manner, and be quietly congratulating myself on my fine Narrativist style. Another player may see my actions in a different context and only see a set of relentlessly Gamist decisions. Does this mean that one player is wrong, or that the group is dysfunctional or does it mean that a GNS classification of a game is dependent not only on the particular instance but who is making the classification? Which is exactly the same problem placing the decision in a "context of internal motivations" presents.

Or to put it another way: can a decision be made about whether a particular roleplaying system is G, N or S without a knowledge of who is playing it, and what they think they are doing?

As an aside, could "audience stance" be what a player is doing when they attempt to understand a particular instance of play in some context?

Ron Edwards wrote: And now for the Simulationism.... Yow. "No meaning" is harsh. As I said, the people involved really do have the metagame priority of not acknowledging/using metagame priorities, and if Exploration is engaging enough by itself, that's not a contradiction.


I think you are saying Simulationism is Escapism?

In which case what about roleplaying as practiced in a professional capacity, for example, by a social worker or a business strategist? They, I think, would claim to be "simulating" a social problem or a business contingency, but they have the metagame priority of making/learning some point about real life. Is this Narrativism? If it is then it is certainly not a "literary narrative" they are creating.

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On 5/13/2002 at 10:29am, contracycle wrote:
RE: Confused between N & S


In which case what about roleplaying as practiced in a professional capacity, for example, by a social worker or a business strategist? They, I think, would claim to be "simulating" a social problem or a business contingency, but they have the metagame priority of making/learning some point about real life. Is this Narrativism? If it is then it is certainly not a "literary narrative" they are creating.


Chris Engle, he of matrix gaming famne, uses these games as a psychiatrist - one of the most used, IIRC, is "lets get Bob drunk". The objective here is to let the player Explore, with trips to and from the metagame, their own psychological process of turning to the bottom. Becuase people tend to rationalise their decisions as virtuous, the objective is to puncture the subjectivity of the personal narrative with interventions from an external objectivity, dice.

What I am stumbling towards is that "roleplaying for the purpose of learning about the situation simulated" is simulationism, IMO. The purpose opf simulating is usually to learn how something works, to model it in a testable way. IMO, RPG sim is the same thing.

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On 5/13/2002 at 3:41pm, Mike Holmes wrote:
RE: Confused between N & S

contracycle wrote: What I am stumbling towards is that "roleplaying for the purpose of learning about the situation simulated" is simulationism, IMO. The purpose opf simulating is usually to learn how something works, to model it in a testable way. IMO, RPG sim is the same thing.


Very much so. And insamuch as learning is fun (works for me) it qualifies as entertainment. I tend to use the term discovery because it goes with exploration. Or, IOW, the fun of exploration is discovery.

Goes to my Columbus vs. Michelangelo type comparison. In the most general terms, do you prefer to discover, or create?

Mike

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On 5/13/2002 at 4:17pm, Jake Norwood wrote:
RE: Confused between N & S

Just wanted to say that this thread has been very informative for me, as the Riddle of Steel has been labeled Narrativist, Simulationist, and a "heretofore impossible combination of both." I'm pretty new to all this GNS stuff, so now I'm starting to get what people are saying and what all this GNS stuff is.

Now I'd like to pose a question--Simulationism seems to be about exploration/discovery...the "Columbus" bit. Narrativism is about creation, or the "Michelangelo" bit. On the other hand I've heard of Narrativism being a platform for the exploration of moral issues, protagonist themes, story-building, etc. What is seems to me is that Narrativism is simulation of the psyche and the soul, and the so-called "sim" games are simulation of the physical world (or some variant thereon)...

So N and S are, kernally, the same thing, and are just begging to be blended. At least that's what I'm seeing.

Feedback? Am I way off here? Am I right on?

Jake
TROS

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On 5/13/2002 at 4:29pm, Paul Czege wrote:
RE: Confused between N & S

Hey Jake,

What is seems to me is that Narrativism is simulation of the psyche and the soul, and the so-called "sim" games are simulation of the physical world (or some variant thereon)...

I think you're a bit off. Both of those qualify as Simulationism. Ralph "Valamir" Mazza's awesome GNS Primer is a good place to start in on this stuff.

Paul

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On 5/13/2002 at 4:43pm, Mike Holmes wrote:
RE: Confused between N & S

Jake Norwood wrote: Now I'd like to pose a question--Simulationism seems to be about exploration/discovery...the "Columbus" bit. Narrativism is about creation, or the "Michelangelo" bit. On the other hand I've heard of Narrativism being a platform for the exploration of moral issues, protagonist themes, story-building, etc. What is seems to me is that Narrativism is simulation of the psyche and the soul, and the so-called "sim" games are simulation of the physical world (or some variant thereon)...

So N and S are, kernally, the same thing, and are just begging to be blended. At least that's what I'm seeing.

Feedback? Am I way off here? Am I right on?


Nope, sorry Jake. I apologise if my simplification threw you off. I was speaking to general motivations, not what actually happens.

By creation, we're talking about Creation of Theme, which is only created by addressing the Premise. Has nothing to do with he Soul or Psyche unless that's what you want it to be about. And you can Sim Soul and Psyche, as well, we call it Exploration of character.

The question still remains the same. Are you making particular decisions because it makes sense with in-game causality, or are you making them because they address the premise better (thus creating themes and the literary story). If the first, you are participating in Simulationism. By the second, you are participating in Narrativism. Note that these are actual behaviors.

A game (such as yours) when labeled as Simulationist or Narrativist is simply meant to imply that it supports that mode of play best. I would say that it is an excellent Simulationist game, while Ron would say that it's a Narrativist game. Each of us meaning that we feel that it supports that mode best. Not that one cannot play it in another mode. To play a game in a mode for which it is not best desined is referred to as drift. There is another pertinent term, as well, Transitional, which means that the game has rules that encourage you to play in one mode at one time, and in another at a later time. One might argue that TROS combat is Sim, while accumulating the Spirit stats in play ouside is Narr making th game transitional...hmmm. But that might be a longshot.

Note that one cannot give highest priority to both Premise and in-game causality at the same time. This is what we refer to as the "impossible thing" (about which there is much debate). Also note that payers shift back and forth between G and N and S rather regularly, during play, despite the system being used and what it supports. So, one moment I'm making a decision that is Narrativist, and the next I'm making Sim decisions. Still, particular mechanics will only best support one mode.

I'm just reiterating all the stuff that you'll find explained better in the essays. Trying to jump in here without reading those first is likely to get one confused (confused me at least).

Mike

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On 5/13/2002 at 4:46pm, Jake Norwood wrote:
RE: Confused between N & S

Always good to see how little you know. I'm afraid that those essays are currently unavailable (which is a darn shame), but they are on the top of my reading list as soon as they're up.

And, as always, thanks.

Jake

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On 5/13/2002 at 4:58pm, Paul Czege wrote:
RE: Confused between N & S

Ron's essay, "GNS and Other Matters of Role-playing Theory" is available here: http://www.indie-rpgs.com/articles/gns/gns_introduction.html

Paul

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On 5/13/2002 at 9:48pm, lehrbuch wrote:
RE: Confused between N & S

contracycle wrote: Chris Engle, he of matrix gaming famne, uses these games as a psychiatrist - one of the most used, IIRC, is "lets get Bob drunk". The objective here is to let the player Explore, with trips to and from the metagame, their own psychological process of turning to the bottom...What I am stumbling towards is that "roleplaying for the purpose of learning about the situation simulated" is simulationism, IMO.


OK, I can believe this. But I could also believe someone who said that they were addressing the Premise of "What are the consequences of losing control, for example by getting drunk?"

That is, whether a particular instance of roleplaying is G, N or S is dependent on the context in which the "critic" or audience making the classification perceives it to be in. I think the best statement that can in general be made about a roleplaying system is that it is G, N or S in *your* experience of it and possibly, if it is clearly articulated, in the intent of the designer. In other words G, N or S is at least as much of a statement about players as it is about system. See, for example, the thread concerning differences between West Coast and British play of Runequest (http://www.indie-rpgs.com/forum/viewtopic.php?t=2014).

Further to confusion between N and S: if in the process of simulating something a player breaks the logic of the simulation, for the express intention of demonstrating something about the Premise on which the simulation is based, then is this acting in a Narrativist mode? What if the player tried to perform this demonstration while still maintaining the logic of the simulation?

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On 5/13/2002 at 10:03pm, Ron Edwards wrote:
RE: Confused between N & S

lehrbuch,

This is to respond to several of your points in a couple of posts, so forgive me if it jumps around.

First, there isn't any such thing as an "instance of play" for which a GNS orientation cannot be determined. An "instance" is not an instant, as some often mis-read it; it might need to be an hour of play, for example. I have found instances of play usually to be more like an entire session. A great deal of play may be considered set-up for pay-off, and leaping to a "Beep! Gamist!" kind of identification of an instant of play is distinctly not useful.

Second, I don't make any claim to discuss "role-playing" as the term is used outside of "role-playing games" in the hobby parlance. The term is used for various activities in corporate, military, and therapy-oriented applications, and I frankly have no interest in these. I don't think they have much to do with the activities in the hobby we're talking about; they just share the same word to label them.

Third, you're using Premise in a way that gets fuzzy for me. Addressing the Premise of "What are the consequences of getting drunk?" is Exploration of System, and hence (as a priority) would be simulationist. Now, if by "consequences" you are more interested in family interactions, interpersonal responsibilities, and the outcomes of love among dysfunctional personalities ... and if play focuses on decisions about these things (rather than on experiencing or observing them), then we move into Narrativism. But that line is a definite one - practically interdimensional. There is no gray area at all.

Fourth, I do not think your notion that "viewer context" is valid at all. That will probably be a topic for another post, or perhaps another thread.

Fifth, "escapism" is a loaded term and I hesitate to adopt your identification of it with Simulationism. "Shared day-dreaming" has been used in the past, with the strong connotation of no other metagame goal, and that seems a little less loaded. If, by escapism, you are not implying some kind of retreat or schizophrenia, then that works OK.

Best,
Ron

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On 5/13/2002 at 10:16pm, Clinton R. Nixon wrote:
RE: Confused between N & S

Ron Edwards wrote:
... I don't make any claim to discuss "role-playing" as the term is used outside of "role-playing games" in the hobby parlance. The term is used for various activities in corporate, military, and therapy-oriented applications ... I don't think they have much to do with the activities in the hobby we're talking about; they just share the same word to label them.


Ron,

I hate to disagree, but I think these activities bear a close relationship to some forms of role-playing games. Outside the Forge, you'll see a certain type of role-playing often lauded above others, usually identified by such terms as "transparent" and "immersion." This style of role-playing, while being usually extremely rules-light, falls smack dab into Simulationism, and its goal is to have an experience in a fictional world as a different person. This goal is more than just "playing a part" in that the players want to experience the same emotions as their character and become "immersed" in it: these players express as their most significant pieces of play those moments when they imagine they can see the cloud city, or winged elf, or napalmed jungle, or whatever their character is seeing.

This valid form of Simulationism bears a distinct resemblance to the above, and is a form of escapism. By this, I don't imply retreat; I explicitly invoke the term. The reasons for this: well, I should write an essay on the social aspects of gaming. Suffice it to say that I'm not writing this from anecdotal evidence alone.

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On 5/14/2002 at 2:19am, lehrbuch wrote:
RE: Confused between N & S

Hello,

I hope we're not repeating too much prior discussion here...

Ron Edwards wrote: First, there isn't any such thing as an "instance of play" for which a GNS orientation cannot be determined. An "instance" is not an instant, as some often mis-read it; it might need to be an hour of play, for example.


I agree an instance does not need to be an "instant". But my point was not that there is an "instance of play" for which a GNS orientation cannot be determined, but that there could be an "instance of play" which *can be oriented in several ways* depending on which player (or commentator) is doing the orienting.

So, if several players orient an instance differently does that mean:
a) There are no such instances, one or more players is Wrong.
b) The GNS system is (or can be) dependent on who is applying it.

Ron Edwards wrote: A great deal of play may be considered set-up for pay-off, and leaping to a "Beep! Gamist!" kind of identification of an instant of play is distinctly not useful.


Yes, but how do you decide how much play to consider? For example, I might play in a single session of a game of Vampire, and see all the other players acting as if they were Simulating character. However, all the other players might see the single session as part of a campaign, where they are addressing the Premise "Immortality leads to inertia". The characters they have chosen all reflect aspects of and counter-arguments to this Premise, as do the long-term goals they have ascribed to their characters. Am I correct or are they? Hasn't this difference in classification arisen from the context in which it is being judged?

Um...as I write this it occurs to me, one could state that in the above example, I am considering *the session* as an "instance of play", while the other players are considering *the campaign* as an "instance of play". Which, I guess, explains something. We are both right!

The anwer to my above question could therefore be:
If several players orient an instance differently, that means:
c) they are orienting different instances.

Perhaps, my argument collapses to: A GNS classification (or indeed any classification) of a game system depends upon which particular "instances of play" are selected as representative of play under that system. In some cases, the choice of "instances" (and therefore the player/commentator doing the selection) are more important than the system itself.

Which seems embarrassingly obvious, and took a long time to get to.

Ron Edwards wrote: I do not think your notion that "viewer context" is valid at all. That will probably be a topic for another post, or perhaps another thread.


You define three stances in your essay (http://www.indie-rpgs.com/articles/gns/gns_chapter3.html), these are Actor, Author and Director.

The fourth stance (which you say might exist, in your essay) I am proposing as:
Audience: where a person understands, using a context, a character's decisions and actions or aspects of the environment, particularly (but not only) those determined by another player.

Where context can be (but is not necessarily limited to):
a) the rules and mechanics of the game.
b) the observed past and anticipated future of the game.
c) factors external to the game.

Also, noting that a person in Audience stance may not actually be playing the game, they may be an observer or commentator.

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On 5/14/2002 at 2:43pm, Mike Holmes wrote:
RE: Confused between N & S

lehrbuch wrote: So, if several players orient an instance differently does that mean:
a) There are no such instances, one or more players is Wrong.
b) The GNS system is (or can be) dependent on who is applying it.


This is the source of most of your confusion. GNS is about player decisions. It's all about how the player is making his decisions, and not anything else. So an instance of play is G roN or S because of how the player makes his decisions in that instance. Can players be playing in different modes? Yes, happens all the time and constantly. Sometimes a problem, and other times not.

Perhaps, my argument collapses to: A GNS classification (or indeed any classification) of a game system depends upon which particular "instances of play" are selected as representative of play under that system. In some cases, the choice of "instances" (and therefore the player/commentator doing the selection) are more important than the system itself.
Games cannot be GNS calssified per se. When anoyone says that a game is Simulationist, they are either making a mistake, or they are using shorthand to say that they believe that the game is structured such that it best supports players using that mode of play. Which is a mouthful, so y0ou can understand why people just say "its a Sim game".

The fourth stance (which you say might exist, in your essay) I am proposing as:
Audience: where a person understands, using a context, a character's decisions and actions or aspects of the environment, particularly (but not only) those determined by another player.

Where context can be (but is not necessarily limited to):
a) the rules and mechanics of the game.
b) the observed past and anticipated future of the game.
c) factors external to the game.

Also, noting that a person in Audience stance may not actually be playing the game, they may be an observer or commentator.
This has been debated extensively in other threads in this and the RPG Theory forum. A quick search for Audience aned Stance should bring many up.

Mike

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On 5/14/2002 at 8:28pm, lehrbuch wrote:
RE: Confused between N & S

Mike Holmes wrote: > I[Lehrbuch] am proposing [audience stance] as:...

This has been debated extensively in other threads in this and the RPG Theory forum. A quick search for Audience aned Stance should bring many up.


OK. A major argument against such a definition seems to be that "stance" is defined as "how a person arrives at decisions for an imaginary character's imaginary actions." Therefore, as no one is obviously making any decisions about characters in audience stance it isn't a true stance.

However, in audience stance, as I've defined it, the player is making a decision about what an imaginary character's imaginary actions *mean*. Or is that nonsense?

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On 5/14/2002 at 9:04pm, Ron Edwards wrote:
RE: Confused between N & S

Hi there,

Whew! Three meaty topics all at once. Let's see.

STANCES
I don't think you're saying nonsense. I do think, though, that as soon as the watching person opens his or her mouth to convey that meaning to everyone else - and especially when they do so in reference to what the "active" player is about to do or has done - then they have entered Author stance, or co-Author, if you like.

ROLE-PLAYING (NOT GAMES)
Clinton's right, I concede that strong, even defining similarities exist among (say) therapeutic role-playing and some forms of Sim. However, I think that any categorization I've come up with (or modified from others), like GNS, or how Currency relates to GNS, etc, is predicated on the role-playing being a group leisure activity - thus I don't expect any of my theorizing to apply substantively to the other forms of role-playing.

INSTANCES
Unless I'm terribly wrong somehow, I'm pretty sure that Mike, you, and I have all reached at least a tolerable consensus on this one.

Best,
Ron

edited to correct a mis-attribution

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On 5/14/2002 at 9:19pm, Mike Holmes wrote:
RE: Confused between N & S

lehrbuch wrote: However, in audience stance, as I've defined it, the player is making a decision about what an imaginary character's imaginary actions *mean*. Or is that nonsense?


Not nonsense in my opinion. At least is seems to be as good as the definition of Director stance (which is making decisions about things that are not your character) as far as meriting inclusion. I have added a Pseudo-stance that I refer to as Joiner mode, where the player is just present and is actually more or less disinterested in play. That is their level of participation does not even reach your conditions for Audience Stance.

Certainly if we were to make a model that simply addressed how a player interacts with an RPG, then Audience and Director fall in quite easily. It's only when looked at in the perspective of how it relates to a character that Sudience and director start to look odd. But that is the current definition of Stance.

But I'm not sure how this relates to an understanding of Narrativism versus Simulationism. Stance is Mode independent. If ths is completely tangential, then perhaps it should have it's own thread (or perhaps you can find what you're looking for in those old threads). Or is there some link I'm missing?

Mike

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On 5/14/2002 at 11:03pm, lehrbuch wrote:
RE: Confused between N & S

Hello,

Ron Edwards wrote: STANCES
I do think, though, that as soon as the watching person opens his or her mouth to convey that meaning to everyone else - and especially when they do so in reference to what the "active" player is about to do or has done - then they have entered Author stance, or co-Author, if you like.


OK, I buy this. However, what if they don't communicate the meaning they determined to anybody else? Or only to a limited number of other players.

Mike Holmes wrote: I have added a Pseudo-stance that I refer to as Joiner mode, where the player is just present and is actually more or less disinterested in play. That is their level of participation does not even reach your conditions for Audience Stance.


Assigning no meaning to the actions of a character is still assigning a meaning? Sort of.

Mike Holmes wrote: But I'm not sure how this relates to an understanding of Narrativism versus Simulationism. Stance is Mode independent.


Yes, Stance is Mode independent. But what I'm calling "context", in my definition of audience stance, is related to (but not identical to) the Mode which the player perceives the game to be in.

Ron Edwards wrote: ROLE-PLAYING (NOT GAMES)
Clinton's right, I concede that strong, even defining similarities exist among (say) therapeutic role-playing and some forms of Sim.


As I think Clinton alludes to, the GNS model doesn't seem to address the social aspects of role-playing, which occurs in games as well as not-games. For example, I indicate that my character takes a certain action *because I know it will please the GM* and therefore she will not be so mad when I tell her I haven't brought any money for the gaming group's pizza purchase. Clearly, my real-person priorities are dictating character action, but these are not Narrativist priorities.

I think it would be helpful for a model to include these social aspects of roleplaying, too.

Ron Edwards wrote: INSTANCES
Unless I'm terribly wrong somehow, I'm pretty sure that Mike, you, and I have all reached at least a tolerable consensus on this one.


If I'm the "you" of this comment, then I think: yes.

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On 5/15/2002 at 3:10am, Ron Edwards wrote:
RE: Confused between N & S

Hi lehrbuch,

Yup, you were the "you" in the sentence. So we're reasonably good ...

Now, the last issue - that "social box" is definitely in the model, but perhaps it's easy to miss because it's the biggest box, within which the Exploration is enclosed, with GNS being enclosed within that.

Real humans, sittin' around, enjoying being together, scammin' on each other on occasion, getting into romantic hassles, playing these games (or is that word too problematic ...). That's the big box. All the stuff that my essay is about is subordinate to the the box which holds it.

The last chapter in the essay gets into this to some extent, and there's a whisper of it in the beginning of the Exploration chapter as well. When I re-do the essay, I'll explain the social context stuff better right up front.

Best,
Ron

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