The Forge Reference Project

 

Topic: Clarifying GNS for the re-write
Started by: Logan
Started on: 6/18/2001
Board: GNS Model Discussion


On 6/18/2001 at 6:45pm, Logan wrote:
Clarifying GNS for the re-write

I'm rather concerned that some primary aspects of the presentation have been misunderstood by many who have read it. Since I will be rewriting the doc on Jun 21, I think it's important to clear up some of the sticking points and prod for further reaction.

First, I'll address the value of GNS. As a set of ideas, GNS has spawned a lot of debate, but GNS has done some good, too. GNS and the ideas it contains have made some people feel better about gaming and allowed them to once again enjoy their hobby. It has actually brought a few people back to gaming. As far as I know, GNS is unique in doing that. I am among those people. That is why I feel that it's important to have a GNS faq, why I expended the energy to write a faq, and why I participate in this debate at all.

Next, I want to address the tone of the debate. Most of it is very good. I'm really pleased with the quantity and quality of input we've received about the faq. Most of it comes as no surprise to me at all, even the criticism. Thank you to everyone who has taken the time and interest in what we're doing here to read what we've written and tell us what you think about it. Some of it is angry - even pissed-off. To the angry, pissed-off people, I say this: Get over it. This is supposed to be interesting and somewhat rewarding. If this stuff pisses you off so much that you have to rant about it in the wee hours of the morning, don't bother with it. You're probably not listening to the context of what we're trying to say and you're just spreading discord. This is not to say critical thinking is wrong or bad, but we can have a reasonable discussion about it. At the end of the day, we may not agree, but at least we had the discussion.

Third, I want to address the criterion for determining whether a game is G, N, or S. It is a combination of overall game presentation, overall mechanical effect, player intent and behavior in playing the game, plus GM intent and behavior presenting the adventure and running the game. Naturally, this covers a lot of ground and has tremendous impact on how this stuff fits together. It's not "just" any one thing. In fact, using words like "just" or "only" is about the most contentious thing a person can do in discussing these issues. If you say, "It's just this," or "it's only that," you will piss people off. I was aware of it, but I credit Ron for articulating the point. Think about it. If any of these models were so cut-and-dried, none of it would require debate

Now, to the main point. I had a definite reason for presenting the historical and background terms before presenting GNS proper. It seems to me that all these factors feed into GNS and make the definitions live and breathe. It's also apparent that some of the impact has not been fully explored or implemented in the faq. I don't think that will happen over night, but allow me to expand a bit on my thinking in these areas. I will begin with definitions and then delve into terms, their impact, and how all this fits together.

Gamism is about competition among actual humans (players, GMs). It places emphasis on overcoming challenges, solving puzzles, increasing character capabilities, gathering stuff, fairness, balance, and winning the game.

Narrativism is about creating stories as a group. The emphasis is placed on allowing players to have some power over what happens in the story, how it happens, and how the story turns out.

Simulationism is about allowing the group to see what would happen in a given situation as a result of the characters' actions. It places emphasis on fairness, verisimilitude, and allowing the group to have an unusual experience.

GNS and Plot
When we talk about plot/storyline with respect to rpgs, we are talking about a pre-plotted sequence of events. Any game may have a plot set up in advance. Any time the GM uses railroading techniques to keep the players on course, there is the cahnce the players will notice and object. Any time the players deviate from the predetermined plot, there is the possibility that the side-trip will have consequences for the characters later in the game.

Gamist games are most likely to have a completely pre-plotted adventure. In Gamist games, this is primarily a vehicle for moving players from challenge to challenge. Gamists are most likely to follow the pre-plotted adventure from start to finish because the players want to overcome the challenges. The GM will usually railroad them a bit to keep them on course through the story.

Narrativist games are least likely to have a pre-plotted adventure. In a Narrativist game, this is a basis for allowing the players to engage in subplots and new stories. Narrativists may decide to tell a completely different story, in which case the GM probably wouldn't use railroading to keep them on course.

Simulationist games may or may not have a pre-plotted adventure. In a Simulationist game, this is one more set of pre-existing conditions in the game world. Simulationists may follow the pre-plotted story, or they may go off on a tangent at some point. This is determined by character motivations and the GM's interests. Depending on the conditions, the GM may or may not railroad the players to put them back on course.

Metaplot
Any game may have a metaplot. The presence or absence of this has some impact on what might happen in an adventure, but it has little or no impact on the style of play, the techniques the players use, or the methods for making decisions. As far as GNS is concerned, it's no issue at all.

Premise
All games have a premise. Like art, all games are about something. Premise is not so important in Gamist games. It may or may not be important in Simulationist games. It's usually pretty important in Narrativist games.

GNS and System Weight
System weight has little impact on a game's GNS orientation, but it may have some meaning on approach to play within each orientation.

Gamist games are often pretty heavy with mechanics for many occasions and subsystems intended to spell out powers and maintain balance. The mechanics are usually directed toward making a contest (such as combat) more exciting, and they're usually crafted in such a way that the player always has a chance to win or lose, no matter how unlikely either event may be.

Narrativist games are usually light systems, but they can become heavier as designers spell out specific rights and limitations on the player's method for creating story. They may also gain weight with increased Gamist or Simulationist influence.

Simulationist games pay the most attention to weight. Heavy systems are usually the result of stringent efforts to simulate conditions in the game world. Light systems are the result of strong desire for players to be their characters without cumbersome mechanical interference.

Stances
Any player can occupy any stance in any game, depending on the contract between player and GM. That said, the likelihood of the player being allowed to occupy a given stance changes depending on the orientation of the game. All players use Author stance during character creation unless the GM supplies ready-made characters. Some games have mechanics which allow the player to participate in Audience stance, but this is infrequent and not well-tied to GNS orientation of the game.

Gamist games place the player primarily in Actor stance, though some Gamist games may supply access to Author or Director stance in some circumstances. There is overlap here between Gamism and Narrativism.

Narrativist games place the players in Actor stance but usually allow them significant access to Author and Director stance so that they may actively participate in the creation of story, adding events, inventing subplots, and even dictating the outcome of some actions.

Simulationist games primarily place the player in Actor stance. Sometimes, players may have limited Author or Director power which allows them to change the outcome of events. There must be some way to explain this in order to maintain the verisimilitude of the game world. A very lucky character might have luck points to spend in order to improve a die result. A character with special powers may be able to be 2 places at once. If this is part of the game world, the player uses other stances as needed to achieve acceptable results. This is overlap between Simulationism and Narrativism.

Playing Characters
Interestingly enough, player method of playing characters has minimal impact on GNS orientation of the game. A player may play in IC or OOC mode regardless of stance. All approaches are valid.

Gamists are most likely to play for extended periods OOC mode. Regardless of mode, they usually make free and open use of OOC information.

Narrativists play IC or OOC as the situation demands, and use OOC information as needed.

Simulationists are most likely to play IC and to ignore OOC information.

Balance of Power
Balance of Power has been related to GNS orientation of the game, but that may change over time.

Gamist games have traditionally given the GM the bulk of the power, though some allow sharing based on access to Author and Director stance as shown above. This is not a rigid requirement as Rune demonstrates. Rune gives all the power to the players who take turns acting as GM.

Narrativist games openly share power between GM and players. This is reasonable, because the players need the power in order to tell their own stories. Recent independent designs freely give all the power to the players.

Simulationist games have always given all the power to the GM, and the idea of sharing that power (or using it if it's offered) is anathema to many Simulationists.

Scenario Design
Scenario design is not fixed in its relationship to GNS, but some combinations are more common than others.

Gamist scenarios are usually linear or branched adventures.

Narrativist scenarios are usually Set of Encounters, Relationship Maps, or Intuitive Continuity adventures. They can be linear or branched adventures, but it's likely the players will derail them in oursuit of their own stories.

Simulationist scenarios are often Set of Encounters. This is probably the preferred mode of play for many Simulationists, Simulationist GMs can also present linear, branched. Simulationists could probably make use of intuitive continuity adventures and relationship maps, but the arrangement is fairly new.

Conclusions
Nothing is absolute. There are numerous opportunities for overlap. Games are a jumble of G, N, and S techniques. These are further modified by the GMs who run them and the players who play them. A game can be evaluated based on its written presentation, but players can distort that presentation and give that game a different emphasis. Players themselves need not always play with the same emphasis, even in the same game session. What we try to do with GNS is look at what is possible, try to see what people do in playing games, and make observations about patterns of play.

Dramatism & Narrativism
Much has been said here about Dramatism and the idea of playing for story, any story. The fact is, the bulk of people who write about Dramatism treat it as Simulationism + Plot. I don't buy it. As a goal, a technique, a method, and as an intent, playing for "drama" with the GM driving all the plot is another flavor of Simulationism. The mechanics, the decisions the players make, the way the games are played are just like Simulationist games. All you're saying is that the players portray their characters with feeling and get the most out of their roleplaying experience. This is what I carry away from reading many posts in the rgfa debate.

Narrativism is different and unique. When you give the players control over the course, direction, plot, setup, and outcome of events in the game you open new vistas to them. You give them access to roads previously never travelled. I've seen the eyes of players open when presented with these new possibilities. If these games are a minority in the market, it is because the exploration of these possibilities did not begin until much later. Emphatically, Narrativism deserves its own corner of the triangle. It represents a completely different method and purpose for play compared to Gamism and Simulationism. Related to them? Certainly. A reaction to them? Probably. Important and worthy of separate acknowledgment? Definitely.

On this site in this model, Narrativism is here to stay.

With respect to the GNS faq, if the point of contention is the role of Dramatism in our discussion, I will remove all reference to that term.

Theatrix
IMO, Theatrix is ill-served and poorly represented in the rgfa model. Its potential and its meaning are submerged in the rgfa debate. It's a Narrativist game, pure and simple. That you can play it to dramatic ends is implicit, but to say it's "only" a Dramatist design is an insult to Berkman's work. In truth, I think even he doesn't quite realize the impact of what he wrote. In the bulk of their debates, the rgfa participants don't give weight to the great empowerment of players that Director stance provides. They barely even acknowledge their own Author stance. They largely poo-poo the idea of wearing the Author cap. They don't like the idea of GMs sharing power with players. As far as I can tell, they don't really understand the implications of allowing the whole group to create story as a group. That is one more set of reasons why I am an advocate of the Edwards model over all others. If/when John Kim updates the rgfa faq and presents compelling argument to dispute this, I will re-evaluate my position.

Best,

Logan

[ This Message was edited by: Logan on 2001-06-18 18:57 ]

Message 229#1971

Previous & subsequent topics...
...started by Logan
...in which Logan participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/18/2001




On 6/18/2001 at 8:53pm, Mytholder wrote:
RE: Clarifying GNS for the re-write


Simulationism is about allowing the group to see what would happen in a given situation as a result of the characters' actions. It places emphasis on fairness, verisimilitude, and allowing the group to have an unusual experience.


That's a great definition...and it works for me. However, the FAQ still talks about the GM being a "provider of story". Simulationism is about "seeing what happens in a situation" - and you can't do that if the result of the situation is predetermined by the story.

Simulationist games may or may not have a pre-plotted adventure. In a Simulationist game, this is just one more set of pre-existing conditions in the game world.


No...story doesn't exist in the game world, so it's not a part of simulationism. Simulationists don't use preplotted stories.


Simulationists may follow the pre-plotted story, or they may go off on a tangent at some point. This is determined by character motivations and the GM's interests. Depending on the conditions, the GM may or may not railroad the players to put them back on course.

On course to what?


Dramatism & Narrativism
Much has been said here about Dramatism and the idea of playing for story, any story. The fact is, the bulk of people who write about Dramatism treat it as Simulationism + Plot. I don't buy it. As a goal, a technique, a method, and as an intent, playing for "drama" with the GM driving all the plot is just another flavor of Simulationism. The mechanics, the decisions the players make, the way the games are played are just like Simulationist games. All you're saying is that the players portray their characters with feeling and get the most out of their roleplaying experience. This is what I carry away from reading many posts in the rgfa debate.

The essential difference is that the logic of the game world takes second place to the demands of the GM's story. The Dramatist GM is allowed violate the world's internal consistency if it makes for a better story. The Simulationist GM isn't allowed do this.



Emphatically, Narrativism deserves its own corner of the triangle. It represents a completely different method and purpose for play compared to Gamism and Simulationism. Related to them? Certainly. A reaction to them? Probably. Important and worthy of separate acknowledgment? Definitely.

I agree with all that. Wholeheartly. 100%.
However...there's also a style of play which isn't narrativist, isn't gamist, and centres on story instead of world, which your model doesn't seem to recognise.
You're attributing behaviours and ideas to simulationists which don't fit.


With respect to the GNS faq, if the point of contention is the role of Dramatism in our discussion, I will remove all reference to that term.

*head in hands*
Well, that's it, problem solved. That wasn't so hard, now, wasn't it? Once the "d" word was removed from the discussion, understanding and fellowship blossomed in an instant and all the simulationists danced off to tell preplotted stories which gleefully violated world logic whenever it got in the way.

Perhaps you'd like to tell me it's just a game and I shouldn't take it so seriously too?

Look...I've posted more often and in more detail over the last three days than I have in months. I'm not doing this to "spread discord", I'm doing this because I think the FAQ is wrong, but fixable.

YMMV.

Message 229#1979

Previous & subsequent topics...
...started by Mytholder
...in which Mytholder participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/18/2001




On 6/18/2001 at 9:50pm, jburneko wrote:
RE: Clarifying GNS for the re-write


On 2001-06-18 16:53, Mytholder wrote:
Simulationist games may or may not have a pre-plotted adventure. In a Simulationist game, this is just one more set of pre-existing conditions in the game world.


No...story doesn't exist in the game world, so it's not a part of simulationism. Simulationists don't use preplotted stories.


Simulationists may follow the pre-plotted story, or they may go off on a tangent at some point. This is determined by character motivations and the GM's interests. Depending on the conditions, the GM may or may not railroad the players to put them back on course.


On course to what?


Dramatism & Narrativism
Much has been said here about Dramatism and the idea of playing for story, any story. The fact is, the bulk of people who write about Dramatism treat it as Simulationism + Plot. I don't buy it. As a goal, a technique, a method, and as an intent, playing for "drama" with the GM driving all the plot is just another flavor of Simulationism. The mechanics, the decisions the players make, the way the games are played are just like Simulationist games. All you're saying is that the players portray their characters with feeling and get the most out of their roleplaying experience. This is what I carry away from reading many posts in the rgfa debate.


The essential difference is that the logic of the game world takes second place to the demands of the GM's story. The Dramatist GM is allowed violate the world's internal consistency if it makes for a better story. The Simulationist GM isn't allowed do this.


I'm going to jump in here and say that I agree with Mytholder on all the above points. I don't think Dramatism is it's own entity but I don't think it is part of Simulationism. If it were all up to me I'd put it at one extreme of Narrativism. I think this is clear if we briefly define what is valued MOST in each group without regard to technique.

The Gamist values challenges and fairness.
The Simulationist value coherency and consistency of world.
The Narrativist values story.

Then we look at technique and we see that at one end of the Narrativist spectrum we see a group that values story above challenges, fairness, and coherency of world but chooses to experience that story through traditional GM/Player power roles. The GM is the facilitator of the story and controls the world and NPC behavior to best fit the theme and the tempo of the story. The Players play their parts to the hilt providing in-character decision for the GM to react to and thus adjust the world and up-comming plot points to fit the Player's previous decisions. The Players are NOT powerless to affect the plot, it's just that the only tool they have is that of their character's decisions. A good GM of this style respects that the players MUST feel they have an impact on the story and they will make those decisions count. He will alter the world (something a simulationist would not do) to amplify the dramatic impact of those decisions and thereby make the player feel empowered.

At the OTHER end of the Narrativist spectrum we have shared power as described in the FAQ. The players are in essence mini-GMs contributing directly to the story by adding elements and outcomes to the world outside of their character as opposed to indirectly by in-character actions alone.

For a long while now I've felt as though I were at war with myself. That a power-hungry egomaniacal meglomanic Simulationist GM inside me was at war with my Narrativist desire for the players to take more control of their characters lives and contributions to play. I've felt that to achieve some of my ideals I'd have to sacrifice other ideals. The FAQ as written says, yes, this is what's happening to me.

But MY definition as stated here says, No. You sit in the middle of the Narrativist spectrum. You want to tell the story as the GM. You want to control the pacing and the tempo by managing the NPCs and the world and the information. BUT, you also want the players to contribute more. Not to the plot directly but rather to the METHODS of discovering the plot.

The player may, for example, add an NPC that wasn't there originally but as soon as the NPC is added the control of that NPC reverts to me as the GM. The player can say, 'I'm going to go visit my old friend Diego who happens to be an expert on X' I as the GM have never heard of Diego but I understand that it is realistic for the character to have such a friend and I understand what the limits of Diego's knowledge might be. However, *I* still determine what Diego knows and doesn't know. I'm still in control of keeping the story consistent and at a certain pace. The good GM will reward the Player's creativity by having Diego know something relevant but the GM will still be able to prevent Diego from knowing something contradictory to the story or something too revealing as to screw up the pacing.

So you see, I want the players to add elements to the world, it's just once those elements are added control reverts to me in the normal manner as if I the *GM* had added them. The idea being that the players can add tools, methods and means to the world but they can't dictate how they will behave or what the outcome of their application will be.

Jesse

Message 229#1984

Previous & subsequent topics...
...started by jburneko
...in which jburneko participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/18/2001




On 6/18/2001 at 9:56pm, greyorm wrote:
RE: Clarifying GNS for the re-write


That's a great definition...and it works for me. However, the FAQ still talks about the GM being a "provider of story". Simulationism is about "seeing what happens in a situation" - and you can't do that if the result of the situation is predetermined by the story.

No...story doesn't exist in the game world, so it's not a part of simulationism. Simulationists don't use preplotted stories.

I think I can see where your argument is really coming from now! Whoo!

That said, I agree, but I disagree.
What about games that are merely, "I want to experience my character in the context of this story. I want to feel what it is like to BE King Arthur fighting Mordred."

Simulationism, in my opinion, but focused on character simulationism...thus you could have a pre-plotted adventure and still have it be Simulationism, just a different type of Simulationism than the one that focuses on events.

Message 229#1985

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/18/2001




On 6/18/2001 at 10:07pm, james_west wrote:
RE: Clarifying GNS for the re-write


On 2001-06-18 17:50, jburneko wrote:

The Gamist values challenges and fairness.
The Simulationist value coherency and consistency of world.
The Narrativist values story.



In my opinion, that's about all the FAQ should say about GNS, as well as something about how all elements may be present; it's just that, if there's a conflict, this tells you which element wins. The jet fighter analogy from the other thread would work well.

Saying anything else is sort of going beyond definitions of values and starting to talk about the mechanics that support them ... which clearly is jumping the gun, IMHO.

Basically, I think the FAQ says -too much- about them.

- James

Message 229#1986

Previous & subsequent topics...
...started by james_west
...in which james_west participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/18/2001




On 6/18/2001 at 10:13pm, Epoch wrote:
RE: Clarifying GNS for the re-write


Basically, I think the FAQ says -too much- about them.


I sympathize with this point of view -- maybe even agree with it -- but you should realize that Ron's theory is designed to talk about mechanics and such. To say that it should not discuss mechanics and techniques in the FAQ is to say in the FAQ that the theory is fatally flawed.

I'm not entirely convinced that the theory isn't fatally flawed, but I think that the FAQ should be an advocate for the theory to further debates about whether or not the theory is flawed, not an executioner of the theory.

Message 229#1988

Previous & subsequent topics...
...started by Epoch
...in which Epoch participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/18/2001




On 6/18/2001 at 10:51pm, Logan wrote:
RE: Clarifying GNS for the re-write

Mytholder,

>The essential difference is that the logic of the game world takes second place to the demands of the GM's story. The Dramatist GM is allowed violate the world's internal consistency if it makes for a better story. The Simulationist GM isn't allowed do this.
--------------------------
This is a good point - but the GM determines what constitutes the internal consistency of the game world, especially in rules-light, immersive character simulation. Is that picky? Yes, I think it is.

>However...there's also a style of play which isn't narrativist, isn't gamist, and centres on story instead of world, which your model doesn't seem to recognise.
You're attributing behaviours and ideas to simulationists which don't fit.
-----------------------
Oh, we definitely recognize it. I do, anyway. You just don't like where we've put it in the heirarchy. :wink:

>Well, that's it, problem solved. That wasn't so hard, now, wasn't it? Once the "d" word was removed from the discussion, understanding and fellowship blossomed in an instant and all the simulationists danced off to tell preplotted stories which gleefully violated world logic whenever it got in the way.

Perhaps you'd like to tell me it's just a game and I shouldn't take it so seriously too?
---------------------
Yeah, yeah. Okay. That phrase was poorly chosen.

I'll tell you what you couldn't know:
I had a phone conversation with Ron yesterday. We were talking about this stuff. One of the points that I made was that the only way to make you feel better about this would be to insert the term Dramatism into the model. Shame I didn't put money on that... Anyway, my thought has been, it's an unnecessary addition to the model because in many ways, the flow of play and the relationships between GM and players in Dramatism are practically identical to the relationships in Simulationism. He agreed with me.

The trouble is, I'm trying to build consensus for the work we're doing here. I don't really want to send people away all pissed off and thinking that their valid concerns have been ignored. You've presented some valid reasons why Dramatism (that part of Dramatism that is not part of Narrativism) is subtly different from what we commonly regard as Simulationism. I agree. It coincides with some of what I've read in rfga posts. There is a certain body of material that uniquely qualifies as Dramatist. It's more than Simulationism + Plot and less than full-blown Narrativism. The question is, what do we do with it?

AFAIK, Hell's not frozen today, so it probably won't get built into Narrativism. It's already sitting in Simulationism, but people don't seem too happy about that. If it were up to me, I'd probably work out some sort of compromise, but it's not up to me. I'm not "GNS Governor." I'm more like "GNS Secretary," so I have no definitive answer for you.

Best,

Logan

[ This Message was edited by: Logan on 2001-06-18 18:53 ]

Message 229#1990

Previous & subsequent topics...
...started by Logan
...in which Logan participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/18/2001




On 6/18/2001 at 11:53pm, james_west wrote:
RE: Clarifying GNS for the re-write


On 2001-06-18 18:13, Epoch wrote:
To say that it should not discuss mechanics and techniques in the FAQ is to say in the FAQ that the theory is fatally flawed.


That's not really what I meant: I meant that the FAQ is just there to tell you what GNS is, rather than what mechanics support which play mode best. If there's a clear definition of GNS, it supports talking about mechanics. All the FAQ was supposed to do, I thought, was give clear definitions of GNS. The ones I quoted from Jburneko seemed very clear, and seem accurate.

Given these definitions, then we can discuss which mechanics promote consistency, which promote story, and which promote fairness and competition.

For the record, I agree with Logan and Ron's claim that it's hard to have the players helping to promote story without giving them authorial or directorial power. If you've only got actor stance, then by definition you're acting in a manner consistent with the character, which is, once again by definition, simulationist. See ? This is why definitions are so nice.

- James

Message 229#1992

Previous & subsequent topics...
...started by james_west
...in which james_west participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/18/2001




On 6/19/2001 at 12:06am, Mytholder wrote:
RE: Clarifying GNS for the re-write


On 2001-06-18 18:51, Logan wrote:
Mytholder,

>The essential difference is that the logic of the game world takes second place to the demands of the GM's story. The Dramatist GM is allowed violate the world's internal consistency if it makes for a better story. The Simulationist GM isn't allowed do this.
--------------------------
This is a good point - but the GM determines what constitutes the internal consistency of the game world, especially in rules-light, immersive character simulation. Is that picky? Yes, I think it is.

Oh yeah, we're dancing on the heads of pins here. The simulationist GM has to do a little balancing act in his head - on the one hand, he's got to keep the game going and resolve all the actions of the players. On the other, he's trying to keep the game world coherent and pure. It's a tricky bit of doublethink (hmm...I said the same thing about Gamist GMs and balance in another thread....there's something about the division between GM-as-agent-of-resolution and GM-as-world/story/challenge-designer that's worth exploring, but that's another thread...)


>However...there's also a style of play which isn't narrativist, isn't gamist, and centres on story instead of world, which your model doesn't seem to recognise.
You're attributing behaviours and ideas to simulationists which don't fit.
-----------------------
Oh, we definitely recognize it. I do, anyway. You just don't like where we've put it in the heirarchy. :smile:

Don't like is putting it mildly. Yer wrong, wrong, wrong!!

Seriously...your reorganisation doesn't work for me at all...and I don't think I'm alone.


>Well, that's it, problem solved. That wasn't so hard, now, wasn't it? Once the "d" word was removed from the discussion, understanding and fellowship blossomed in an instant and all the simulationists danced off to tell preplotted stories which gleefully violated world logic whenever it got in the way.

Perhaps you'd like to tell me it's just a game and I shouldn't take it so seriously too?
---------------------
Yeah, yeah. Okay. That phrase was poorly chosen.

You got off lightly. I nearly Jestered...


I'll tell you what you couldn't know:
I had a phone conversation with Ron yesterday. We were talking about this stuff. One of the points that I made was that the only way to make you feel better about this would be to insert the term Dramatism into the model. Shame I didn't put money on that... Anyway, my thought has been, it's an unnecessary addition to the model because in many ways, the flow of play and the relationships between GM and players in Dramatism are practically identical to the relationships in Simulationism. He agreed with me.

That's true. They're similar on some levels. The flow of play and relationship between the strong GM and the weak players is similar. However, they're both trying to accomplish different things, and the things they're trying to accomplish are so different and divergent that jamming the two together is painfully wrong.


The trouble is, I'm trying to build consensus for the work we're doing here. I don't really want to send people away all pissed off and thinking that their valid concerns have been ignored. You've presented some valid reasons why Dramatism (that part of Dramatism that is not part of Narrativism) is subtly different from what we commonly regard as Simulationism. I agree. It coincides with some of what I've read in rfga posts. There is a certain body of material that uniquely qualifies as Dramatist. It's more than Simulationism + Plot and less than full-blown Narrativism. The question is, what do we do with it?

Well, my mental model has Narrativism contained within Dramatism, to some extent...or, more accurately, but Narrativism as you've defined it and the other stuff which you threw into simulationism are both catgatorised within a fuzzy "style centred on story" section. Narrativism has its own unique identity - it's a strong style of play that can produce amazing games - but it's sorta related to other styles on some levels.

Another option which I think Jim put forward is to chuck all the Game/Story/World stuff, and explore the concept of a threefold of stances....


AFAIK, Hell's not frozen today, so it probably won't get built into Narrativism. It's already sitting in Simulationism, but people don't seem too happy about that. If it were up to me, I'd probably work out some sort of compromise, but it's not up to me. I'm not "GNS Governor." I'm more like "GNS Secretary," so I have no definitive answer for you.


So what do we do? Ron? You feel like weighing in on this?

(*phew*. I think we achieved something. I'm not sure what, but my fingers hurt....)

Message 229#1993

Previous & subsequent topics...
...started by Mytholder
...in which Mytholder participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 12:24am, Epoch wrote:
RE: Clarifying GNS for the re-write

The issue of Narrativism as a top-level goal versus being a subset of Dramatism is an interesting question, ain't it?

On the one hand, we've got a pretty darn clear distinction as to whether or not it's a subset of Dramatism. Dramatism is defined as being the style of play in which the goal is for the end result of that play to be a story which is "good" by the aesthetic standards of those involved.

So the question for the Narrativists is: Is it an essential feature of Narrativism that the participants want the end result to be a good story? If the answer is yes, it's a subset of Dramatism.

On the other hand, Logan's point that Narrativism and traditional Dramatism of the railroading variety demand a wildly different approach is a good and telling one.

I think that the answer is the tension between the GNS as a model of people's goals and the GNS as a model of techniques. As a goal, Narrativism isn't top-level. As an approach to the game, well, I haven't thoroughly explored it, but I suspect that it is top-level.

At least, that's what I think.

But I suspect that this falls under the same criticism that I made of James West's arguments -- the FAQ isn't here to fundamentally change or demolish the GNS theory, it's here to advocate the existing GNS theory as clearly as possible, so that interested parties can decide whether or not they feel it should be kept, tweaked, fundamentally changed, or demolished.

Message 229#1995

Previous & subsequent topics...
...started by Epoch
...in which Epoch participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 12:25am, Gordon C. Landis wrote:
RE: Clarifying GNS for the re-write


On 2001-06-18 16:53, Mytholder wrote:
No...story doesn't exist in the game world, so it's not a part of simulationism. Simulationists don't use preplotted stories.


I've been thinking about Simulationist RPGs a lot lately, as I realized that under the GNS description most of my RP history fits in this category. This may get a bit long, so if you're (and I mean that as in a broad "you", not just Mytholder) impatient, I think my bottom line is that the statement above would only be correct under a very narrow definition of Simulation. And while there's risk and difficulty involved in broadening the definition, I think it really does need to be broader. There are enough varieties of Simulationists out there that "only what's in the game world" HAS to mean "anything that has been defined as within the game world for the purposes of this simulation."

There's an acknowledged link between wargames and the Simulationist aspects of RPG's, and while I've see some valid concerns about taking the analogy too far, it does seem helpful here. I'd equate "Simulationist Metaplot" with events that occur on certain turns/triggers in a wargame - the weather WILL turn bad on turn 13, reinforcements WILL arrive once you relieve the town of Gascony, etc. Metaplot and simulation are fully compatible in this model - the Metaplot is part of the simulation, the key events ARE going to happen, we are (if you like) simulating a world in which some things are inevitable/fated/destined. One of the "rules" of the simulation is that the events will occur - there is nothing the PCs can do to change it. That established . . . let's see what happens to our characters, shall we? Are they among the heroes who fight in the big battle? Are they the ones who (unwittingly, of course) made the key mistakes that allowed the Ancient Ones to escape? To use (possibly improperly - I'm no music expert) the band analogy, what we've got here are improvisations on a theme - you've got some feedom, but you must stick to the theme in a very important way.

There are RPG issues here that bother simulationists - if the PCs do something really extraordinary, shouldn't there be a chance that the events don't actually happen (if you begin to see a powerful new melody, shouldn't you be allowed to develop it?) While a wargame can "hide" this issue by not providing any mechanics to, e.g., hasten the arrival of reinforcements, the greater freedom you have in an RPG means that the PC could conceivably do something that really should result in early reinforcements (say, they repair a communication line and inform HQ of the desperate situation earlier than would otherwise have happened). I expect that "pure" simulationists HATE it when this happens - it means the game world the simulation was supposed to occur within has been compromised. But others come up with their own ways to handle such things without thinking they've entirely "lost" the simulation - perhaps "the dirty hand of the GM" is acknowledged as a neccessary evil to prevent it from ever occuring by steering (railroading, if you prefer) the players away from such danger. "Nope, you just can't get that communication line working" Why? Not because it's good for the story, or because it'd make the battle too easy - in the simulation we're running, that line simply did not get repaired until later. Or some people just "reset" the simulation - "OK, there's no way around it - you change the course of the battle in an even bigger way than I/the simulation had thought possible. Let's see what that means for the rest of the environment, and we'll mentally reset with a slight adjustment to the simulation."

What a particular group does when things break down like this, or how they prevent it, probably says a lot about what's REALLY important to them.

Personally, I've decided that since a simulation can never really take everything into account, and human GMs and players will always end up "tainting" the purity of "only what's in the game world", worrying about such things is kinda silly (despite the fact that I've no doubt spent weeks - no, MONTHS - of my lifetime doing just that). I can't decide yet if that means I'd actually be better off (have more fun) if I shifted to thinking in mostly Narrativist terms, or if it's just a "flavor" of Simulationism I'm looking for, that sufficiently well expressed and supported could make for a Simulation that knew how to cope with its' own inherent contradictions (only consider what's in the game world . . .except, of course, you aren't actually in the game world, are you? hmm - suddenly, I have more sympathy for the Elaytijists than ever before . . . )

Phew . . I hope that's helpful to someone, somehow. Took more work than I thought.

Gordon C. Landis

Message 229#1996

Previous & subsequent topics...
...started by Gordon C. Landis
...in which Gordon C. Landis participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 12:45am, greyorm wrote:
RE: Clarifying GNS for the re-write


I'd equate "Simulationist Metaplot" with events that occur on certain turns/triggers in a wargame - the weather WILL turn bad on turn 13, reinforcements WILL arrive once you relieve the town of Gascony, etc.
the key events ARE going to happen, we are (if you like) simulating a world in which some things are inevitable/fated/destined.
One of the "rules" of the simulation is that the events will occur - there is nothing the PCs can do to change it. That established . . . let's see what happens to our characters, shall we?


Yes, yes, yes! Yes, Gordon! (I apparently just washed my hair with Herbal Essence)
This is exactly the point I was making in my other post, where I stated that metaplot or pre-plotting COULD be Simulationist (and in fact, I consider it to be by default, though moreso in the case of the former than the latter).

Message 229#1998

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 12:55am, Supplanter wrote:
RE: Clarifying GNS for the re-write


There is a certain body of material that uniquely qualifies as Dramatist. It's more than Simulationism + Plot and less than full-blown Narrativism. The question is, what do we do with it?


Here is my suggestion: Give it to gamism.

Pause while people pick themselves off the floor or nod cynically.

Return with me now to those thrilling days of yesteryear - specifically, to the Marvel Superheroes Role-Playing Game Basic Set. The included adventure was called - actually, I have no idea what it was called. But it purported to put the players through a story in which they are a handful of Avengers chasing this big thingamabob through town. The scenario builds in the following bits of helpful advice for the GM:

Players fail to chase the thingamabob - Have Thor show up and tell them to chase the thingamabob

Players miss an important clue to trail of thingamabob - Have Thor suggest how to find the trail

Players, you know, get their ass kicked by the thingamabob - Have Thor show up and kick the thingamabob's ass

At the end you have something structured just like a (bad) comic book. If you get their without the GM having to bring Thor in, you've clearly done "better" than if you didn't.

Most every unipolar dramatist scenario or advice chapter in a rulebook makes the principle explicit or implicit: The players' job is to have their characters act in such a way as to fulfill the plot. It's their challenge. Solve the mystery, complete the quest, whatever. The scenarios build in the deus ex machinas or the rulebook briefs the GM on fallbacks. After all, if you've got the big finish scene waiting to go, you don't want to see it wasted.

Fulfill the plot with a minimum of GM intervention and you win. For that matter, set your adventure up so the players follow the "right" path with a minimum of out-and-out guidance, and you win as a GM.

Your other option is to go to a fourfold model.

Best,


Jim

Message 229#1999

Previous & subsequent topics...
...started by Supplanter
...in which Supplanter participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 2:45am, Paul Czege wrote:
RE: Clarifying GNS for the re-write

Hey everyone,

What's particularly surreal about this thread is watching us push railroading back and forth between Gamism, Narrativism, and Simulationism like a bowl of vaguely threatening Life cereal.

It becomes apparent from an understanding of stance that Narrativism and railroading don't mix, and since the FAQ places railroading techniques squarely within Simulationism the issue we go around and around on becomes whether we modify the FAQ to protect Simulationism from that. My vote is no.

My personal experience doesn't correspond with Logan's observation that "Gamist games are most likely to have a completely pre-plotted adventure". The Tomb of Horrors, any of the giant modules, The Keep on the Borderlands, all of the early TSR AD&D modules were not the least bit pre-plotted. The actions of the player characters were basically the only significant thing happening in the game world while a DM was running one of those modules, and there was no sequence of plot events embedded in them more sophisticated than finding a key in one room to open a door in the next room.

But I can't say I've ever played a scenario of Vampire or Werewolf or Call of Cthulhu that that didn't feature significant events that were entirely pre-plotted by the GM or the published materials he was using.

Of course, if you go way back to the first edition of Traveller, it becomes obvious that Simulationism doesn't have to feature pre-plotting either.

But I've played railroaded Dragonlance AD&D scenarios, and the above-mentioned railroaded Call of Cthulhu scenarios, and I've struggled to overcome my own history of creating railroaded scenarios when I ran Everway recently, probably failing in some ways and actually railroading some events.

I think we push railroading around like that bowl of cereal because we know what poison it is to the engagement of the player. One whiff of railroading and your extended scenario or campaign fizzles. Player bickering. The thief running wild in the streets at night, getting arrested by town guards and distracting the party from the objectives provided to them by the scenario. We all know from experience that it's lack of player engagement in the actual scenario that causes that stuff. To have railroading attached to a favored branch of the threefold feels like the staining of a damnable spot of blood you can't get out. And because we've seen railroading used across the threefold, it seems like a solution to push it off on the other guy. Yet as Gordon has perfectly explicated above, a sequence of predetermined events is a Simulationist technique. The core of Gamism is a balanced challenge. Layering railroading onto it is making use of the Simulationist technique of triggering historical events that impact the simulation without themselves being factors that could arise from within the scope of what's being simulated. Railroading, as such, is a perfectly acceptable Simulationist technique.

It certainly has perceivable consequences for player engagement. The Turkuists address the problem in their Vow of Chastity with language like, "I will try to be true to my character without trying to spot a story-line..." This is basically saying, "Don't think about it." But we all know how hard that is to do.

Somehow, only Mikey can do it.

Paul

[ This Message was edited by: Paul Czege on 2001-06-18 22:48 ]

Message 229#2004

Previous & subsequent topics...
...started by Paul Czege
...in which Paul Czege participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 3:30am, Ron Edwards wrote:
RE: Clarifying GNS for the re-write

Hey everybody,

Despite all the sturm and drang, I'd like everyone to look over this thread at least once. Put aside your "position" for a second and notice how ... SUBSTANTIVE this discussion is. It's strong stuff and people are actually making sense to one another.

I was invited to weigh in at one point up there. I've decided to weigh in mainly in the form of revision and re-write of the document itself. In other words, you guys are the "environment" and the GNS-101 is the organism.

I have ... extensive comments on the Simulationist issue, and much of it is related to the Exploratory issue, much of it is related to the creative issues that I was SUPPOSED to clarify with Jim privately (and did not have time to do), and much is related to the cordial differences John Kim and I discovered in our views a long time ago.

Not a word of Gareth's and Jim's objections are surprising to me. Some of it is solvable simply by changing some wording. Some of it, however, is disagreement. There will come a time when - if we understand the parameters of disagreement - we can get along about it, or choose to part ways. And I must make this point: insofar as what I and others are suggesting DIFFERS, coherently, from GDS, then that, in itself, does not earmark these views as WRONG.

Here are my only comments now.

1. System design MATTERS, in terms of effective and enjoyable play. I suggest that GNS is a worthwhile tool for examining HOW it matters.

2. People are getting a bit too festive with "Gamist games do this," and so on - I may be guilty of this regarding stance, which by definition is highly, highly labile during play. All the way back to my original essay, I suggest that we are still very much in the dark about which mechanics do what in terms of GNS. At one point in the GO discussion, M.J. and I found a lot of common ground in discussing the toolbox of design, and thinking about how a hammer (e.g.) is used DIFFERENTLY at different times.

3. Related to the above, I also suggest remembering that people are not games - to play an RPG with a primarily-Gamist orientation is not to be a Gamist; judging this would strictly be a matter of watching or participating in play with that group.

4. In terms of design, I suggest that most role-playing games either (1) have a coherent orientation in GNS, which is well or poorly supported by their mechanics, or (2) have NO GNS orientation, which is to say that nearly anyone has to ignore or insert SOMETHING in order to enjoy the game.

5. Also, in terms of design, I also suggest that author-intent is not, and never has been, an issue in my framework.
I regard GNS (or the issues raised by GDS, to give credit where it's due) as fundamental to role-playing - but just as it was possible to build a functional bridge without knowing Newton's laws of motion, it is possible to write a good RPG without being into GNS thinking at all. I claim that the analogy is exact, in that a GOOD bridge DOES accord with these principles (or is interpretable in their terms), no matter what the author/architect thought or intended.

Best,
Ron

Message 229#2005

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 4:34am, greyorm wrote:
RE: Clarifying GNS for the re-write


Layering railroading onto it is making use of the Simulationist technique of triggering historical events that impact the simulation without themselves being factors that could arise from within the scope of what's being simulated. Railroading, as such, is a perfectly acceptable Simulationist technique.

I want to jump in and point out that it IS entirely possible to use "railroading", or rather "pre-plotting" in a positive, game-enhancing fashion.

One of my favorite game systems, one which was created for the express purpose of encouraging story-over-mechanics (though whether it manages to do so as well as it could, I won't say here), is the SAGA system by WotC.
Its text actively encourages pre-plotting; setting up what is essentially a story-tree, "Players do this, this happens", with obvious (to the Narrator) preset goals for each "scene."

It allows one to cover their options (met the goal, did not meet the goal) so that no matter what the characters actually do, they end up at the "end" of the story facing the big, bad dude or making out with the bar wench.

So, it isn't so much that railroading is an issue of "bad, naughty, evil pre-plotted adventure!" so much as how one uses the technique to further the game and add to enjoyment.

Hrm, that's probably not as intelligible as I could make it, but its late and I hope folks see the "tool" nature of pre-plotting.

Message 229#2008

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 8:49am, Mytholder wrote:
RE: Clarifying GNS for the re-write


What's particularly surreal about this thread is watching us push railroading back and forth between Gamism, Narrativism, and Simulationism like a bowl of vaguely threatening Life cereal.

It's not railroading in and of itself that's getting pushed around. It's railroading for the purposes of story, for metagame concerns. It's perfectly ok for a simulationist to railroad the PCs, as long as it's an in-game reason for railroading. "The King commands you to go north" is fine.
What isn't ok is railroading because the GM thinks it suits the plot better. "The PCs must find the McGuffin in the abandoned tomb so the mummy can chase after them" is wrong. The GM has this mummy-chasing plot in mind. He can bring the players to the tomb, but he can't compel them to find or take the McGuffin. They have to have the freedom to leave the tomb. The story can't be allowed to mess with the game world.

Saying "two hours after the war starts, the King's army will reach the gates of Castle Anthrax" is fine.
Saying "two hours after the war starts, the King's army led by the PCs will reach the gates" isn't. Both are preplotted events, but one impinges on the reality of the game world. The GM can ensure that his NPCs go to Castle Anthrax. He can't ensure the PCs do so without breaking into the world.

As for Jim's suggestion you stick Dramatism into gamism...my head hurts and I'm going to sit down now. I'm tempted to say no, it's a compromise solution and Brian Gleichman et al will firebomb us if they notice. Let me think about it...

Message 229#2010

Previous & subsequent topics...
...started by Mytholder
...in which Mytholder participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 11:46am, Supplanter wrote:
RE: Clarifying GNS for the re-write

Spake Paul


My personal experience doesn't correspond with Logan's observation that "Gamist games are most likely to have a completely pre-plotted adventure". The Tomb of Horrors, any of the giant modules, The Keep on the Borderlands, all of the early TSR AD&D modules were not the least bit pre-plotted.

AND

But I can't say I've ever played a scenario of Vampire or Werewolf or Call of Cthulhu that that didn't feature significant events that were entirely pre-plotted by the GM or the published materials he was using.

AND

But I've played railroaded Dragonlance AD&D scenarios, and the above-mentioned railroaded Call of Cthulhu scenarios, and I've struggled to overcome my own history of creating railroaded scenarios when I ran Everway recently, probably failing in some ways and actually railroading some events.


The problems with the above are

1) it reduces non-narrativist dramatism to railroading, which even now I don't believe.

2) the examples only work if you already assume what is in fact in question about GNS. Frex, you cite different module-series from D&D, some of which you identify as "railroading" and some not. In step two, you assign the least plotted to gamism and the most plotted to simulationism. But what is gamist about Keep on the Borderlands that is not gamist about Dragonlance? Considered on the world/story/game axis, Dragonlance is clearly story-oriented while the Keep-era modules are far more world than game-oriented. I remember being scandalized by one of the Basic Set modules because it did away with dungeon levels and had the goblins living in a naturalistic warren in an arroyo. Gosh darn it, I thought at the time, that's not fair to new players! You'll just confuse them if you don't give them that marker (difficulty increases the further you go below the surface.

I do not think you could find a self-styled simulationist who would claim the Dragonlance modules.

3) A further important point: the distinction between plot and metaplot that Gareth explains in his message.

4) The very concept of a "simulationist scenario" is problematic. We recognize that if, presented with the example scenario in Sorcerer, that under the tenets of narrativism, we "play badly" if we take one look at the place, say "I'm outta here" and go chill on the beach until the weekend is over. But this is perfectly acceptable behavior in a simulationist game: if the characters get so afraid or disgusted or bored that they want nothing to do with the issue before them, they are free to disentangle themselves to the best of their ability, and the referee must not prevent them from doing so - the world itself may prevent them, but the referee must not alter the world purely to do so. The GM may say, Okay folks, I need some time to think about what happense next. He may not say, Your tire blows out just before the gate, just to keep you here.

Ron spake


And I must make this point: insofar as what I and others are suggesting DIFFERS, coherently, from GDS, then that, in itself, does not earmark these views as WRONG.


Agreed. What makes it "wrong" in the sense of universally applicable, is, among other things, that only self-identified narrativists are okay with the proposed model in toto.

Gareth spake

[doubting the worth of assigning non-narrativist dramatism to gamism.]

Oh you're right. It's simply not less wrong than assigning it to simulationism.

Best,


Jim

Message 229#2011

Previous & subsequent topics...
...started by Supplanter
...in which Supplanter participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 2:46pm, Logan wrote:
RE: Clarifying GNS for the re-write

Plenty of ground to cover today. Lots of good discussion.

Epoch has it right about the goal for the faq. Its job is to present the current state of GNS theory so that we have a start point for newcomers and a reference point for further development. Still, the faq may become a catalyst for change and it's certainly sparked interest in what GNS theory says and how it says it.

Jim,
You summed up the way pre-plotted Gamist adventures work, with the adventure as a vehicle through the game's challenges; but this isn't what Mytholder (Gareth) has been talking about, and I think you know it.

Furthermore, there have been pre-plotted adventures published for Simulationist games. They've been published in modules and magazines for years. You can't ignore the fact of it just because it doesn't suit your ideals. To that end, I think Gordon makes a valid point about the inherent imperfection of Simulationist efforts.

Paul,
I really hope this whole thing is about more than "railroading in pre-plotted adventures." As far as Gamist adventures, you're absolutely right about the early dungeon crawls, but FASA and West End published a mountain of pre-plotted adventures for Shadowrun, Earthdawn, and the old Star Wars RPG. They weren't the only ones to do this for Gamist games. The thing is, no style of game has to feature pre-plotting, though I think any style can have it. It's just some styles feature it more than others, and it serves different roles with markedly different results as you go from style to style.

And this, I suppose, is as good a launching point as any for my main point. Bear with me. This is long.

I know what's bugging Gareth about this whole pre-plotted adventure thing, and I know he's not alone in his irritation. You can have a pre-plotted linear or branched Simulationist adventure. It's not ideal for Simulationist play (no one ever said it was), but such things exist. The events in it won't necessarily violate the verisimilitude of the game world. They can, but they don't have to. That part is a leap in logic, but the GM must anticipate problems in running it as described by others in this thread. This is Simulationism + Plot. This exists and it's a valid approach to play. Verisimilitude of the game world, strong use of character motives in decision making, and the desire for the experience take precedence over creating story (doing what is good for the story) or successful completion of the adventure. The plot is there to set up events so that the players (including GM) can have their experience and see what happens.

Here's the rub: I know from experience, from posts on the rgfa list, from posts on GO, and from posts here that there is a mode of play that fits between Simulationism + Plot and Narrativism. In form and action, it strongly resembles rules-light, character simulation related to the Elaytijist ideal - but it's really not a simulationist mode of play. We know it's not because, as Gareth and others have correctly pointed out, verisimilitude of the game world and (to a lesser degree) decision-making based on character motivation are both thrown out the window in favor of story. This is the basis of rgfa Dramatism. And Gareth's right, we're definitely "dancing on the heads of pins here."
But there has to be an acceptable solution that doesn't require switching to a 4-fold model and doesn't piss people off.

The problem is, in rgfa discussion, Dramatism focuses on this mode of play that I just described. It's rules-light Simulation where Story, (support of the GM's story?) and the desire to participate in telling a story to a high aesthetic standard, replaces verisimilitude and the desire for experience. The part where the GM and players share power and the players actively participate in shaping events that happen in the story, what we call Narrativism, is truncated. In GNS discussion, Narrativism is in a class all by itself and Dramatism, genuine Dramatism, is an orphan.

I think Dramatism (as we've discussed it) is a bridge which leads from Simulationism to Narrativism. The question is, can we build it into the definition of Narrativism without ruining anything? We managed to accept the idea of character simulation and rules-light Simulationism without destroying the model. Can we do the same for Dramatism? Can we set up some sort of arrangement where you have Lesser and Greater (Weaker/Stronger; Older/Newer, whatever) forms of Narrativism? So far, Ron has resisted all such efforts. He went tooth and claw with MJ young over this very issue on GO. I don't blame Ron. He went to a lot of trouble to articulate the Narrativist ideal. But Dramatism and Narrativism are obviously related.

If the idea of Dramatism is valid (and I think it is), it has to fit somewhere. It's not a Gamist concern. Their gateway to Narrativism lies on a different path. If Dramatism is not part of Simulationism, then perhaps it could be part of Narrativism. If that's not possible, then it must be its own entity.

As is frequently the case in these debates, I can live with the arrangement however it turns out. Like Mike Holmes, I can see both sides of the issue. I can also see that the current arrangement is fine with some people and not fine with others. If we don't reach consensus today, don't worry. We can list it as a current issue. When a consensus is reached, we can update the faq as needed. That's all I can say about it.

Best,

Logan

Message 229#2016

Previous & subsequent topics...
...started by Logan
...in which Logan participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 3:36pm, Mytholder wrote:
RE: Clarifying GNS for the re-write


On 2001-06-19 10:46, Logan wrote:
I know what's bugging Gareth about this whole pre-plotted adventure thing, and I know he's not alone in his irritation. You can have a pre-plotted linear or branched Simulationist adventure. It's not ideal for Simulationist play (no one ever said it was), but such things exist. The events in it won't necessarily violate the verisimilitude of the game world. They can, but they don't have to. That part is a leap in logic, but the GM must anticipate problems in running it as described by others in this thread. This is Simulationism + Plot. This exists and it's a valid approach to play. Verisimilitude of the game world, strong use of character motives in decision making, and the desire for the experience take precedence over creating story (doing what is good for the story) or successful completion of the adventure. The plot is there to set up events so that the players (including GM) can have their experience and see what happens.


I have no argument with any of this. Basically, my main objection to the faq was that it put Simulationism+Plot at the heart of Simulationism, whereas it really belongs at some point between "extreme" simulationism and narrativism.

What I've been describing/arguing for/frothing about recently is extreme, rabid, psychotic, hardcore simulationism with bells on. Most games won't go that far in excluding metagame and out-of-world stuff. I think having a strong definition for each of the three extremes (hardcore narrativism, hardcore simulationism and hardcore gamism) means we can more easily move between the styles when classifying and discussing games. Instead of three sharply-divided regions, you've got three extremes and zones of blending.

Storytelling/Simulation+Plot/Dramatism goes have elements which are more simulationist than narrativist. It's also got elements that are closer to narrativist ideals. It exists between them.

But there has to be an acceptable solution that doesn't require switching to a 4-fold model and doesn't piss people off.


I'd suggest:
Keep the current definition of narrativism. Use something cobbled together from the various pro-sim posts over the last few days as the definition of simulationism. Somewhere between those two is Dramatism - it's neither one nor the other. (I think it is anyway...).

Of course, then there's gamism, which we haven't even touched... :smile:

Message 229#2017

Previous & subsequent topics...
...started by Mytholder
...in which Mytholder participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 5:40pm, greyorm wrote:
RE: Clarifying GNS for the re-write


I do not think you could find a self-styled simulationist who would claim the Dragonlance modules.

What makes it "wrong" in the sense of universally applicable, is, among other things, that only self-identified narrativists are okay with the proposed model in toto.

Whoa, there, Nelly...while Ron and I disagree about what I am Threefold-wise, I've claimed strongly that I'm Simulationist, or have been Simulationist for most of my gaming years.

In fact, prior to discovering Sorcerer and being exposed to the various discussion lists about it, I was definitely hard-core Simulationist.
My rules were drawn-out and complex* and I demanded things happen by the rules in a realistic and understandable fashion: A, B, C event progression.

* Anyone want to see the ten pages of rules I once wrote up to simulate realistic spell-casting? Yes, ten pages of rules to do ONE action...
Anyone ever glance over my previous page and look over the Astromancer class? I can't even figure out the math anymore and I CREATED the darn class.


Even now, I'm sitting on the fence between the two. As I described with the dead-sorcerer episode from my game, I didn't arbitrarily decide the sorcerer lived to enhance the plot, I realized he could survive because he had healing potions, I recognized doing that would make a better story and help me out of a jam, but I also felt guilty about "cheating" and just having him come back to life...so I rolled dice (he's bleeding to death, does he achieve consciousness? He does! Teach those adventurers not to administer coup de grace!).

That said, I will support that the DragonLance modules are Simulationist...they're simulations of the events of the books, "Hey, I wonder what it would be like to be the Heroes of the Lance?"

I will also point out that I, being no self-identified Narrativist, but a self-identified Simmie, am ok with the proposed model.

(and no, I'm not saying all this to be contrary, check out prior posts from weeks ago where I've stated that I'm pretty certain I am Simulationist...that being true, I couldn't let the issue be drawn along lines of preferred stance, because it isn't)

Message 229#2019

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 6:38pm, Gordon C. Landis wrote:
RE: Clarifying GNS for the re-write


On 2001-06-19 07:46, Supplanter wrote:
. . . if the characters get so afraid or disgusted or bored that they want nothing to do with the issue before them, they are free to disentangle themselves to the best of their ability, and the referee must not prevent them from doing so - the world itself may prevent them, but the referee must not alter the world purely to do so. The GM may say, Okay folks, I need some time to think about what happense next. He may not say, Your tire blows out just before the gate, just to keep you here.


And yet this is done, all the time. We don't like it, but it happens. It can be "hidden" in all kinds of ways - the referee picks just that momment to call for a Vehicle Reliability check with the difficlty set very high. He has a great in-world explanation for that ("we haven't had one in a long time, you guy's haven't told me that you took the car in for maintenance", etc. etc.) The players may or may not realize what's "really" going on (it may or not be an issue, depending on where the group stands re: "illusionism"), but in either case they have their characters (as long as GM/player trust hasn't been broken) accept it as an entirely in-gameworld phenomena.

As I mentioned in my other post, this kind of thing used to bother me a lot. I've come to accept it - after all, how do you distinguish between what "the world itself" does and what the referee does? The referee and the rules are only the "representitives" of the gameworld, they aren't the actual thing, and they can NEVER perfectly reflect that other reality - heck, we can't even perfectly simulate our own reality.

hmmm . . . another "solution" here that seems to fit my experiences is to design the "story" such that it in fact MUST "pursue" the players in the manner described above. A simulationist "story plot" works best when it is designed in such a way that, by the very logic of the world it occurs in, it is relentless - the chance that the characters really find a way "out" is vanishingly small.

Call of Cuthulu, anyone?

Anyway, that's my take, from my experiences playing with many, many people who would literally jump at the label "simulationist" and roll in it happily. And would no doubt sneer if someone tried to pin "narrativist" or "dramatist" on 'em. Gamist . . . maybe. But Simulationist fits better, IMO.

Gordon C. Landis

Message 229#2023

Previous & subsequent topics...
...started by Gordon C. Landis
...in which Gordon C. Landis participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 7:06pm, Gordon C. Landis wrote:
RE: Clarifying GNS for the re-write


On 2001-06-19 04:49, Mytholder wrote:
Saying "two hours after the war starts, the King's army will reach the gates of Castle Anthrax" is fine.
Saying "two hours after the war starts, the King's army led by the PCs will reach the gates" isn't. Both are preplotted events, but one impinges on the reality of the game world. The GM can ensure that his NPCs go to Castle Anthrax. He can't ensure the PCs do so without breaking into the world.


Actually, I'd say that becuase the PCs are in the world, he can't ensure his NPCs do this either, unless he/his group is willing for him to "prevent" the PCs from, say, sending a telepathic msg to the NPCs in question that "The Dark One awaits you at Castle Anthrax".

All Simulationists (I assert) come up with a compromise that suits them for these kind of issues, beacuse you can't always avoid them. In some of those compromises, saying "two hours after the war starts, the King's Army led by the PCs . . . " is acceptable, in some it isn't. That may make one a more "pure" simulation than the other, but it doesn't make one a simulation and the other not. And given my doubts about the reality/usefulness of a "pure" simulation, I'm not going to sweat the difference. Others may (in many ways, from Turkuist to old-style wargamers) - that's cool, I can enjoy a more rigorous simulation at times. And if *I* didn't, but they did, that's more than enough to make it a "valid" play style (hope I never indicated in any way I thought it wasn't).

I just don't think that specific style has a monopoly on the term "Simulationist" in this model. (I'm begining to feel the same way about "Narrativist" as currently defined . . . but that's a different subject I haven't thought through fully yet).

Gordon C. Landis

Message 229#2027

Previous & subsequent topics...
...started by Gordon C. Landis
...in which Gordon C. Landis participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/19/2001 at 9:28pm, Blake Hutchins wrote:
RE: Clarifying GNS for the re-write

Hi folks,

There's some excellent discussion in this thread. Much to digest. Here's my input, all standard disclaimers attached.

With many, many kudos to Ron and Logan for an excellent first draft, let me say I disagree with the boxing match/main event analogy as a basis for organizing the document. I suggest a more concise, bullet-pointed presentation at the beginning that sketches a basic outline of the model along with any prerequisite vocabulary, thereafter proceeding to a more detailed discussion of the model, its history, and its potential application. Any explanation of a model needs to move from general to specific with clear lines of progression. The historical context of the model's development and discussion about stances could properly come after the model is presented at least in a summary format. Visual aids such as a flowchart-style graphic or a triangle graph would also be helpful. James and Ron have discussed several variants in another thread, I believe. I would definitely include the GNS Triangle section closer to the beginning of the document.

The part about simulationism seems to gloss over the point that simulationist games, whether genre-focused (Feng Shui, Pendragon) or realism-focused (Rolemaster, GURPS), strive for player immersion via accurate modeling of a particular milieu. The primary motive for simulationist gamers, on the other hand, can apparently be condensed to Exploration of character or setting. Given these definitions, I personally don't find Simulationist gaming difficult to place in the model, but the Forge community seems quite divided on it, perhaps because (in my opinion), the model's focus has shifted toward a taxonomy based primarily on mechanics rather than design goals and player motivation. I may be grossly overstating things (in which case please do correct me), but this particular point is where most of the contention appears to come up.

Another point I'd like to suggest concerns stances. We've discussed Actor, Author, Audience, and Director stances; Actor and Author seem to correspond to Simulationism and Narrativism respectively (yes, I know stance is independent of RP goals, but I like the symmetry and think the correlations are at least generally valid in terms of describing prototypical player approaches). It occurred to me that another relevant stance could be termed Tactical stance, in which the player treats the character like a piece on a board. This stance would, of course, arise most frequently in Gamist and certain Simulationist games. The FAQ mentions it under the section on pawns, adding that Ron speculates that it may be Author stance in a Gamist context. Tactical stance players assume OOC knowledge for purposes of optimizing decisions for conflict resolution. They may well adopt a more detached, almost isometric perspective that focuses on rules, the character's combat capabilities, location, and movement options. In my view, this approach goes farther than Author stance in abstracting the player connection to the character. In the pure sense, Tactical stance could be analogized to a chess player's viewpoint, which doesn't utilize Author stance at all. However, I may be making too fine a distinction here.

At any rate, the model in (drastic) summary form could look something like this:

GAMISM:
Primary Goal = Victory
Primary Motive = Overcome tactical challenges
Primary Mode = Competition
Primary Stance = Tactical

NARRATIVISM:
Primary Goal = Story
Primary Motive = Create satisfying dramatic conflict
Primary Mode = Collaboration
Primary Stance = Author

SIMULATIONISM:
Primary Goal = Verisimilitude
Primary Motive = Explore character or setting
Primary Mode = Immersion
Primary Stance = Actor

Crude as it is, this breakdown helps me see the major differences between the different components of the model. Using the triangle concept, dramatism would be nothing less than a point falling somewhere between the N and S vertices.

Thoughts? Does this resolve anything, or is it too simplistic?

Best,

Blake

[ This Message was edited by: Blake Hutchins on 2001-06-22 17:18 ]

Message 229#2036

Previous & subsequent topics...
...started by Blake Hutchins
...in which Blake Hutchins participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/19/2001




On 6/20/2001 at 2:19am, Supplanter wrote:
RE: Clarifying GNS for the re-write

Thoughts? Does this resolve anything, or is it too simplistic?


I think you should get the genius award. You and a couple of others have provided a genuine way forward, if there is the will to seize it:


So far, Ron has resisted all such efforts. He went tooth and claw with MJ young over this very issue on GO. I don't blame Ron. He went to a lot of trouble to articulate the Narrativist ideal. But Dramatism and Narrativism are obviously related.

If the idea of Dramatism is valid (and I think it is), it has to fit somewhere. It's not a Gamist concern. Their gateway to Narrativism lies on a different path. If Dramatism is not part of Simulationism, then perhaps it could be part of Narrativism. If that's not possible, then it must be its own entity.


Flexible thinking from the model coauthor, and another sign of hope for a resolution. I salute you, Sir!


I'd suggest:
Keep the current definition of narrativism. Use something cobbled together from the various pro-sim posts over the last few days as the definition of simulationism. Somewhere between those two is Dramatism - it's neither one nor the other. (I think it is anyway...).


And Gareth finds the perfect balance, IMHO. The mismatch has been defining narrativism in terms of ideals and simulationism in terms of actual, messy praxis. Frex, Gordon has argued that simulationist GMs have been known to do X despite their ideals. But the point is that while they may do X, they are breaking simulation when they do so. The further point is that examples of narrativist GMs breaking the narrativist ideal have not been considered justification for expanding the definition of narrativism.


At any rate, the model in (drastic) summary form could look something like this:

GAMISM:
Primary Goal = Victory
Primary Motive = Overcome tactical challenges
Primary Mode = Competition
Primary Stance = Tactical

NARRATIVISM:
Primary Goal = Story
Primary Motive = Create satisfying dramatic conflict
Primary Mode = Collaboration
Primary Stance = Author

SIMULATIONISM:
Primary Goal = Verisimilitude
Primary Motive = Explore character or setting
Primary Mode = Immersion
Primary Stance = Actor


Blake's outline seems to fit the bill. It restores each apex to an "ideal state." I am entirely okay with a model that says, "Narrativism in its pure form is characterized by story-orientation, distributed direction and global resolution," AND SAYS "Simulationism in its pure form is characterized by gameworld integrity, concentrated direction and iterative (atomic) resolution" AND SAYS "Gamism is...oh you know, when you try to win. Or whatever." (Strikes me the gamists have been awful quiet through this whole discussion.)

Then with our apexes (apices?) in place, we can recognize that "There are games of intermediate form characterized by story-orientation, concentrated direction and, resolutionwise, whatever. These games have commonly been called dramatist." And, "There are games that concentrate on the experience of character, that use concentrated direction and place a high value on world integrity, but since characters are best experienced alive, they will sacrifice some level of setting consistency for the sake of preserving player characters and the investment (time, emotion, insight) that has been made in them. These games are commonly called something Finnish." And, "There are games that share the narrativist ideal of working a premise through to resolution and employ global resolution but concentrate direction in the GM and PC responsibility in the player. These games are commonly called Amberway II."

What is great about the Blake/Logan/Mytholder resolution is that, with the model's multidimensionality, we can frankly acknowledge games that fall into the regions between apices (apexes?) without analytical surrender - instead of throwing up our hands and saying, "It's kind of a mix," we can say what kind of a mix it is.

This preserves the full description of the narrativist ideal. It clarifies the simulationist ideal. And it's still got gamism, I think.

Best,


Jim

Message 229#2042

Previous & subsequent topics...
...started by Supplanter
...in which Supplanter participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/20/2001




On 6/20/2001 at 3:06am, Mike Holmes wrote:
RE: Clarifying GNS for the re-write

I'm here to say that Simulationism includes (but is not limited to, of course) plots of all kinds. Meta plot, pre-plotting, railroading, you name it. When I think high fantasy RPG, I think a Simulation of the kinds of adventures that characters have in High Fantasy. That doesn't mean that they are just left entirely free to roam in a static world. The world will come at them in the form of Goals, NPCs, quests, adventures. I don't want to simulate everyday life of a Medieval peasant in a world that happens to have magic and monsters. I want to simulate the life of adventurous souls in such a world, lives full of action and exciting occurences. I believe few Simulationists are intrerested in simulations that don't make any attempts to introduce plots.

Given that my fantasy game will include adventurous plots, I require my players to make their characters adventurous in some way such that an accurate poortrayal of them does not include slinking off to the beach until its all over. That way I don't have to railroad them toward adventures. I can just have adventures available and let the players pursue them as they like, which then is an accurate simulation of that character. Yes, premise can be important to Simulationism.

A quick note on that word, "railroading". It has been used for a long time and has a definition from before RPGs that is inherently negative. Mayhap I'm being a bit PC here, but could we use a different term? Direction by Fiat? I don't know what exactly. But if you do include that term it will make those that are of the "ism" to which it is assigned a bit anxious. I think that Railroading should be reserved for that foul method that involves taking player power over their character's destinies away entirely and obviously. This is a mistake when it occurs, and is rarely done intentionally. It is not a feature of Simulationism, it is an example of Simulationism done poorly.

Illusionism is much more acceptable. All simulations are inherently flawed, people, that's why they're called simulations and not reality. The Simulationist doesn't strive to make a perfect simulation of something, he tries to make those things he can control as believable and interesting as possible (this is entertainment after all). Magic isn't really all that believable, it's just interesting. The Simulationist must make it internally consistent to make it "believable" within the context of a world in which magic exists.

To the extent that SOD is important, presentation of plots must still seem as though the characters have free will, or more importantly that the world is not colluding to make things occur despite their efforts. This means either they do have free will in a given situation, or the mechanisms that are used to introduce the plot do not stretch the illusion beyond beleivability. Just like a player can buy into magic, he can buy into this illusion.

Again, no simulation is perfect, but, by golly, some are damned fun.

Mike Holmes

Message 229#2044

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/20/2001




On 6/20/2001 at 6:43am, Gordon C. Landis wrote:
RE: Clarifying GNS for the re-write


On 2001-06-19 22:19, Supplanter wrote:

(from Gareth)
I'd suggest:
Keep the current definition of narrativism. Use something cobbled together from the various pro-sim posts over the last few days as the definition of simulationism. Somewhere between those two is Dramatism - it's neither one nor the other. (I think it is anyway...).


And Gareth finds the perfect balance, IMHO. The mismatch has been defining narrativism in terms of ideals and simulationism in terms of actual, messy praxis.


I agree, at least as regards Sim and Narrative - I'm not exactly sure what's meant by the "somewhere between the two" part re:Dramatism, but the degree to which I understand it, I think I disagree. Most Dramtism will be either one or the other - is there's enough collabaritive story creation, it's (weaker-than-pure) Narrative, if there's more concern with staying true to the gameworld it's (weaker-than-pure) Simulation. If you're really right in the middle . . . there's another thread ("Mixing styles"?) on that.


Frex, Gordon has argued that simulationist GMs have been known to do X despite their ideals. But the point is that while they may do X, they are breaking simulation when they do so. The further point is that examples of narrativist GMs breaking the narrativist ideal have not been considered justification for expanding the definition of narrativism.


As far as "breaking the sim" goes, part of my point is that for some Simulationists, it isn't a problem. They continue to see what they're doing as Simulative. And the further point about Narrativists sounds right, to me - the EXTREME of Narrativism may be Ron's definition, but we can drift off that extreme a fair degree before it ceases to be "real" Narrativism. At least, that's the direction I see this heading, and it seems like a good thing to me.


... AND SAYS "Gamism is...oh you know, when you try to win. Or whatever." (Strikes me the gamists have been awful quiet through this whole discussion.)


Best Tom-Cruise-as-military-lawyer impression ON:

Oh, we'll be getting the Airme - er, Gamists - in a minute, sir.

Best Tom-Cruise-as-military-lawyer impression OFF

Seriously, I think taking this same approach to Gamism would be very valuable - I can see the "bleed" between Sims and Games pretty clearly, so a "pure" Gamist flavor and a Sim-influenced flavor are both clearly valid (to me). After this flurry of posting, I'm thinking I'll wait and see what others come up with here first (I particualarly look forward to Brian's Gamist thoughts) - I just know I'm missing something and I don't understand things as well as I think I do.

Gordon C. Landis

Message 229#2051

Previous & subsequent topics...
...started by Gordon C. Landis
...in which Gordon C. Landis participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/20/2001




On 6/23/2001 at 8:47am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write

Out of curiosity, I finally came over here to look at the GNS discussions. To be honest, having been involved in the r.g.f.a discussions, the experience was not unlike watching Highlander 2. A lot of the words are the same but the interpretation is significantly different. For whatever it is worth, I'm going to give my comments on the issues presented here in the hope that they might be useful. I've tried to be constructive and not negative but I'm sure I've failed in a few places. Feel free to ignore my comments if you want.


On 2001-06-18 14:45, Logan wrote:
Gamism is about competition among actual humans (players, GMs). It places emphasis on overcoming challenges, solving puzzles, increasing character capabilities, gathering stuff, fairness, balance, and winning the game.


Gamism is about challenge more than competition. The difference is subtle but important. The GM and players need not be in actual competition for the players to be challenged.


Narrativism is about creating stories as a group. The emphasis is placed on allowing players to have some power over what happens in the story, how it happens, and how the story turns out.


Dramatism is about making a good story. I don't believe that player participation is necessary to achieve this goal and I'm not sure that narrowing the definition is useful here. Yes, I'm aware that you consider Narrativism a priviledged style of play but having to eject the other parts of the Dramatist style into other styles, you harm the definition of those other styles.


Simulationism is about allowing the group to see what would happen in a given situation as a result of the characters' actions. It places emphasis on fairness, verisimilitude, and allowing the group to have an unusual experience.


I think that the last point is irrelevant. The rest of the definition is reasonable. If you want another terminating phrase, try "...and allowing the game to proceed without metagame influences." instead.


GNS and Plot
When we talk about plot/storyline with respect to rpgs, we are talking about a pre-plotted sequence of events. Any game may have a plot set up in advance. Any time the GM uses railroading techniques to keep the players on course, there is the cahnce the players will notice and object. Any time the players deviate from the predetermined plot, there is the possibility that the side-trip will have consequences for the characters later in the game.


There is a wide range of plotting from none, through loose, to tight plotting. I don't think this definition recognized the range and seems to have a preconceived bias that plotting and railroading are bad. While railroading is generally considered a negative by many people, it is widely used and even expected by many players and GMs. Indeed, the noted adventure writer Ken Rolston once described his adventure planning style to me as "greased rails". If this document is supposed to be non-judgemental, it should even be non-judgemental towards railroading.


Gamist games are most likely to have a completely pre-plotted adventure. In Gamist games, this is primarily a vehicle for moving players from challenge to challenge. Gamists are most likely to follow the pre-plotted adventure from start to finish because the players want to overcome the challenges. The GM will usually railroad them a bit to keep them on course through the story.


I don't believe this linkage can be made. It is entirely possible to write an entirely unplotted gamist game. Indeed, wandering through the wilderness or through a random dungeon relying on randomly rolled encounters is a perfectly legitimate Gamist game so long as the encounters are challenging and this involves absolutely no pre-planning or plotting. I think you are confusing the traditional module game with the only possible way to run a Gamist game. It
isn't.


Narrativist games are least likely to have a pre-plotted adventure. In a Narrativist game, this is a basis for allowing the players to engage in subplots and new stories. Narrativists may decide to tell a completely different story, in which case the GM probably wouldn't use railroading to keep them on course.


I disagree. In practice, Narrativist games are quote often pre-plotted. I think that these definitions are written with a Narrativist bias and, as such, tend to distance the Narrativist style from any possible negative techniques. Theatrix, the most fundamentally Narrativist game available is based on Syd Field's book on plotting movies. But just like Gamist games, Narrativist games don't need to be plotted. They can be run on the dramatic sensibilties of the GM and potentially the players.


Simulationist games may or may not have a pre-plotted adventure. In a Simulationist game, this is one more set of pre-existing conditions in the game world. Simulationists may follow the pre-plotted story, or they may go off on a tangent at some point. This is determined by character motivations and the GM's interests. Depending on the conditions, the GM may or may not railroad the players to put them back on course.


The core definition of a Simulationist game is the lack of any metagame. If it isn't a factor in the setting, then it isn't a factor in the way the game plays out. There is no "course" to follow. On what possible grounds could there be one? The real world doesn't have plots and neither does the Simulationist game.

In general, I think you are creating a real problem here by trying to find any correspondence between plotting and style. None of these styles requires any form of plotting. All of them can be run on-the-fly.


GNS and System Weight
System weight has little impact on a game's GNS orientation, but it may have some meaning on approach to play within each orientation.

Gamist games are often pretty heavy with mechanics for many occasions and subsystems intended to spell out powers and maintain balance. The mechanics are usually directed toward making a contest (such as combat) more exciting, and they're usually crafted in such a way that the player always has a chance to win or lose, no matter how unlikely either event may be.


Gamist games can be easily played with light or heavy rules. TFT, for example, is very lightweight but also very Gamist. I would describe a possible bias for heavier systems that allow tactical player decisions to have in-game effects.


Narrativist games are usually light systems, but they can become heavier as designers spell out specific rights and limitations on the player's method for creating story. They may also gain weight with increased Gamist or Simulationist influence.


Narrativist games tend towards lighter systems because the narrative sensiblity is largely metagame and subjective. Complex rules often do a poor job of capturing either of these goals.


Simulationist games pay the most attention to weight. Heavy systems are usually the result of stringent efforts to simulate conditions in the game world. Light systems are the result of strong desire for players to be their characters without cumbersome mechanical interference.


This is incorrect. There was recently a very heated discussion on the Fudge mailing list about the use of lightweight systems for Simulationist games. While some simulationists do indeed seek verisimilitude through complex rules, many do not. I don't think you can accurately portray a strong correllation here.


Stances
Any player can occupy any stance in any game, depending on the contract between player and GM. That said, the likelihood of the player being allowed to occupy a given stance changes depending on the orientation of the game. All players use Author stance during character creation unless the GM supplies ready-made characters. Some games have mechanics which allow the player to participate in Audience stance, but this is infrequent and not well-tied to GNS orientation of the game.


You need to account for random character generation. It still exists and the model should cover it. Audience mode players do exist. They tend to be the people who expect and enjoy railroading. While this doesn't fit the definition of good role-playing for most other types of players, it is a perfectly legitimate way to play. Think of it more like traditional storytelling. As such, it cannot exist in the Gamist form.


Gamist games place the player primarily in Actor stance, though some Gamist games may supply access to Author or Director stance in some circumstances. There is overlap here between Gamism and Narrativism.


I'm not sure what your stances are here. Using the original r.g.f.a stances, the Gamist would be Author, IC, and potentially Immersive (Deep IC).


Narrativist games place the players in Actor stance but usually allow them significant access to Author and Director stance so that they may actively participate in the creation of story, adding events, inventing subplots, and even dictating the outcome of some actions.


Narrativist players can play Actor, Author, Audience, or IC.


Simulationist games primarily place the player in Actor stance. Sometimes, players may have limited Author or Director power which allows them to change the outcome of events. There must be some way to explain this in order to maintain the verisimilitude of the game world. A very lucky character might have luck points to spend in order to improve a die result. A character with special powers may be able to be 2 places at once. If this is part of the game world, the player uses other stances as needed to achieve acceptable results. This is overlap between Simulationism and Narrativism.


Of all of the Simulationists on r.g.f.a involved in the creation of the Threefold, most were Immersive or IC. Author is possible if the player becomes a partner in Simulation. I suppose Audience is possible.

If you are using the term "Actor" for "In Character", then I think you are missing an important distinction. A player can approach their character "In Character" from the third person meaning that they play their character from their character's perspective as a player. A player can approach their character "Immersively" meaning that they try to think in first person as their character. This need not result in "Avatarism" (the merging of player and character) and many people have reported being able to think in different mindsets while playing Immersively. Finally, the purpose of Actor mode is to outwardly portay an interesting character to the other participants for entertainment purposes. While IC and Immersive are largely concerned with the inside of the character that the character's player can see, Actor mode is concerned with the outer aspect of the character that the other players can see. Accents, gestures, and other visible aspects of character are Actor things.


Playing Characters
Interestingly enough, player method of playing characters has minimal impact on GNS orientation of the game. A player may play in IC or OOC mode regardless of stance. All approaches are valid.


This model loses and important distinction between playing IC in the first person ("I hit him with my sword!") and third person ("My character hits him with his sword!"). Both are essentialy IC. This is important in Simulation.


Simulationists are most likely to play IC and to ignore OOC information.


This reflects the Immersive bias of the r.g.f.a people who created the Threefold. It is entirely possible to play OOC Simulationist. There is a world-building collaborative Fudge game being described on the Fudge mailing list that sounds like it would fit that category.


Balance of Power
Balance of Power has been related to GNS orientation of the game, but that may change over time.



Gamist games have traditionally given the GM the bulk of the power, though some allow sharing based on access to Author and Director stance as shown above. This is not a rigid requirement as Rune demonstrates. Rune gives all the power to the players who take turns acting as GM.


I would argue that Gamist games give their power to the rules.


Narrativist games openly share power between GM and players. This is reasonable, because the players need the power in order to tell their own stories. Recent independent designs freely give all the power to the players.


Some Narrativist games openly share power. I believe this, again, reflects the bias of the author. There are also authoritarian GMs who are Narrativist.


Simulationist games have always given all the power to the GM, and the idea of sharing that power (or using it if it's offered) is anathema to many Simulationists.


Simulationist games generally give their authority to the GM or rules but I believe that giving authority to the players is possible here. Again, I point to the Simulationist world-building game mentioned on the Fudge mailing list.


Scenario Design
Scenario design is not fixed in its relationship to GNS, but some combinations are more common than others.

Gamist scenarios are usually linear or branched adventures.


I don't believe this is true. It is possible to run a Gamist game with random tables. Just because you wouldn't want to do this doesn't mean it couldn't be a satisfying Gamist experience.


Narrativist scenarios are usually Set of Encounters, Relationship Maps, or Intuitive Continuity adventures. They can be linear or branched adventures, but it's likely the players will derail them in oursuit of their own stories.


This conflicts with the assertion the Narrativist games are weakly plotted above. But Narrativist games can also be run on-the-fly with no plotting. I don't think this is a useful generalization.


Simulationist scenarios are often Set of Encounters. This is probably the preferred mode of play for many Simulationists, Simulationist GMs can also present linear, branched. Simulationists could probably make use of intuitive continuity adventures and relationship maps, but the arrangement is fairly new.


I have never seen a simulationist game run this way. Most of the simulationist games I've seen can best be described as "running a world". The GM creates a world and the players do what they want in it. As a self-identified Simulationist, I've never seen any of the stuff you are talking about in a Simulationist game.


Dramatism & Narrativism
Much has been said here about Dramatism and the idea of playing for story, any story. The fact is, the bulk of people who write about Dramatism treat it as Simulationism + Plot. I don't buy it. As a goal, a technique, a method, and as an intent, playing for "drama" with the GM driving all the plot is another flavor of Simulationism. The mechanics, the decisions the players make, the way the games are played are just like Simulationist games. All you're saying is that the players portray their characters with feeling and get the most out of their roleplaying experience. This is what I carry away from reading many posts in the rgfa debate.


Dramatism is not like Simulationism at all. The original Threefold grew out of an explanation of the differences between the two. I think you are, again, letting your biases dictate your categories here. It looks like you don't want GM driven Narrativist games (with the possible taint of railroading) to encroach on your ideal form of that sort of game. The model should not be driven by "Things I like go in and things I don't like get shuffled into another category."


Narrativism is different and unique. When you give the players control over the course, direction, plot, setup, and outcome of events in the game you open new vistas to them. You give them access to roads previously never travelled. I've seen the eyes of players open when presented with these new possibilities. If these games are a minority in the market, it is because the exploration of these possibilities did not begin until much later. Emphatically, Narrativism deserves its own corner of the triangle. It represents a completely different method and purpose for play compared to Gamism and Simulationism. Related to them? Certainly. A reaction to them? Probably. Important and worthy of separate acknowledgment? Definitely.


Then create a 4th vertex. Don't extract everything that you don't like from Dramatism and foist it off into other modes of play. There is no hard rule that says that a model has to have exactly three vertices.


On this site in this model, Narrativism is here to stay.


At the expense of the validity and usability of the model? Is the purpose of this model to create legitimate descriptive categories for games or to advocate a particular style of play at the expense of the others?



With respect to the GNS faq, if the point of contention is the role of Dramatism in our discussion, I will remove all reference to that term.


I would say that the point of contention should be that you are creating a priviledged mode of play by taking over the r.g.f.a Dramatist vertex and shuffling it off the parts you don't like (such as GM-only plotting) into the Simulationist vertex where it most definitely doesn't belong. Your definition of Simulationism would be unrecognizable to most self-identified Simulationists under the r.g.f.a model. Is that your intent?


Theatrix
IMO, Theatrix is ill-served and poorly represented in the rgfa model. Its potential and its meaning are submerged in the rgfa debate. It's a Narrativist game, pure and simple. That you can play it to dramatic ends is implicit, but to say it's "only" a Dramatist design is an insult to Berkman's work. In truth, I think even he doesn't quite realize the impact of what he wrote. In the bulk of their debates, the rgfa participants don't give weight to the great empowerment of players that Director stance provides. They barely even acknowledge their own Author stance. They largely poo-poo the idea of wearing the Author cap. They don't like the idea of GMs sharing power with players. As far as I can tell, they don't really understand the implications of allowing the whole group to create story as a group. That is one more set of reasons why I am an advocate of the Edwards model over all others. If/when John Kim updates the rgfa faq and presents compelling argument to dispute this, I will re-evaluate my position.


The whole Threefold was designed specifically to explain to David Berkman exactly why many of the people on r.g.f.a have no interest in the Author stance or creating stories. Since you have so misunderstood the model, apparently we all failed misserably. I think the original Threefold certainly suffers from being biased by the Simulationist sensibilities of many of the participants in creating it but I think your model is similarly suffering from your Narrativist model which is attempting to correct the problems with the Dramatist vertex of the Threefold by wrecking the Simulationist vertex. That's not progress. That's simply shuffling the problem around to a place where you are more comfortable with it.

Message 229#2149

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/23/2001




On 6/23/2001 at 11:54am, Mytholder wrote:
RE: Clarifying GNS for the re-write

John - if you get a chance, would you mind taking a look at the other threads relating to simulationism and the FAQ (my 'long and bloody' one, & Supplanter's 'towards a sense if not a theory' one? We made a lot of the same comments you did, and I'd like to see your opinion of the results of those comments.

Message 229#2150

Previous & subsequent topics...
...started by Mytholder
...in which Mytholder participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/23/2001




On 6/23/2001 at 2:48pm, Logan wrote:
RE: Clarifying GNS for the re-write

Thanks to all who have responded. The GNS doc is now being rewritten. Look for a new draft at the beginning of July.

Best,

Logan

Message 229#2156

Previous & subsequent topics...
...started by Logan
...in which Logan participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/23/2001




On 6/23/2001 at 3:26pm, Pyske wrote:
RE: Clarifying GNS for the re-write


You folks haven't seen me around here before. Hi.

Let's start off with a compliment. Logan, Ron, I was very impressed with the FAQ. As a long time RGFA reader, I expected, and attempted, to make a paragraph by paragraph criticism. I didn't have enough disagreement to support it, which is about the best compliment I can think of. I thought your version was interesting and useful.

Of course, I did have points of disagreement, and you asked for comments, so here are my suggestions:

1) Take advantage of the HTML format. Although you don't want to burden a FAQ with justifactions for every statement, it would be worthwhile to have footnotes or links to discussions where some of your claims are justified. In particular, why is it more important to follow the rules in a rules-light game? Similarly, link to an explanation of WHY PCs must impact the game world within Narrativism, and to what extent that can be limited (for example, if the contract is to tell a certain kind of story, can "railroading" be used to enforce that contract).

2) You may want to set off your examples and conclusions from the main definitions by markers, similar to the section markers in Hero Wars or "... For Dummies" books.

3) You will save yourself a lot of repetition of the same objections if you note that your stances model is NOT the same as the RFGA model. I had a half-page diatribe written on how you had conflated Actor, IC, and Immersion before I got to the following section on IC / OOC, at which point I realized that you actually have a different stance model. Since this is a "precursor" section, people are expecting that you are establishing groundwork for people who do not already know the terms, and are not expecting the introcuction of new concepts with the same names as concepts they are familiar with.

4) Nitpick: "Gamist players play to overcome challenges, solve puzzles, gather stuff, increase character capabilities, and win." This should end with "_or_ win", and I recommend that you add that emphasis.

5) "Many Gamist players will happily alter their approach to play if the GM or rules of the game provides a reward for doing that." I would delete this, or strongly revise. Many players will alter their approach to play just because you ask them to, and will simply incorporate it into the rules they are playing by. I think emphasis on playing within the constraints provided could be added here as well (not cheating, spirit of the rules, etc.).

6) "Many good Gamist players are cagey..." Again, I would strongly suggest revision. Something along the lines of "One form of gamist play involves seeking advantage within the precise definitions provided by the rules." I would then add something about this not being universal, as a hedge against the fact that it is a common prejudice that all Gamists are "rules lawyers."

7) Nitpick: "random methods play little to no roll" s/b "role". (Sorry to be so picky, but FAQs are highly read, and this doesn't get caught by a spell-checker.)

:smile:

9) Metaplot & railroading: don't put this in the FAQ, or if anything, move it to current issues. I second the objections to calling this an (inherently) sim technique. Also, realize that not everything will fit the model. For example, I have seen valid arguments for use of "script immunity" in all 3 corners (yes, even sim, but that's a discussion for another time).

10) You imply that switching styles much occur between games. This is not my experience, although I agree that I have not seen multiple styles in use at the (exact) same time, I have seen them blended in different aspects of the same game.

11) System does matter. However, I think it is poor form to dismiss unaligned games as badly designed. This is true only if the group desires a given triangle preference. OTOH, in a mixed group, a centrist game provides greater ease of accomodating ALL of the styles in proportion to their representation among the players, AND the preferences for various game tasks to be resolved using different styles. I realize this is likely to be controversial, but maybe a thread about it would be worthwhile.

All in all, an excellent first effort, and I hope my comments prove helpful in the revisions.

. . . . . . . -- Eric

Message 229#2158

Previous & subsequent topics...
...started by Pyske
...in which Pyske participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/23/2001




On 6/23/2001 at 4:01pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-23 10:35, Brian Gleichman wrote:
I on the other hand consider nearly the entire definition irrelevant. The characters actions may or may not matter at all, only the 'real' outcome is important.


Yes, this is true.


Further, issues of fairness, verisimilitude, and experience are also besides the point. Life isn't fair, nor are Simulationist games. Verisimilitude is also broken in both life and Simulation (remember the old comment, "Truth is Stranger than fiction"?).


While I agree that fairness and experience are besides the point, for the reason that you stated (i.e., "Life isn't fair."), I think that verisimilitude is what people get from Simulation in practice. While the goal is to make the setting and situations seem real, in practice the the GM and players are going to be judging whether it is real or not based on the verisimilitude of the setting for them unless the are actually verifying results with outside objective data. While that's certainly a valid form of simulation, I think there is a pretty broad range of how loose or tight the fidelity to absolute reality needs to be.

As a specific example, when playing Immersively, it is mainly important that the character (and through extension, the player) believe that the setting is real. Things outside of the character's experience or needs are not necessarily held to as strict of a standard for believability. My standard approach to games that I know are going to be Dramatist is to create a character that has a loose connection to the reality of the world. Flighty impulsive characters with lots of delusions and little engagement in figuring things out can easily miss any problems in a Dramatist game. It isn't perfect but it is one way to deal with playing in a mismatched style. From a more distanced perspective than immersive (e.g., third-person IC), the overall reality of the setting is going to matter more.


And a number of Simulationist GM's have comment that they couldn't care less if the players didn't so up at all, let alone have a "unusual experience"


I'd describe it more as not caring if the players wind up being the guys who grab their chest and yell, "I've been hit!"


In simulation, everything must be real. Not the illusion, but the fact. Pre-plots wreck this from the start.


While I agree that pre-plotting wrecks the entire simulationist model, I think that's an artifact of trying to exile railroading from the Narrativist style. Simulation was a convenient carpet to sweep it under since I'm not convinced that people here really get that style of play. It would be interesting to see this discussion on r.g.f.a which is where many of the simulationist are.

That said, I think the ideal is that everything be real but, in practice, that's only a problem if someone notices so I think it is more accurate to say that everything must seem real. I don't think you can really expect more than the GM and players making a best attempt at being realistic. After all, if no one notices the mistake, it isn't a problem. So what you are describing is an ideal but I think it works better to describe it as verismilitude. In other words, so long as it feels real for the players and GM, it is good enough. This then runs in to a whole complicated issue of emulating dramatic settings and whether the genre rules should be built in to the rules or whether they are too metagame.


Indeed. I have often encountered people on r.g.f.a who are of the mindset that the best simulation can only be had through mechanic-less play since any mechanic method (in their view) comes with faults and abstractions.


I think that the people who define Gamism and Simulationism as rule-heavy link the two through their experience. I think that what perhaps happens is that when Dramatists/Narrativists free themselves from the rules, they do so by becomming Dramatists or Narrativists. I think they link the two and find it difficult to imagine someone abandoning a lot of rules without going through what they see as a related switch to a different style of play. Of course, a failure to address or understand this causes rules-light and Dramatist/Narrativist people to miss the issues involved with trying to recruit people directly into those styles.


I would say that Gamist games give the power to the players by way of the rules.


While I agree that that's the overall effect, I was trying to emphasize that everyone in the game is supposed to play by the rules. The player in a Gamist game are not free to adjust the game in the way that players in the Narrativist games described at the start of this thread could. They are obliged to follow the rules.


Actually, Simulationist games give power to the World. Any power anyone else has is indirect by way of that path.

This is a fine, but important distinction.


Yes. Much better. Substitute "world" for "rules" in what I just wrote above and I think that fits. Of course using that way of looking at it, it is possible to say that Narrativists give power to the collective story. Hmmm. That rather brings this full circle with Narrativists being "story-based" (the original r.g.f.a terminology) and Simulationists being "world-based" (the original r.g.f.a terminology). Calling Gamists "rules-based" doesn't sound entirely correct. Comments?

I'm beginning to think that the older terminology was more clear and maybe the Threefold should be going back to it.

Message 229#2160

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/23/2001




On 6/23/2001 at 4:22pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-23 07:54, Mytholder wrote:
John - if you get a chance, would you mind taking a look at the other threads relating to simulationism and the FAQ (my 'long and bloody' one, & Supplanter's 'towards a sense if not a theory' one? We made a lot of the same comments you did, and I'd like to see your opinion of the results of those comments.


I know you made a lot of the same comments and, frankly, I don't seem them being listened to or addressed. What I see in the first article in this thread is that the current GNS is an advocacy model for the Narrativist style of play and that the authors don't really care if it models other styles corerctly. Basically, you can't describe someone else's style if you don't understand it or describe it based on the worst examples.

What I really think they need to do is stop trying to adapt someone else's model that they clearly don't really understand (*) and come up with their own model without worrying if it has three or four or a billion different vertices. I think a valid point can be made that Narrativism is different from other styles of Dramatism and that's great. But the way they are fitting that in to this model is defining Narrativism very narrowly as all of the positive things that they like and then they seem to be sweeping everything that they don't like under the Simulationist and Gamist rugs because they have no other place for it. That's a recipe for a very bad, very biased model useless for anything but advocating the annointed style of play. Basically the model gets reduced to an idealistic style of play and then two caricatures.

(*) The reason that I say the original Threefold isn't understood is that this thread starts with a complaint that the r.g.f.a model doesn't recognize the wonders of the Narrativist style of play and Theatrix in particular. The r.g.f.a Threefold was designed specifically to explain to David Berkman, himself, why other people have no interest in his style of play. It has clearly failed. Since the authors clearly can't understand why anyone wouldn't want to play in a Narrativist game (I see a resurrection of the old idea that if you'd just try it or do it right, you'd love it -- David Berkman's frequent and patronizing refrain), they can't really understand the original model since they can't grasp its purpose -- all styles are equally valid. I can't help but think of this as Berkman's Revenge.

Message 229#2161

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/23/2001




On 6/23/2001 at 4:31pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write

I simply wanted to add that despite my criticism of this GNS model as a Narrativist-advocacy model, it is certainly fair to the critical of the r.g.f.a Threefold as a Simulationist-biased model. I'm not saying that the r.g.f.a Threefold is perfect.

Message 229#2162

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/23/2001




On 6/23/2001 at 4:35pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write

I just had in interesting idea. How about creating a new vertex called "Bad Role-Playing". That way, you can have all of the other models and sweep all of the negatives in to "Bad Role-Playingism". Don't like railroading? Into the "Bad Role-Playing" category. It certainly makes more sense than sweeping all of the negatives into a style that you don't understand and, as a side effect, it lets you tell people that they are engaged in "Bad Role-Playingism". :smile:

Message 229#2164

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/23/2001




On 6/23/2001 at 5:04pm, greyorm wrote:
RE: Clarifying GNS for the re-write


the current GNS is an advocacy model for the Narrativist style of play and that the authors don't really care if it models other styles corerctly.

they need to do is stop trying to adapt someone else's model that they clearly don't really understand (*)

I know you made a lot of the same comments and, frankly, I don't seem them being listened to or addressed.

I'm not convinced that people here really get that style of play. It would be interesting to see this discussion on r.g.f.a which is where many of the simulationist are.

For someone claiming that you don't see points being addressed or responded to, you apparently haven't read much of what I've said on the issue of pre-plotting and simulationism. In fact, it seems to me as though you have completely ignored those statements or never read them, or have chosen to disregard them because you perhaps disagree with their conclusions.

Also, I find your broad generalizations of "them" (ie: the writers) and "us" (ie: those who understand) rather insulting, as well as your very, very bold claims that the FAQ writers are just Narrativist advocates who don't really understand the model.
This is not a "them" vs. "us" situation, it is an attempt to explore and develop, and we would all do well to remember that, avoiding drawing lines in the sand.

Villification and broad generalization is not the way to conduct a discussion. It would be more proper and constructive to say the current FAQ seems to imply these things than to start pointing fingers and developing psychologies for individuals, let alone entire loosely-defined groups.

Thank you.

_________________
Ravenscrye Grey Daegmorgan
http://www.daegmorgan.net/
"Homer, your growing insanity is starting to bother me."

[ This Message was edited by: greyorm on 2001-06-23 13:20 ]

Message 229#2165

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/23/2001




On 6/23/2001 at 7:02pm, Logan wrote:
RE: Clarifying GNS for the re-write

Pyske,
Thank you very much for your comments. Rest assured, the rough spots will be smoothed. :smile:

John,

You make some very interesting points. I want to respond to some of them.



I know you made a lot of the same comments and, frankly, I don't seem them being listened to or addressed. What I see in the first article in this thread is that the current GNS is an advocacy model for the Narrativist style of play and that the authors don't really care if it models other styles corerctly. Basically, you can't describe someone else's style if you don't understand it or describe it based on the worst examples.


Yes, there is a certain amount of Narrativism advocacy. That criticism is fair. No sense denying it or crying about it. That doesn't mean we give less weight to other styles - at least, I hope it doesn;t mean that. I care about the accuracy of the presentation. If I didn't, I wouldn't bother to dig through rgfa posts. I wouldn't go out of my way to invite outside commentary or debate. I wouldn't try to negotiate a reworking of terms so that we get a clear, strong model. I want to portray all play styles accurately and with respect. Our presentation is somewhat different from rgfa presentation because we have different goals and a different core audience. Furthermore, just because a series of posts hasn't received a direct response doesn't mean it hasn't been read.


What I really think they need to do is stop trying to adapt someone else's model that they clearly don't really understand (*) and come up with their own model without worrying if it has three or four or a billion different vertices. I think a valid point can be made that Narrativism is different from other styles of Dramatism and that's great. But the way they are fitting that in to this model is defining Narrativism very narrowly as all of the positive things that they like and then they seem to be sweeping everything that they don't like under the Simulationist and Gamist rugs because they have no other place for it. That's a recipe for a very bad, very biased model useless for anything but advocating the annointed style of play. Basically the model gets reduced to an idealistic style of play and then two caricatures.


The primary reason much of Dramatism has been lumped under Simulationism in our model is because the behaviors are almost identical. The relationship between GM and player are practically the same. Obviously, this area has already received a lot of attention and I will change the presentation in the next draft. The other stuff... Not everyone agrees with you. Some people think we're spot on. Some think we're way off. That's what makes debate so much fun.


(*) The reason that I say the original Threefold isn't understood is that this thread starts with a complaint that the r.g.f.a model doesn't recognize the wonders of the Narrativist style of play and Theatrix in particular. The r.g.f.a Threefold was designed specifically to explain to David Berkman, himself, why other people have no interest in his style of play. It has clearly failed. Since the authors clearly can't understand why anyone wouldn't want to play in a Narrativist game (I see a resurrection of the old idea that if you'd just try it or do it right, you'd love it -- David Berkman's frequent and patronizing refrain), they can't really understand the original model since they can't grasp its purpose -- all styles are equally valid. I can't help but think of this as Berkman's Revenge.


This is the most interesting point of all. When did this come up? Before '95? There's evidence of this assertion in some of what I've read, but no direct link. If you're right and this is somehow "Berkman's Revenge," I'm happy to be part of it.

Best,

Logan

Message 229#2171

Previous & subsequent topics...
...started by Logan
...in which Logan participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/23/2001




On 6/24/2001 at 4:29pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-23 15:02, Logan wrote:
Yes, there is a certain amount of Narrativism advocacy. That criticism is fair. No sense denying it or crying about it.


It will perminantly poison the ability of this model to be seen as an accurate descriptive model of role-playing styles. The fact that you don't see the problem that an advocacy model poses suggests that you miss that there simply is no best way to role-play.

Role-playing is a recreational activity and whatever the players and GM do that is fun for all of the participants is good. The one valid purpose of a classification model, in my opinion, is to help people that aren't having fun (A) understand why and (B) potentially fix or avoid the problem.

Your model will be soundly rejected if it suggests that one style is superior to or more evolved than others. And rightfully so, in my opinion.


That doesn't mean we give less weight to other styles - at least, I hope it doesn;t mean that. I care about the accuracy of the presentation.


It isn't accurate. The fact that a lot of self-identifying Simulationists and Gamists feel that the model is wrong is strong evidence of that.


If I didn't, I wouldn't bother to dig through rgfa posts. I wouldn't go out of my way to invite outside commentary or debate. I wouldn't try to negotiate a reworking of terms so that we get a clear, strong model. I want to portray all play styles accurately and with respect.


Yet you want to priviledge one style? If people don't want to self-identify with your labels, that suggests that they aren't sufficiently accurate or respectful.


Our presentation is somewhat different from rgfa presentation because we have different goals and a different core audience.


I believe that I have some idea of what your goals are (though you should feel free to tersely restate them if you want) but what is your audience? Is it not "everyone"? If it isn't, then I'd suggest limiting the discussion and release to the desired community.


Furthermore, just because a series of posts hasn't received a direct response doesn't mean it hasn't been read.


It doesn't look like certain problems are being addressed because they seem to be repeated over and over. You might very well feel that they are not real problems but I'd use the "Where there is smoke, there is fire." measure.


The primary reason much of Dramatism has been lumped under Simulationism in our model is because the behaviors are almost identical. The relationship between GM and player are practically the same.


I believe you've got a couple of problems.

First, the logical reason to group gaming styles together is because they are in some way compatable. Simulationism and Dramatism aren't really compatable play styles. Indeed, the r.g.f.a Threefold started out as an opposition model between just those two styles in the form of "world-based" and "story-based".

Second, it sounds very much like you are trying to combine a model of how decisions are made with respect to player involvement into a system designed to describe why decisions are made. I don't believe there is any reliable mapping between them and I don't think there is any value in trying to create a mapping.

I don't dismiss the validity of creating a model to describe how decisions are made in a game in order to make people aware that players can be more involved in the process. I simply think that trying to define such a model inside of a model designed to describe why decisions are made isn't going to ever work very well. You are using a hammer to drive screws. You've started with the wrong tool for the job.

If you want to describe how decisions are made, I think the factors you should focus on are the locus of control (GM, players, and/or both), randomness (decisions outside of human control from totally diced to diceless), and rules (how much everyone appeals to written rules in order to make decisions). There is no reason to try to adapt the r.g.f.a Threefold since (A) it was designed to do something very different, (B) it contains a lot of baggage that only confuses the model, and (C) it already has a large number of detractors that you are going to inherit. Why not build a model up from scratch like r.g.f.a did?


Obviously, this area has already received a lot of attention and I will change the presentation in the next draft. The other stuff... Not everyone agrees with you. Some people think we're spot on. Some think we're way off. That's what makes debate so much fun.


Which is fine. But I think the real test is not whether Narrativists agree with the description of their style written by Narrativists but whether Simulationists agree with the description of their style written by a Narrativist. If not, you need to wonder if the model is good. One of the enduring flaws of the Gamist description in the r.g.f.a Threefold, in my opinion, is that most of the Gamists don't like it.


This is the most interesting point of all. When did this come up? Before '95?


It probably started before '95. What year was Theatrix released? David Berkman was active on the Usenet before it was released with playtest copies of the game.

I believe the discussions started out as a Dice vs. Diceless debate, a discussion of why everyone wouldn't want a good story, and as a discussion of the stances and some earilier models. Try reading the "Dice and the IC POV" thread that I started and was heavily involved in. Also look up "story-based" and "world-based" -- the original terms for Dramatism and Simulationism. The terms "plot" and "realism" were also tossed around a lot. A lot of it won't be relevant to this discussion but it might give you some background.


There's evidence of this assertion in some of what I've read, but no direct link. If you're right and this is somehow "Berkman's Revenge," I'm happy to be part of it.


Then you should also be aware that David Berkman's unyielding advocacy of his style of play, and his insistance that people who don't like it keep doing it until they, do made him more of a pariah than a hero -- not because Simulationists and Gamists were rejecting his style because they feared it but because they didn't care for it and he couldn't grasp that. The situation was less like a person trying to convince a bunch of deluded individuals that he world really is round and more like a person telling someone to eat a food that they don't like because they will learn to like and, besides, it is good for them.

I don't like brocolli. I'm not affraid of it. I simply don't care for it. And no amount of eating the stuff is going to make me like it and I see no reason to torture myself by eating a food that I don't like. Similarly, I don't like the style of play advocated by Theatrix. I'm not affraid of it. I simply don't care for it. And no amount of playing that way is going to make me like it and I see no reason to torture myself playing a style of game that I don't like. It's really that simple. The r.g.f.a Threefold was designed to explain why. It seems to have done a horrible job of that.

Message 229#2185

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 4:43pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-23 14:41, Brian Gleichman wrote:
In practice yes, but that isn't their goal. I consider the distinction rather important. I also think the corners must be defined in terms of their goals and not their reality.


I think that if you don't take the practice into account, that people who can't live up to the ideal will be left out. Dealing with ideals give the impression that the style isn't achievable.


It's also part of the whole "system does matter" mindset which is a major driving force behind G/N/S. Unless corners can be defined by their use of mechanics terms, a major goal of the model is lost.


Actually, I'm starting to see the GNS as an attempt to describe how decisions are made with respect to who is making them while the Threefold is designed to explain why decisions are made and doesn't really concern itself with how they are actually made. I think that explains a lot of the dissonance.


My point is that I don't want the fact that the rules exist to empower the player to be lost in the exchange. It is by the rule that the players override the GM's plans and it is by the rules that they meet their goals in whatever test of skill that is at hand.


I agree. I have a gamist streak and I guess that since I assume that this is a given, I didn't see the potential for misunderstanding here.


Skill based.


Yes. But I think you need a better word to encapsulte that idea of "player skill". How about "challenge-based"? I'm way behind on r.g.f.a. Maybe I'll try to catch up and get involved. Could you float this terminology there? Maybe we could put a stake in the heart of the other terminology since it seems to cause so many problems for so many people. It would also let the GNS have it instead of attempting to maintain the confusing division between what the GNS does with it and the original Threefold.


There are many on r.f.g.a that agree with that.


OK. Time to get back on r.g.f.a again. I think I've got enough ideas to reopen the Threefold there.

Message 229#2186

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 4:44pm, Clinton R. Nixon wrote:
RE: Clarifying GNS for the re-write


On 2001-06-24 12:29, JohnMorrow wrote:
It isn't accurate. The fact that a lot of self-identifying Simulationists and Gamists feel that the model is wrong is strong evidence of that.


And a self-identifying Gamist that I know (namely, me) feels that the model is spot-on. I don't see a lot of opposition--I do see one or two antagonists not involved in the two-year-long discussion that led to this model now poking up their heads and arguing.


Our presentation is somewhat different from rgfa presentation because we have different goals and a different core audience.

I believe that I have some idea of what your goals are (though you should feel free to tersely restate them if you want) but what is your audience? Is it not "everyone"? If it isn't, then I'd suggest limiting the discussion and release to the desired community.


Christ in a milkshake. The discussion, and the release of the FAQ is limited to one community--www.indie-rpgs.com. We certainly aren't running around on other internet discussion boards and talking it up. In fact, the only times I see it mentioned on rpg.net, the other RPG bulletin board I read, is when someone reads it, disagrees, realizes they can't defend their argument in this environment (because we'll make them back it up), and posts on rpg.net because they know they'll get some "hear, hear" blind support.


First, the logical reason to group gaming styles together is because they are in some way compatable. Simulationism and Dramatism aren't really compatable play styles. Indeed, the r.g.f.a Threefold started out as an opposition model between just those two styles in the form of "world-based" and "story-based".


This is not the r.g.f.a. model. Read that over and over. "World-based" and "story-based" are not concerns in this model--they're irrelevant. The GNS model is solely about system. In terms of relationships between GM and player dictated by the system, Dramatism and Simulationism are not very different.


Why not build a model up from scratch like r.g.f.a did?


We did. We spent two years on it. Some of the names are the same because they make sense in an RPG context. The definitions are in no way the same.

But I think the real test is not whether Narrativists agree with the description of their style written by Narrativists but whether Simulationists agree with the description of their style written by a Narrativist.

You'll have to ask the Simulationists. But once again--I'm a Gamist, and I completely agree with the description of Gamists.

To summarize--this model is for a select audience, which is not exclusive, and we'd love you to be a part of, but don't interrupt after two years of work and say, "by the way, I just looked this over and it's garbage." That's less than constructive.

Message 229#2187

Previous & subsequent topics...
...started by Clinton R. Nixon
...in which Clinton R. Nixon participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 4:54pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-23 13:04, greyorm wrote:
For someone claiming that you don't see points being addressed or responded to, you apparently haven't read much of what I've said on the issue of pre-plotting and simulationism. In fact, it seems to me as though you have completely ignored those statements or never read them, or have chosen to disregard them because you perhaps disagree with their conclusions.


I read some and I skimmed some. I see a lot of the same complaints being recycled and I've seen some of the responses that don't seem to really address the complaint because they miss the point of it. It is entirely possible that I've skimmed over something important. If you want to point me to a particular thread and message, please do. I was primarily responding to what I saw at the top of this post.


Also, I find your broad generalizations of "them" (ie: the writers) and "us" (ie: those who understand) rather insulting, as well as your very, very bold claims that the FAQ writers are just Narrativist advocates who don't really understand the model.


I see a lot of evidence of the original Threefold being misapplied. I frankly find myself unable to understand why you simply aren't creating a new model from the ground up instead of using part of the Threefold terminology. That's saddling you both with the potential for great misunderstanding and an artificial limit of shoving everything into three categories. Again, I was replying to the top of this thread since that seemed to contain some authority. If it doesn't apply to you, that's great.


This is not a "them" vs. "us" situation, it is an attempt to explore and develop, and we would all do well to remember that, avoiding drawing lines in the sand.


The top article on this thread give the distinct impression that the GNS is an advocacy model. It very much says "Us vs. Them" to me. The pop-psychology analysis elsewhere on this board suggesting that Simulationists have some sort of problem giving up control is similarly both laughable and insulting.


Villification and broad generalization is not the way to conduct a discussion. It would be more proper and constructive to say the current FAQ seems to imply these things than to start pointing fingers and developing psychologies for individuals, let alone entire loosely-defined groups.


No problem. Can you go back and read my comments in that context and address the other issues, as others have, instead of my clearly imperfect way of expressing them. I don't believe that the finger-pointing or pop-psychology was important or central to what I was saying.


Message 229#2188

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 4:58pm, Logan wrote:
RE: Clarifying GNS for the re-write

John,

Theatrix came out in 93. Now you say one purpose of the rgfa model is to discredit that one game and also the Narrativist style of play. As I think about it, it's a closed-minded and pathetic goal. It sends a miserable message, especially since some people most definitely are interested in that style of gaming. All in all, I'm glad you failed.

If there are problems in the expression of our model, we will work on them. That is one reason to have a faq.

I think there's something more to be said about advocacy. I think we advocate roleplaying as a positive activity in all of its forms and styles. I think Gamist games and Simulationist games, and all the games in between are every bit as important and entertaining as Narrativist games. If you're not understanding that, then my message isn't getting across. Fortunately, I can try again.

I will do what I can do, what I think is right to do. Ron will do what Ron does. People will agree and disagree. I've said from the beginning that whatever we do, it simply won't satisfy everyone. At some point, people will simply have to agree to disagree. Until that point, the debate goes on.

Best,

Logan

[ This Message was edited by: Logan on 2001-06-24 13:08 ]

Message 229#2189

Previous & subsequent topics...
...started by Logan
...in which Logan participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 5:11pm, Ron Edwards wrote:
RE: Clarifying GNS for the re-write

Hi everybody,

This may be of interest to you:

All comments are being read and considered. Because Logan and I are minimally involved in this discussion doesn't mean the posts are being "ignored" or "not addressed."

Also, as I've said before, the current document is a rough draft, and it was not entirely satisfying to ME OR LOGAN when it was made available for comments. This point tends to get overlooked throughout this thread.

One food-for-thought: "about story" is much like "pornography" - it can mean anything or nothing. I am making a distinction between CREATING story (in its strict, Lit 101 form) and EXPERIENCING story (in say, the Call of Cthulhu sense). I know from vast experience that role-players engaged in one of these cannot abide the presence of role-players engaged in the other at the same table. Such a group cannot be effectively GM'd - it's like having two active, intense Gamists at the same table as an immersive/Sim fellow. Therefore I think employing the rhetoric-word "story" as a catch-all is not especially useful.

I should also point out that Theatrix is not, and has never been, a conceptual center for my thinking regarding Narrativism. I consider the paragon game for this style or mode to be Prince Valiant.

Best,
Ron

Message 229#2191

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 5:18pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-24 12:44, Clinton R Nixon wrote:
And a self-identifying Gamist that I know (namely, me) feels that the model is spot-on. I don't see a lot of opposition--I do see one or two antagonists not involved in the two-year-long discussion that led to this model now poking up their heads and arguing.


Do you have any self-identifying Simulationists or r.g.f.a-definition Gamists agreeing? If so, could you point me to their comments?


Christ in a milkshake. The discussion, and the release of the FAQ is limited to one community--www.indie-rpgs.com. We certainly aren't running around on other internet discussion boards and talking it up. In fact, the only times I see it mentioned on rpg.net, the other RPG bulletin board I read, is when someone reads it, disagrees, realizes they can't defend their argument in this environment (because we'll make them back it up), and posts on rpg.net because they know they'll get some "hear, hear" blind support.


Do you really believe that the only reason that people won't argue their opinions in this environment is because they can't back them up?


This is not the r.g.f.a. model. Read that over and over. "World-based" and "story-based" are not concerns in this model--they're irrelevant. The GNS model is solely about system. In terms of relationships between GM and player dictated by the system, Dramatism and Simulationism are not very different.


The r.g.f.a Threefold defines that relationship, too, but from a different angle. Theatrix has two "innovations" that make it different from traditional role-playing systems. The first is that it encourages the GM and players to create stories. That's the "why". Second, it encourages them to do so collaborately (though it doesn't go as far as some more freeform games do). That's the "how". Yes, I can see that the GNS model is all about "how" but it is using terminology it inherited from the Threefold to describe "why". This is not only confusing (since it creates two incompatible models that use nearly the same terminology) but misleading because it creates a false association between "why" and "how".

Yes, I'm in full agreement that it would be useful to have a model to describe "how". And I think that using the Threefold form and terminology is only hurting your effort.

If you merge Simulationists and Dramatists into one category, why are you still calling it "Simulationist"? Is it? And what does giving players more authority to make decisions have to do with "Narrative" unless you use the very narrow model of Theatrix as the only example? There are Simulationist (Threefold sense) games that use very light rules systems and give the players a great deal of authority do decide what happens in the setting. Yet in the GNS sense, that person would be a Narrativist, right? Don't you see where your terminology could be confusing?



We did. We spent two years on it. Some of the names are the same because they make sense in an RPG context. The definitions are in no way the same.


And I think you are suffering from the same nearsightedness that r.g.f.a suffers from (saying that as a past member of that community that was quite nearsighted, myself). When you are close to a model, you know what the words mean but other people won't. If your chosen terminology is misleading, the people who created it won't generally notice it because they know what they mean. I would argue that the term "simulation" is bad. It is bad in the Threefold and it is bad here. It means too many things to too many people to ever be useful.


You'll have to ask the Simulationists. But once again--I'm a Gamist, and I completely agree with the description of Gamists.


Do you have any self-identifying simulationists here?


To summarize--this model is for a select audience, which is not exclusive, and we'd love you to be a part of, but don't interrupt after two years of work and say, "by the way, I just looked this over and it's garbage." That's less than constructive.


I don't believe I've said that it is garbage. I think that what you are trying to model is valid. I think that how you are trying to model it is problematic and a big problem is simply (A) the terminology and (B) the fact that I'm not sure you should be limiting yourself to three categories.

I say that as someone involved in the creation of the r.g.f.a Threefold and someone who has defended it vigorously. It was and is a useful model for me because I learned a lot from it but it is of limited use to anyone else because the terminology can be misleading and because the terms have complex and subtle meaning that the original people who argued it understand but no one else does. Having spent time away from r.g.f.a and having tried to explain it to people who aren't in that community, I can see where the problem are.

The r.g.f.a model was original designed for the people in that group to communicate with each other. It clearly has been applied far beyond that use. Your model, if it is good, will be used elsewhere. It makes some sense to be aware of how it might be misused and to attempt to make it as accessible to people not in this community as possible. The fact that your explodes into problems every time it leaves this group (much as the Threefold explodes outside of r.g.f.a) suggests that you could do better. My biggest suggestion is to scratch the term "simulation". It causes the most problems for the Threefold and I think it creates the most problems here.

My hope, for all of these models, is that they improve communication among role-players, helps people diagnose problems that they are having in their games, and helps people find the style of game that best suits their needs. This model certainly has a place at that table. But I think you need to take a step back, as I have tried to to with the Threefold, understand why it isn't working for people, and fix it. And, of course, you can ignore the people who simply complain about the model because they don't like models.

Message 229#2192

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 5:35pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-24 12:58, Logan wrote:
Theatrix came out in 93. Now you say one purpose of the rgfa model is to discredit that one game and also the Narrativist style of play.


No. Discredit is wrong. The purpose was to explain why that one game and the style of play it promotes isn't for everyone. In other words, it was designed to say that there were other styles of play and to define them. It focussed on the "why" part of Theatrix (the fact that goal was to create a story based on Syd Field model) and not the "how" part (that the players and GM should both have authority to decide what happens in the game) because the "why" part was a bigger part of Berkman's inability to understand the objections. The "how" objection was more rooted in the Dice vs. Diceless arguements and the discussion of the Immersive style of play. I suspect htat if you are relying on the Google archives, you are missing a big part of this discussion.


As I think about it, it's a closed-minded and pathetic goal. It sends a miserable message, especially since some people most definitely are interested in that style of gaming. All in all, I'm glad you failed.


It wasn't the goal. Actually, the goal was to be open-minded. Berkman was an evangelist. He felt that Theatrix was an evolutionary step that everyone should take. He repeatedly insisted that people try his style and keep trying it until they got it right. The truth is that many r.g.f.a regulars had experimented with games like that or Theatrix specifically and simply didn't like it. The explanation of why people role-play (if not to play a part in good stories as Berkman assumed) evolved into the Threefold. The Threefold is designed to explain "why" people play. The terminology is designed to describe those goals.


If there are problems in the expression of our model, we will work on them. That is one reason to have a faq.


Has other terminology been discussed? One thing to remember is that the terminology on r.g.f.a evolved from 'world-based' and 'story-based' to "Simulationism" and "Dramatism". I was, regretfully, one of the supporters of that move. Gamism was added later out of a need. There is actually a fourth axis called "Social" that is rarely mentioned because most Social players don't trouble themselves with reading Internet discussions about role-playing style.


I think there's something more to be said about advocacy. I think we advocate roleplaying as a positive activity in all of its forms and styles. I think Gamist games and Simulationist games, and all the games in between are every bit as important and entertaining as Narrativist games. If you're not understanding that, then my message isn't getting across. Fortunately, I can try again.


I don't think it is and I think the terminology is part of it. Don't think I'm singling out the GNS for this criticism. I think that the Threefold suffers from a similar terminology problem and see it much more clealry now that I've been discussing it with people outside of that group. The goal for picking style names should be to pick names that can't be misunderstood. That goal is probably too idealistic so I'd suggest at least picking names that are resistent to being misunderstood. I don't think the present names are. And I think "simulation" is particularly troublesome because it means too many things to too many people.

Yes, there will always be people who reject models and terminology on principle. RPG.net is filled with them. But a lot of problems seem to be people misunderstanding your terminology much as people misunderstand the Threefold's terminology. I know it is easy to get comfortable with a terminology because it is clear to you what all these things mean. But I think it might be better to take a step back, define what it is that you are trying to describe, and then take out a dictionary and thesaurus and try to find words or phrases that clearly and with minimal confusion describe those things.


I will do what I can do, what I think is right to do. Ron will do what Ron does. People will agree and disagree. I've said from the beginning that whatever we do, it simply won't satisfy everyone. At some point, people will simply have to agree to disagree. Until that point, the debate goes on.


Fair enough.

Message 229#2193

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 5:43pm, greyorm wrote:
RE: Clarifying GNS for the re-write


I read some and I skimmed some. I see a lot of the same complaints being recycled and I've seen some of the responses that don't seem to really address the complaint because they miss the point of it. It is entirely possible that I've skimmed over something important. If you want to point me to a particular thread and message, please do. I was primarily responding to what I saw at the top of this post.

Don't take this the wrong way, but I will not do your work for you.

If you choose to come into a discussion, then you'd better be able to back up any statements you make; otherwise it is nothing more than blowing wind through an empty jug.

It is not up to me to educate you when the information necessary for development of your criticisms is freely and readily available; it is up to you to ensure you have educated yourself on the topic before you speak up for or against it (especially when you make broad claims*).

What makes this worse is that you admit you only skimmed posts, yet your statements are broad and generalized, as though you HAD studied the available topic material.
Further, though your comments are written to be perceived as directed towards the FAQ and the overall Forge itself, but you admit here you are only responding to one message in this thread.

This known, there is no reason to take your comments seriously because they are invalid in that they lack a reasonable foundation from which to derive criticism. In this light, they could at best be considered a "knee-jerk" reaction.

Please, read the available material before you begin making comments like "no self described simulationist agrees with the description", when self-described simulationists HAVE agreed with the description.
*This was one of your broad claims, stated as fact, that no SDSs agreed with the model...I'm self-described, I do. Mytholder is an SDS as well, but doesn't.

This is why I commented about not drawing lines in the sand. It is not "us narrativists" vs. "them simulationists" or whomever. It quite obviously a difference of opinion about what the categories entail.


The top article on this thread give the distinct impression that the GNS is an advocacy model.

This thread is not the model.


The pop-psychology analysis elsewhere on this board suggesting that Simulationists have some sort of problem giving up control is similarly both laughable and insulting.

That issue, you'll note, has already been dealt with.


No problem. Can you go back and read my comments in that context and address the other issues, as others have, instead of my clearly imperfect way of expressing them. I don't believe that the finger-pointing or pop-psychology was important or central to what I was saying.

However, I see these as the very cornerstone of your arguments, or rather the basis for them as criticism, as per the top of this message.

How can I respond to the issues you have raised when the premises those comments were made on are false or mis/ill-prepared? (Other than pointing such out so we can come to the same level of understanding and move forward together from common ground instead of rehashing the same issues again and again)

_________________
Ravenscrye Grey Daegmorgan
http://www.daegmorgan.net/
"Homer, your growing insanity is starting to bother me."

[ This Message was edited by: greyorm on 2001-06-24 13:47 ]

Message 229#2194

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 5:51pm, greyorm wrote:
RE: Clarifying GNS for the re-write


There is actually a fourth axis called "Social" that is rarely mentioned because most Social players don't trouble themselves with reading Internet discussions about role-playing style.

From what I hear, the actual existance of the "Social" axis is still being debated.


I don't think it is and I think the terminology is part of it. Don't think I'm singling out the GNS for this criticism. I think that the Threefold suffers from a similar terminology problem and see it much more clealry now that I've been discussing it with people outside of that group.

I agree with you here; I've lately been voicing that I think the terminology can be improved. Not necessarily the GNS terms, but the descriptive terms beneath them ("story" for example is far too loaded and broad for my tastes).

Message 229#2196

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 6:18pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-24 13:43, greyorm wrote:
Don't take this the wrong way, but I will not do your work for you.

[other comments deleted]


I disagree. When discussions like this build up a tremendous amount of information over a long period of time, expecting everyone to read everything and understand it before they can get involed is not only unrealistic but exclusionary. There was a major explosion on r.g.f.a about this very point, where many people have said that they don't feel they can get involved because they can't understand it. That's why the FAQ what put together. But you can't expect everyone to understand everything that isn't in the FAQ.

For example, I see a fairly major lack of understanding about the r.g.f.a Threefold model that comes from not being involved in those discussions and not being able to read the early messages from the origins of the model. I don't think that someone needs to read all of that to discuss the Threefold and I'm quite willing to field questions about it from someone who badly misunderstands it only from the FAQ. I know that it can get frustratiging having to say the same things over and over again but that's what a FAQ (i.e., Frequently Asked Questions) is for. It is supposed to reduce the number of misunderstandings and questions that people have about the topic. If you really want to test how good your FAQ is, you should want people to read it cold and see if they get it or not.


What makes this worse is that you admit you only skimmed posts, yet your statements are broad and generalized, as though you HAD studied the available topic material.
Further, though your comments are written to be perceived as directed towards the FAQ and the overall Forge itself, but you admit here you are only responding to one message in this thread.


The top of this thread is an article that discusses the elements of the FAQ, does it not? It speaks with some authority, does it not?


This known, there is no reason to take your comments seriously because they are invalid in that they lack a reasonable foundation from which to derive criticism. In this light, they could at best be considered a "knee-jerk" reaction.


That's nice. And if that's all you see in them, feel free to take them that way and ignore them. You should judge what I say by what I say. If what I say is useless, then ignore it.


Please, read the available material before you begin making comments like "no self described simulationist agrees with the description", when self-described simulationists HAVE agreed with the description.


That's fine. How much of the available material do I have to read before I'm qualified to discuss this material? Especially since (A) this discussion is supposed to have been going on for two years and (B) much of the discussion was originally on GO which is problematic, at best. What would you consider a sufficient amount of material for me to review?


*This was one of your broad claims, stated as fact, that no SDSs agreed with the model...I'm self-described, I do. Mytholder is an SDS as well, but doesn't.


OK. Part of the problem may be that the model fits you better than it does Mytholder, who seems to agree with my complaints. In the r.g.f.a model, are you a Dramatist or a Simulationist? One of the things that makes this all very confusing is that it is difficult to tell which model people are using at any point. Where would a rules-light collaborative r.g.f.a Simulationist put themselves in this model. Narrativist?


This is why I commented about not drawing lines in the sand. It is not "us narrativists" vs. "them simulationists" or whomever. It quite obviously a difference of opinion about what the categories entail.


Which suggests that they aren't clear enough, then. It also doesn't help when people suggest that they want to use this model to promote certain styles of play, which appears in the first article in this thread.


This thread is not the model.


This thread reflects the thinking of some of the model's advocates. Is there no authority in the first article seeking comments?


That issue, you'll note, has already been dealt with.


Dealt with or burried?


However, I see these as the very cornerstone of your arguments, or rather the basis for them as criticism, as per the top of this message.


Then I think I'm doing a poor job of communicating all of my concerns. I'm not trying to destroy your model. I like models and would like to see this be a useful one.


How can I respond to the issues you have raised when the premises those comments were made on are false or mis/ill-prepared? (Other than pointing such out so we can come to the same level of understanding and move forward together from common ground instead of rehashing the same issues again and again)


At the very least, you should take my misunderstandings as evidence that your model isn't clear if read cold. In the longrun, unless you intend your model to be limited only to this forum, that's how people will be reading it. They won't have the history that you have.

My specific suggestions are (A) to use terminology that is completely different from the Threefold and is suited to describing what this model describes, (B) to not limit yourself to three categories if your model needs more or less, and (C) to not confuse the "how" and "why" of decisions made during a game which still seems to be in there. And if you keep one foot in the r.g.f.a Threefold through terminology and a residual focus "why" decisions are made, they I think you are going to have continued misunderstandings.

Message 229#2197

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 7:00pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write

Also, for the record, I'm not saying that all of the wording in the GNS FAQ is bad. Some of it is quite good.

Message 229#2198

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 8:02pm, Logan wrote:
RE: Clarifying GNS for the re-write

John,

Thank you. I think I (finally) understand your viewpoint a little better. A lot of it makes sense. I think it will take time to work some of this out.

I should note, I have been using Google's search engine to check out the archives, so I'm sure there is stuff that I've missed.

Berkman was an evangelist? Not surprising. I think people should try all different styles of play just so they can see what they like and what's possible. Otherwise, we might get stuck playing D&D, only D&D, and nothing but D&D until the end of time. :roll:

Finally, I might have some tiny particle of authority in this discussion, but probably not. Mostly, I'm just a guy who wanted to see all these ideas pulled together into a cohesive document so we could show people where the discussion has been and propel the whole thing forward.

Best,

Logan

Message 229#2199

Previous & subsequent topics...
...started by Logan
...in which Logan participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/24/2001 at 8:13pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-24 16:02, Logan wrote:
I should note, I have been using Google's search engine to check out the archives, so I'm sure there is stuff that I've missed.


There is a ton of stuff there. If you've read my comments above, I don't expect people to read it all. Some of it is terribly boring and misleading. But I'd suggest that looking at some of the diceless threads as well as looking for the terms "world-based" and "story-based" might get you a little further back in the process.


Berkman was an evangelist? Not surprising. I think people should try all different styles of play just so they can see what they like and what's possible. Otherwise, we might get stuck playing D&D, only D&D, and nothing but D&D until the end of time. :roll:


First, there is nothing wrong with playing D&D if that suits you needs. While I'd agree that it is useful to try out other styles of play simply to see if you are missing something better, it isn't useful to tell people to try out other styles if (A) they've tried them and don't like them or (B) they have very good reasons to not want to try them. David Berkman presented the ideas behind Theatrix and explained the benefits of Theatrix. Some people had tried role-playing styles similar to Theatrix and others had no interest in the benefits of Theatrix. But that didn't seem to be good enough and it quickly degenerated into "you aren't doing it right" or "keep trying until you get it right". That's not useful. It's annoying.


Finally, I might have some tiny particle of authority in this discussion, but probably not. Mostly, I'm just a guy who wanted to see all these ideas pulled together into a cohesive document so we could show people where the discussion has been and propel the whole thing forward.


Fair enough. It is difficult for me to discern some of the voices in the GNS because I'm a latecomer to looking at this and it still seems a little confused over exactly what it wants to be. Your ideas seem to push more in the direction of focus on how situations are resolved while the existing model seems to still have a foot in the r.g.f.a Threefold. I don't think the Threefold terminology is good for what you are describing. I'd suggest terms dealing with who is empowered to make decisions and how they go about making them as a good starting point.

Message 229#2201

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/24/2001




On 6/25/2001 at 4:14am, greyorm wrote:
RE: Clarifying GNS for the re-write


I disagree. When discussions like this build up a tremendous amount of information over a long period of time,

This is the last I'll say on this, hopefully to clarify. I suggest we take any further discussion of this issue to the private mail provided here on the Forge or e-mail.

You came in strongly stating certain "facts" which were provably not facts. Again, the example: your claim that no self-identified simulationists would claim the definition provided in the 101 FAQ.

How you can make such strong, authoratative claims knowing that you have not read the available materials to verify whether or not your claim is valid is why I called it "knee-jerk" and took exception to it.

You are correct in stating that in a high volume discussion, it is up to the current contributors to update those who are not as updated on materials, I agree fully.

In this case, however, that was not the problem. The problem was that you did no research but still made claims based on assumption, not fact or study. You stated things as fact because it was convenient for your argument to assume them to be true.

This is what I found disagreeable.

In this vein, I've also detected a continued seperation of individuals here into camps throughout your arguments. You seem to place anyone who agrees with the GNS FAQ into the "Narrativist" category, even if they describe themselves as something else.

An example of this is "sweeping everything that they don't like under the Simulationist and Gamist rugs."

This is just silly: from this, any of us on the Forge who are not Narrativist must assume you are telling us that we are deliberately putting things we don't like into our styles?

Why? I don't know, perhaps because we're really "confused" Narrativists or some foolish thing like that.

I hope you can see more clearly why I brought up the problem I did. Certainly many of your points are valid, though equally some are far-fetched claims.


OK. Part of the problem may be that the model fits you better than it does Mytholder, who seems to agree with my complaints. In the r.g.f.a model, are you a Dramatist or a Simulationist?

I don't see a big enough difference between the two to move myself from one into the other between the models. Simulationist in both.


Dealt with or burried?

Dealt with in the appropriate manner. Numerous complaints were lodged privately (or publically, mine among them), and the thread was left alone to die (this has been mentioned in other threads). Your insinuation is unbecoming in intellectual debate in my opinion.


Then I think I'm doing a poor job of communicating all of my concerns. I'm not trying to destroy your model. I like models and would like to see this be a useful one.

Simply this: avoid making strong statements of fact for which you have no backing evidence.


At the very least, you should take my misunderstandings as evidence that your model isn't clear if read cold.

Ahh...but some of your misunderstandings were not based on reading the model. There is no weaseling out of this...you made comments about "facts" that were untrue, facts that could not have been arrived at through mis-perception of the model...you villified, to some extent, the writers of the FAQ and the residents of the Forge as a whole.


My specific suggestions are (A) to use terminology that is completely different from the Threefold and is suited to describing what this model describes, (B) to not limit yourself to three categories if your model needs more or less, and (C) to not confuse the "how" and "why" of decisions made during a game which still seems to be in there.

Good suggestions. Don't weight them with hyperbole, however, as you did previously.

I believe I've responded to the first previously, to the second, I am still undecided, and to the third: these are intimately connected in my mind (much as it is in ethics: ends and means are closely linked).

Also, I have to say that much of the reverse advocacy for simulationism going on here is doing exactly the same as the narrativist advocacy is being accused of: narrowing the definition to one specific subset of the style.

In this case, "realism" is being argued as the necessary component for simulationism, entirely ignoring a fantasy simulationist game with dragons, monsters, gods, magic and weird shit from beyond space time. Any of that is supposed to be "real"? So the immediate response that springs to mind for me is: "What do you mean you can't have a non-real-world simulation?"
I can't simulate Arthurian fantasy? Bull. "Realism" and "the real world" has nothing to do with Simulationism as a big category, only as a subset of it.

Message 229#2206

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/25/2001




On 6/25/2001 at 5:35pm, greyorm wrote:
RE: Clarifying GNS for the re-write


place anyone who agrees with the GNS FAQ into the "Narrativist" category, even if they describe themselves as something else."

John is not the only person to make that suggestion.

That viewpoint is commonly stated outside this forum when people talk about G/N/S. Intended or not, I think you have to live with the fact that this is indeed its appearance.

You and I both know that perception does not reality make, otherwise, the rgfa Threefold is a pile of horse-hockey (according to perception) or gamists are all munchkins (according to perception).

Just because someone or a number of people suggest something to be true does not make it so.
(Otherwise, please explain to me what you find so appealing about being a power-gaming munchkin? And why we're discussing the Threefold, since the only ones who do so are non-gamers who drag discussions into intellectual cesspits.
Ah, just live with it!)

In fact, simply because a number of individuals have stated it does not make it any more true...anyone who does state such is still making the same insulting mistake John did, by calling anyone who accepts the GNS a Narrativist, or a confused-Narrativist.

This sort of statement is rather akin to me judging you to be a confused homosexual even when you identify yourself as a heterosexual, because you support queer rights. Or you making the same judgement about me. (I don't know if you do/are whatever...it's an illustrative example) Even if you have a whole club of people who make the same claim, it doesn't make it true.

Apparently, according to these people, I'm REALLY a Narrativist, and Clinton is REALLY a Narrativist, and everyone else here is REALLY a Narrativist, no matter what we think we are, because we're all apparently too stupid see the truth and utterly lack objectivity...apparently we are raving fundamentalists of some stripe.

Considering, I'm actually surprised you even brought this up as a point, since you seem to pride yourself on your critical thinking. The suggestion that underlies this is honestly just ridiculous. There's no defense for it, it's bandwagon.

So, really, enough of this, let's get back to discussing the model itself.
_________________
Ravenscrye Grey Daegmorgan
http://www.daegmorgan.net/
"Homer, your growing insanity is starting to bother me."

[ This Message was edited by: greyorm on 2001-06-25 13:36 ]

Message 229#2221

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/25/2001




On 6/25/2001 at 6:38pm, Logan wrote:
RE: Clarifying GNS for the re-write

Brian, Raven,

You both make good points. There is no sense tearing each other up about it. I think we (meaning people working on the GNS model at this site) pretty much have to ignore what people are saying on other sites. I understand people will talk about it, but the people who have real interest in what we're doing have all been generous enough to post here. That is as it should be. I'm still very happy with the overall quantity and quality of responses we've seen, and I'm confident that the presentation of the faq and the impressions people have of our debate will evolve and improve over time.

Radical changes in terminology or huge shifts in the model itself shouldn't happen over night. For better or worse, people are used to the terms we're using. If we change them all and completely rework everything, then it won't be GNS or the Edwards model any more. That might sound good to some people, but it's not a great idea in practice. It would really piss people off.

I think this first draft of the faq has done what it was supposed to do. I think we've made some progress with it, and no one has any reason to feel bad about it. So now, unless people have new proposals or fresh thoughts about it, we should relax. Everything is just fine.

Best,

Logan

Message 229#2231

Previous & subsequent topics...
...started by Logan
...in which Logan participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/25/2001




On 6/26/2001 at 4:36am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-25 00:14, greyorm wrote:
This is the last I'll say on this, hopefully to clarify. I suggest we take any further discussion of this issue to the private mail provided here on the Forge or e-mail.


I'm going to leave this here because I think it is useful. I'm cutting out all the comments about my style of making my point here. I'll simply say that it is clear that how I approached this subject bothered you a great deal so I won't take that approach again. The only thing I'll say in my defense is that I was not so off base that no one agreed with me.


Also, I have to say that much of the reverse advocacy for simulationism going on here is doing exactly the same as the narrativist advocacy is being accused of: narrowing the definition to one specific subset of the style.


And if you had more styles, this wouldn't be a problem. You'd probably also address a big part of S. John Ross' complaint is that the Threefold and GNS pigeonhold gamers
into too few categories.


In this case, "realism" is being argued as the necessary component for simulationism, entirely ignoring a fantasy simulationist game with dragons, monsters, gods, magic and weird shit from beyond space time. Any of that is supposed to be "real"? So the immediate response that springs to mind for me is: "What do you mean you can't have a non-real-world simulation?"


Well I'm not arguing that "realism" is necessary for Simulationism. I don't think it is. What is necessary for the r.g.f.a Simulationism is that the world make sense for the characters inside of the setting. If decisions are made for metagame reasons (e.g., the monster always goes for someone who is wearing a red shirt first) or details are determined by metagame rasons (e.g., a hero's gun has just as many bullets as he needs it to have), then it the game isn't Simulationist in the r.g.f.a sense. That also means that some genres are difficult or impossible to "simulate" in the Simulationist sense.


I can't simulate Arthurian fantasy? Bull. "Realism" and "the real world" has nothing to do with Simulationism as a big category, only as a subset of it.


Can you simulate Arthurian Fantasy and be Simulationist in the r.g.f.a senese? It depends on what you mean by "simulating" Arthurian fantasy, and this is why "simulate" is such an unfortunate term. Do you mean simulating the elements of the setting such as Arthur, the Knights, Camelot, the Round Table or something that feels like it? Or do you mean simulating the type of adventures that the Arthurian Knights experienced? There is a difference there and the difference is important. A Simulationist works to simulate the setting while the Dramatist works to simulate the stories.

The r.g.f.a Threefold developed out of an opposition model between world-based and story-based games. A world-based Arthurian game would have all the trappings of Arthurian fantasy but would not guarantee any sort of outcome. The knights might never find the Grail in a Simulationist game. In a Dramatist game, finding the Grail might be the whole purpose of the game so the GM will fudge and help make sure that someone finds the Grail at an appropriate moment. In one case, there is an expectation that events will be played out without the intrusion of story logic and, in the other, the use of story logic will be assumed. One is process-oriented while the other is outcome-oriented. If you put people with those styles in the game game together, they are likely to be very unhappy. Indeed, the whole foundation of the Threefold lies in people explaining to David Berkman why they wouldn't find a Theatrix-style game much fun.

If there is one important reason for these models to exist, it is to help people understand what sorts of games they will have the most fun in and to help them diagnose the problems they are having in their games. If your model puts two styles together into a single category that don't work well together, I think it loses value as a predictive and diagnostic tool. That problem doesn't have to be solved by putting Dramatism and Narrativism together. It can be solved by making more categories.

Message 229#2267

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/26/2001




On 6/26/2001 at 4:51am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-25 14:38, Logan wrote:
Radical changes in terminology or huge shifts in the model itself shouldn't happen over night. For better or worse, people are used to the terms we're using. If we change them all and completely rework everything, then it won't be GNS or the Edwards model any more. That might sound good to some people, but it's not a great idea in practice. It would really piss people off.


I was heavily involved in the discussions that led to the Threefold creation on r.g.f.a. I've learned a few things from my conversations with others and quite a bit from my short exchange here. Ignore my comments if you don't like them.

First, I learned that the terminology of the Threefold is more confusing that enlightening. The GNS model seems to be inheriting that confusion. As one person I was discussing the r.g.f.a Threefold put it, a jargon that is incomprehensible to anyone other than the creators is useless. I tried to argue against that point but now I'm forced to agree.

From this group, I learned how the outsiders to r.g.f.a must have felt trying to comment on that model and I think I understand all the hostility that these discussions generate. But I've also come to realize that a critical turning point on r.g.f.a was the creation of their FAQ. Before the r.g.f.a FAQ, a lot of the terminology and theory was fluid. It evolved. The Threefold terminology isn't the first terminology used for those concepts but the second or third. Once the FAQ was written, that all stopped and everything became fixed. I'm not sure that was a good thing.

When you say, "If we change them all and completely rework everything, then it won't be GNS or the Edwards model any more." and "It would really piss people off.", what that tells me is that you have more important goals than making this model a sound model that describes something useful. The more important goals are preserving the model and not pissing people off. That seems rather like the tail wagging the dog to me.

Message 229#2268

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/26/2001




On 6/26/2001 at 6:24am, greyorm wrote:
RE: Clarifying GNS for the re-write


And if you had more styles, this wouldn't be a problem. You'd probably also address a big part of S. John Ross' complaint is that the Threefold and GNS pigeonhold gamers
into too few categories.

Considering SJR's typical commentary (if the infantile spewage I've found he generally releases about it can be called such), I don't find this very convincing.


Can you simulate Arthurian Fantasy and be Simulationist in the r.g.f.a senese?

A Simulationist works to simulate the setting while the Dramatist works to simulate the stories.

Apparently we also disagree strongly about what the rgfa model states and supports as the definition of Simulationism. I would also point out that other rgfa regulars have agreed with me that rgfa Simulationism encompasses metaplot issues if they are part of the Simulation (genre simulation)...this without prompting from me, and with me on the other side of the argument.

Considering this, I don't know if there's any common ground here to discuss this between us.

Message 229#2269

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/26/2001




On 6/26/2001 at 7:18am, Gordon C. Landis wrote:
RE: Clarifying GNS for the re-write

Wow - I went away for a long weekend, came back to see this massive thread, and started reading. People making good points, misunderstandings, near flames . . . ah, the very essence of internet conversation :wink:

Seriously, there's a lot of thought and effort here, and I'll start by thanking everyone for that. I selfishly see this whole discussion as the background which can help me understand better how to 1) pick games I and my friends will like, and 2) play them in a manner that we'll find fun. Number 2) definetely includes such things as "scenario" design and GM tips, but I'm not sure if I'm ready/want to take the plunge into "game design" - maybe that makes me an oddity here.

So, what I really want to communicate to John and Brian (as representives of the "you're all Narrativists" opinion) is this: I identify as a Simulationist under this model - I might be a bit "tainted" by Narrativism, because I see where I've really enjoyed it when bit's and pieces of that crept into my games, and I'm very interested in exploring it further. I'm not sure if I would identify as a Simulationist under rgfa - it comes close, but I'm not sure I really identify as anything under rgfa. I confess to a very light skim of the "original" material on rgfa, but based on references in the debate here and at other rpg sites, nothing really seems to fit that well. Simulationism, as defined here, matches well what I've done over the last 10 years or so. Gamism fits (mostly) what I did back in the late 70's-early 80's (best as I can remember).

Note the "mostly" and the "matches well". Those are meant to indicate I'm not COMPLETELY happy with the GNS model, but it feels like the right direction to me.

Anyway - I guess that's it. Oh, and I understand the frustration around this (GNS) definition of Simulation, 'cause it is non-intuitive in many ways, but as (I hope) my posts elsewhere supporting the GNS definition indicate, I've come to believe it really is a "better" description of a set of gaming styles/behaviors that share a common base. It is quite different from the rgfa definition, and certainly can be critized on those terms - but I've not yet seen it (or my afore-mentioned posts) challenged on its' (their) own basis in a substantive way.

Love to see someone do that, as I figure it can only help me understand more/better . . .

Gorodn C. Landis

Message 229#2270

Previous & subsequent topics...
...started by Gordon C. Landis
...in which Gordon C. Landis participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/26/2001




On 6/26/2001 at 12:28pm, Logan wrote:
RE: Clarifying GNS for the re-write

John,

I think somehow you and I speak different languages. I say something that I intend to mean one thing, but that's not what you hear. Changes won't happen over night. That doesn't mean changes won't happen. I expect changes will happen, but slowly and without pissing people off.

I think you want a revolutionary approach, but we take an evolutionary approach. That is a big source of friction. If you condemn GNS for that... Oh, well. You strike me as a guy with a lot of ideas about how things should be done. Maybe you should write your own model. That's what Scarlet Jester did. He didn't agree with us or rgfa, so he went on his own journey. You could do that. Just remember 2 things:

It's easy to criticize, far more difficult to actually do something.

-and-

Everyone's a critic, so make sure you've grown a very thick skin.

Best,

Logan

[ This Message was edited by: Logan on 2001-06-26 08:46 ]

Message 229#2278

Previous & subsequent topics...
...started by Logan
...in which Logan participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/26/2001




On 6/26/2001 at 4:55pm, Blake Hutchins wrote:
RE: Clarifying GNS for the re-write

I prefer to look at the G, N, and S as the vertices of a triangle (kudos to James and Ron for this idea) that represents the possible range of RP gaming behavior and design. As quasi-Aristotalian points, the "pure" -isms probably describe very few people and very few actual games. Dramatism, for example, falls somewhere between the N and S poles. I suggest most of us would find ourselves at a point in the triangle that corresponds with our particular mix of styles and preferences. Worried about game balance? That to me is a Gamist concern. Stressed about whether the world's verisimilitude has been breached? Simulationist. Has the dramatic tension of a scene fizzled? Narrativist. In nearly every game I've participated in, I've had all three of these concerns. Though I describe myself as Narrativist, I'm quite the adulterated version and thus am somewhat closer to the center of the triangle than to any one vertice (maybe a tad nearer the N-S side).

The process versus outcome dichotomy Brian mentions is interesting, but I see it as a behavior watershed that can be found within each "ism." Story-oriented goals aren't necessarily outcome-oriented, in my opinion. They are all about conflict resolution and try-fail sequences. If the GM fudges to permit a rigidly predetermined outcome, it's railroading, pure and simple. Railroading isn't confined to Narrativism -- it's not even a necessary component. I'll go further and suggest all RP games are primarily process-oriented. Some may have a more defined reward structure built into the rules, but experience systems or the like don't make a game outcome-oriented. Some GM styles may be to chain the players to a fixed plotline, but again, that choice is not a necessary component of any of the model's vertices.

What does seem to be a necessary component of the model is a determination of the relationship dynamic between GM and players for each vertice, i.e., what level of centralized direction comes from the GM versus decentralized direction from the players. Direction versus collaboration might be a more concise way of explaining this dynamic. Another issue certainly is the degree to which the rules affect the direction-collaboration balance.

Yet another issue is the emphasis of the rules themselves. I'm still thinking this through, so it's very unformed, but here's an interesting question (interesting to me, at any rate): What do the rules at each vertice protect?

Let me explain. In Gamist games, rules should presumeably be fair in order to protect game balance, to ensure players face a challenge measured to their capabilities. In Simulationist games, the rules strive to reflect the reality and credibility (which could be genre-specific) of the game setting. In Narrativist games, the rules aim at encouraging colorful event description and maximizing dramatic tension.

I've thrown out these ideas because I see the argument as having become a comparison between the rgfa model and the GNS model. I agree we need to clarify our definitions, but I like the basic structure of the GNS model. Three poles work for me. As I've said, human beings are cognitively wired to think in threes. Subdividing RP behavior and design ideals into more and more boxes seems to add unnecessary complexity to a model that has a lot in it already. In terms of the triangle, I submit we can find any of our behaviors or design goals in that triangle.

The only behavior I've heard that doesn't necessarily fit is the social gamer. However, I'm not convinced social gaming is an RP concern. Social gamers, if I've understood correctly, are not there for the game. They're there for the group. Therefore, I don't think their inclusion adds anything useful to the model.

My ten cents.

Best,

Blake

Message 229#2289

Previous & subsequent topics...
...started by Blake Hutchins
...in which Blake Hutchins participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/26/2001




On 6/27/2001 at 1:29am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-26 08:28, Logan wrote:
I think somehow you and I speak different languages. I say something that I intend to mean one thing, but that's not what you hear.


Well, that is ultimately the biggest challenge of any Internet discussion.


Changes won't happen over night. That doesn't mean changes won't happen. I expect changes will happen, but slowly and without pissing people off.


Which is fine. But familiarity and comfort with the existing model should not, itself, be an excuse to resist change. The measure by which the model should change or not change should be whether the change produces better clarity or accuracy. While I'm aware that there is quite a bit of subjectivity involved in that, I don't think it should piss anyone off. See your comments about growing a thick skin, below.

Having been on the other side of this with the .advocacy Threefold (the creating and defending side), I know something about investing a lot of energy into a model and growing attached to it. I'm simply afraid that you will be making some of the same mistakes that the r.g.f.a Threefold made which I now see more clearly in retrospect. The r.g.f.a Threefold continues to be mocked and continues to be misunderstood. I simply hope that your GNS model avoids that fate, though that wish may be too late.


I think you want a revolutionary approach, but we take an evolutionary approach. That is a big source of friction. If you condemn GNS for that... Oh, well.


The problem with an evolutionary approach is that the model takes on a life of its own. I do software development for a living and one of the dangers of the evolutionary prototype model of software development is that the prototype often becomes a replacement for the real thing and the full piece of software never gets written. By limiting yourself to the r.g.f.a Threefold, at least in part, I think you are stuck on a prototype and it is making your model more difficult to understand. To focus on one issue, I'd simply suggest a reassessment of the terminology, for each part of the model, something that does need to be done all at once. Pick words that clearly describe what the aspect of the model describes instead of stuffing complex definitions under a label that may no longer fit.


You strike me as a guy with a lot of ideas about how things should be done. Maybe you should write your own model. That's what Scarlet Jester did. He didn't agree with us or rgfa, so he went on his own journey. You could do that. Just remember 2 things:


More likely, I'll try to revise the r.g.f.a Threefold, a model I'm more familiar with. I've actually been considering that for several months now. My real hope is that S. John Ross will right an article on the subject. For all of his bluster and bad manners, he really does have a lot of insight into the inner workings of the hobby.


It's easy to criticize, far more difficult to actually do something.


Do a search on DejaNews/Google for "Morrow" in "rec.games.frp.advocacy". Let's just say that I was there at the dawn of the Threefold and spent a lot of time discussing that model.


Everyone's a critic, so make sure you've grown a very thick skin.


Been there. Done that. Was once the top 8 source of news on the Usenet as an undergrad posting to the original talk. group. I've been called things that you probably can't even imagine. I'm way past taking this stuff personally.

Message 229#2316

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/27/2001




On 6/27/2001 at 2:34am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-26 12:55, Blake Hutchins wrote:
I prefer to look at the G, N, and S as the vertices of a triangle (kudos to James and Ron for this idea) that represents the possible range of RP gaming behavior and design.


FYI, the triangle with points on it idea was part of the original r.g.f.advocacy Threefold. The unfortunate thing is that no one seems to think about it that way in practice.


The process versus outcome dichotomy Brian mentions is interesting, but I see it as a behavior watershed that can be found within each "ism." Story-oriented goals aren't necessarily outcome-oriented, in my opinion.


They aren't outcome-oriented in that they insist a certain outcome happen but outcome-oriented in the sense that they insist that certain outcomes don't happen. "You grab your chest, scream, 'I've been hit!', and fall over dead." isn't story-oriented (99.44% of the time). I think that would almost universally be considered a bad story, especially if the character never dealt with any of their dramatic hooks. That's a pefectly acceptable Gamist or Simulationist (r.g.f.a sense) outcomes if the setting situation calls for it.


They are all about conflict resolution and try-fail sequences. If the GM fudges to permit a rigidly predetermined outcome, it's railroading, pure and simple. Railroading isn't confined to Narrativism -- it's not even a necessary component.


Remove the word rigidly. Still not right? How about if I rephrase your sentence to, "If the GM fudges to prohibit an unacceptable outcome..."? Why would a Gamist do that? Why would a Narrativist? Why would a Simulationist?


What does seem to be a necessary component of the model is a determination of the relationship dynamic between GM and players for each vertice, i.e., what level of centralized direction comes from the GM versus decentralized direction from the players. Direction versus collaboration might be a more concise way of explaining this dynamic. Another issue certainly is the degree to which the rules affect the direction-collaboration balance.


I think that's a totally different model. No games technically need a GM and any game can be played collaboratively. And there are other variables in there. And neither direction nor collaboration adequately describes what I do when I GM as a Simulationist. I'd probably call it "facilitation".


Let me explain. In Gamist games, rules should presumeably be fair in order to protect game balance, to ensure players face a challenge measured to their capabilities. In Simulationist games, the rules strive to reflect the reality and credibility (which could be genre-specific) of the game setting. In Narrativist games, the rules aim at encouraging colorful event description and maximizing dramatic tension.


Given those definitions, how is a Dramatist anything but a Narrativist?

One thing that is missing here is the role of the metagame which is fairly important in determining the compatability of games and gamers. Is the explanation for an outcome inside the game setting or is the explanation outside of the game setting? If the GM fudges, why are they fudging?


I've thrown out these ideas because I see the argument as having become a comparison between the rgfa model and the GNS model. I agree we need to clarify our definitions, but I like the basic structure of the GNS model. Three poles work for me.


That is essentially the r.g.f.a Threefold as well. For an excellent Usenet article illustrating the early Threefold thinking on rec.games.frp.advocacy (and possibly the first use of a Triangle to model it), take a look at this:

http://groups.google.com/groups?start=10&hl=en&safe=off&th=a383b6304c35d077,14&rnum=14&ic=1&selm=57ot8k%242sa%40nadine.teleport.com

This article provides a good look under the hood of the r.g.f.a Threefold. The terminology for the vertices in this article, for example, probably reflect the meaning of the three vertices in the Threefold than the existing terminology.


As I've said, human beings are cognitively wired to think in threes. Subdividing RP behavior and design ideals into more and more boxes seems to add unnecessary complexity to a model that has a lot in it already. In terms of the triangle, I submit we can find any of our behaviors or design goals in that triangle.


Two problems.

First, the human mind is really wired to think in pairs in opposition. Big and small. Tall and short. High and low. See the r.g.f.a article I pointed to above. Can you provide any examples of threes?

Second, you can make anything fit into any model if you twist it enough. But that isn't a good thing. That's the tail wagging the dog. The goal should be to have a model that accurately describes what you are trying to describe, not to fill in a fixed number of slots with things that may or may not fit together. When preservation of the model becomes the purpose of the model, I'd suggest you've become detached from any valid purpose for having the model.

The r.g.f.a Threefold didn't start out as a triangle. It started out as a single axis between story-based and world-based. It grew into a triangle because of a need to account for another style of game.

Message 229#2317

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/27/2001




On 6/27/2001 at 3:36am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write

Another early version of the .advocacy Threefold triangle. This is the one that more people remember.

http://groups.google.com/groups?hl=en&safe=off&th=f61038e1a857e3f9,49&start=10&ic=1

Message 229#2322

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/27/2001




On 6/27/2001 at 5:19pm, Blake Hutchins wrote:
RE: Clarifying GNS for the re-write

John,

Thanks for the feedback and links. I am not familiar with the history of the other model. I'll check out your links and get back to the boards here in more detail after I've had a chance to digest things.

A couple of quick points:

"Fudging" is a different issue than railroading, and I submit it does happen in all game styles to one degree to another.

Whether or not a character's instant and unexpected death violates story-oriented games depends utterly on the game. I've had it happen in my games, and it was a great direction for the story. Narrativist games may provide more metagame options for players to alter fortune mechanics to dodge the bullet (so to speak), but they do not, in my opinion, encourage outcome-oriented fudging from GMs more than the other corners of the triangle.

I thought your point about facilitation was an interesting addition to the description of GM-player behaviors. How would you define it? My guess is that it falls somewhere between direction and collaboration in terms of the centralization dynamic.

My understanding is that research on argumentation and rhetoric shows that people respond best in recalling and understanding models and arguments using three components. It's certainly true that in terms of perception, the ability to compare and contrast two qualities seems to be the most basic level of wiring.

Best,

Blake

[ This Message was edited by: Blake Hutchins on 2001-06-27 13:32 ]

Message 229#2342

Previous & subsequent topics...
...started by Blake Hutchins
...in which Blake Hutchins participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/27/2001




On 6/27/2001 at 5:27pm, Damocles wrote:
RE: Clarifying GNS for the re-write


On 2001-06-26 08:28, Logan wrote:
what you hear. Changes won't happen over night. That doesn't mean changes won't happen. I expect changes will happen, but slowly and without pissing people off.


I find that unlikely. In my experience, changes always piss somebody off even if everyone benefits. Human nature and like that.


If you condemn GNS for that... Oh, well. You strike me as a guy with a lot of ideas about how things should be done. Maybe you should write your own model. That's what Scarlet Jester did. He didn't agree with us or rgfa, so he went on his own journey. You could do that. Just remember 2 things:


I don't like the way this sounds. It seems as if each forum has their own house model which they grow attached to. That's not a productive way to work. I see it like this: All three of these models are seen as valid or at least useful by a number of reasonably smart people. Accordingly, it's reasonable to assume that they are all at least worth discussing.
I should perhaps add that I'm not overly fond of any of the models, although so far Jester's seems the most reasonable to me. For my taste, though, all of them are too much concerned with ideologies instead of behaviours. But that's a different topic I guess.

Message 229#2343

Previous & subsequent topics...
...started by Damocles
...in which Damocles participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/27/2001




On 6/28/2001 at 1:25am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-27 13:19, Blake Hutchins wrote:
"Fudging" is a different issue than railroading, and I submit it does happen in all game styles to one degree to another.


It can. And this is where "purity" issues come into play. I think you can get close to the r.g.f.a Threefold if you categorize why a GM might Fudge.


Whether or not a character's instant and unexpected death violates story-oriented games depends utterly on the game.


I would think that a random meaningless and unsatistfying death would almost always violate the sensibilities of a story-oriented game. That's what I had in mind.


I thought your point about facilitation was an interesting addition to the description of GM-player behaviors. How would you define it? My guess is that it falls somewhere between direction and collaboration in terms of the centralization dynamic.


It falls past collabortion. It is when the GM's role is simply the allow the game to happen without asserting any will over it. An extreme example has the GM acting simply as a rules referee and the moderator of random rolls deciding what happens next. It is the absence of the GM asserting any will over what happens in the game.


My understanding is that research on argumentation and rhetoric shows that people respond best in recalling and understanding models and arguments using three components.


Fair enough. My point is that a model should have the number of components that it needs, not an pre-fixed number of components within which everything must be sqeezed.

Message 229#2377

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/28/2001




On 6/28/2001 at 1:57am, Blake Hutchins wrote:
RE: Clarifying GNS for the re-write


I think you can get close to the r.g.f.a Threefold if you categorize why a GM might Fudge.


Fair enough.


I would think that a random meaningless and unsatistfying death would almost always violate the sensibilities of a story-oriented game.


I'd think it would violate the sensibilities of any game. If a character is crushed to death by a stone slab minutes into a game because he failed to check for traps or he missed his die roll, I submit that only the most hardened players would find enjoyment in it. Likewise in any Simulationist or Gamist game. In fact, in the case of old school DnD, I'd suggest the resurrection spells were put in place as a workaround to take the sting out of randomized, unsatisfying deaths.



(Facilitation goes beyond) collaboration. It is when the GM's role is simply the allow the game to happen without asserting any will over it. An extreme example has the GM acting simply as a rules referee and the moderator of random rolls deciding what happens next. It is the absence of the GM asserting any will over what happens in the game.


Interesting. Thanks for the info. So (to clarify) you have no story or desire in mind for your games? Do the random rolls require any judgment on your part (i.e., deciding what to roll about, setting the odds, etc.) or do the players make those decisions also?


My point is that a model should have the number of components that it needs, not an pre-fixed number of components within which everything must be sqeezed.


I agree completely. However, I don't think GNS needs more components. It certainly does not need them for the sake of distinguishing it from a separate, albeit related model. Nor am I convinced that harmonizing it with the r.g.f.a. model is a desireable or even pertinent goal, though the comparisons and history are interesting. Neither would I change terminology purely to distinguish the two. (I don't suggest you've called for such changes, incidentally.)

The crux of the debate over the GNS model revolves around the definition of Simulationism, and we've opened several avenues toward resolving this issue. It may be the term itself will change following a clearer, more commonly acceptable definition, but we'll have to wait for the next iteration of the FAQ.

Best,

Blake

Message 229#2378

Previous & subsequent topics...
...started by Blake Hutchins
...in which Blake Hutchins participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/28/2001




On 6/28/2001 at 5:26am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-27 21:57, Blake Hutchins wrote:
I'd think it would violate the sensibilities of any game. If a character is crushed to death by a stone slab minutes into a game because he failed to check for traps or he missed his die roll, I submit that only the most hardened players would find enjoyment in it.


I'm generally with Brian. Call me a hardened player if you want but if the situation calls for a dead PC, then there should be a dead PC. It isn't a matter of enjoying it. It is a matter of enjoying the alternative even less.


Likewise in any Simulationist or Gamist game. In fact, in the case of old school DnD, I'd suggest the resurrection spells were put in place as a workaround to take the sting out of randomized, unsatisfying deaths.


Yes. I'm not saying that I want randomized unsatisfying deaths. It is more a matter that I don't want an absence of randomized unsatisfying deaths.

For whatever it is worth (and I'm not looking for sympathy here because my childhood was quite good), my mother died a randomized, unsatisfying death. She literally dropped dead in a grocery store from a heart problem while I was in school when she was 39 and I was 6. Let's just say that she was a woman programmer since the mid-1960s so she had a whole lot of potential (I'm told that they trained her as a programmer because none of the men in her office could do as well as she did on the logic tests). My point? Randomized, unsatisfying deaths are very real part of my real world. I notice when the are totally absent in a game.


Interesting. Thanks for the info. So (to clarify) you have no story or desire in mind for your games? Do the random rolls require any judgment on your part (i.e., deciding what to roll about, setting the odds, etc.) or do the players make those decisions also?


It depends. I can play in several different modes.

I do often run with heavy random rolling. "Is there a weapon store in this town?" (Roll dice -- a high positive result is shown) "Yes. There is actually a very nice weapons store that carries fine and exotic weapons." or something like that. The point is that I don't care if there is or isn't a weapon store there. It is interesting either way for me. Basically, what I do is interpret the dice across the range of possible outcomes and I go with what the dice say.

My definition of Facilitator is partially speculative. I've never gone to the extreme of totally random roles and allowing player input to have a big influence but I can imagine it happening. Some of my first role-playing games, without GM, were sort of like that.



I agree completely. However, I don't think GNS needs more components. It certainly does not need them for the sake of distinguishing it from a separate, albeit related model. Nor am I convinced that harmonizing it with the r.g.f.a. model is a desireable or even pertinent goal, though the comparisons and history are interesting. Neither would I change terminology purely to distinguish the two. (I don't suggest you've called for such changes, incidentally.)


I think that the current inclusion of the r.g.f.a Dramatism under the GNS Simulationism is problematic and this problem could potentially be solved by additional categories. My concern over similarity with the r.g.f.a Threefold is that these models get used in the RPG community and the r.g.f.a Threefold has a several year jumpstart over the GNS. Misunderstandings, like my own earlier in this thread, are bound to happen and they won't help get this model used or accepted by the RPG community, which should be the goal for a good model.


The crux of the debate over the GNS model revolves around the definition of Simulationism, and we've opened several avenues toward resolving this issue. It may be the term itself will change following a clearer, more commonly acceptable definition, but we'll have to wait for the next iteration of the FAQ.


One thing you might want to look at is the difference between Simulation in the sense of "Simulating a Genre" and Simulation in the sense of "Simulating a self-consistent and plausible world". These often aren't the same thing.

Message 229#2391

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/28/2001




On 6/28/2001 at 7:59am, greyorm wrote:
RE: Clarifying GNS for the re-write


Names please.

After all, people coming here could well claim that Forge regulars (John and me) agree with them that G/N/S has major flaws.

I seriously, SERIOUSLY doubt that there is any degree of complete agreement about the model on RGFA, and I rather suspect there is as much debate there about what fits into what category, and what is which, as there is here.

Thus, to me, to say "Well, RGFA says this" is specious and just looking for trouble since you immediately marginalize anyone who doesn't agree with your presented viewpoint, whether or not they should be.

You will not catch me playing "The folks in this camp here are the One True Followers of the Great Model, and these folks over here are just confused or blasphemous heathens."

Frex, "Bhuddists believe that Bhudda is not divine" ignores that certain large sects of Bhuddism believe Bhudda IS divine. So if I state the latter and you say real Bhuddists don't believe that, and ask for names, you would be guilty of trying to present your beliefs as God's Own Truth and detractors as unimportant annoyances who refuse to accept canon.

I'm not going to do that.

I am reporting what I have experienced, and that is that a couple RGFA regulars differ in opinion as to what is encompassed by RGFA Simulationism than you do.

If you think I'm trying to claim that all of RGFAdom believes or supports this one view of Simulationism, as someone claiming you two regulars find GNS flawed and thus implying that the supporters of the model find it flawed, you are quite wrong.

Dropping names is unnecessary to support the statement. Note they agree with your position that system and style do not affect one another. This simply further supports that even RGFA is not a homogenous mass of Borg-like individuals who all agree on the "proper" interpretation of the model.

For were that so, this would be becomes nothing more than an argument by appeal to authority.

_________________
Ravenscrye Grey Daegmorgan
http://www.daegmorgan.net/
"Homer, your growing insanity is starting to bother me."

[ This Message was edited by: greyorm on 2001-06-28 04:12 ]

Message 229#2394

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/28/2001




On 6/28/2001 at 3:46pm, greyorm wrote:
RE: Clarifying GNS for the re-write


I think it likely that your refusal to name them is due to fear that I'd go ask them to confirm the disagreement which would result in you eating your words.

Amateur psychoanalysm.
Raven don't play that.

_________________
-Raven

[ This Message was edited by: greyorm on 2001-06-28 12:08 ]

Message 229#2407

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/28/2001




On 6/28/2001 at 9:41pm, greyorm wrote:
RE: Clarifying GNS for the re-write


Raven also doesn't back up his claims. Hope you don't mind when people discount them as a result.

Brian, this type of response and the psychoanalyism above are uncalled for and unproductive; they are rude tactics and mud-slinging which contribute nothing and responses to which contribute nothing.

If you must mischaracterize others in order to feel "correct," then please feel free to do so...elsewhere.

Your contributions and insights on this subject are valuable, but not so valuable that they excuse or necessitate putting up with an attitude in order to see them.

This behavior is unecessary and adds nothing to the discussion, no matter how right you believe yourself to be.

Thank you; I hope we can continue to have pleasant discussions in the future, as we were prior to this.

Message 229#2433

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/28/2001




On 6/29/2001 at 3:08am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-28 03:59, greyorm wrote:
I seriously, SERIOUSLY doubt that there is any degree of complete agreement about the model on RGFA, and I rather suspect there is as much debate there about what fits into what category, and what is which, as there is here.


There was as much agreement among the "regulars" on r.g.f.a about what the Threefold model was when it was created as there is agreement here on what the GNS model means. Perhaps more.

Read the early articles that I cited previously in this thread. The first one contains a post, by a relative lurker named Barbara Robson, abstracting the discussions on r.g.f.a into a pre-Threefold triangle model. The labels on the corners of that triangle are very important since they contain the understood assumptions behind the development of the entire Threefold.

But, again, you miss the central point which is beyond my or Brian's personal opinion. The original Threefold developed out of an opposition model between world-based and story-based games where "world-based" became "Simulationist" and "story-based" became Dramatist. Gamist came later (I'll identify where, below). Much of the relevant evolution of the model is available for your inspection on Google. I believe you lectured me on how it was in appropriate to speak as an authority on a subject you haven't adequately researched and reviewed, did you not?


Thus, to me, to say "Well, RGFA says this" is specious and just looking for trouble since you immediately marginalize anyone who doesn't agree with your presented viewpoint, whether or not they should be.


When you spend a half-decade and thousands of posts discussing a model, it is just possible that you might understand it, don't you think?


You will not catch me playing "The folks in this camp here are the One True Followers of the Great Model, and these folks over here are just confused or blasphemous heathens."


Why bother defining the model and writing a FAQ is there can be no one correct interpretation of the model on principle? You seemed mighty unhappy with my interpretation of the GNS. On what grounds is your definition better than mine if there is no one correct interpretation?


Frex, "Bhuddists believe that Bhudda is not divine" ignores that certain large sects of Bhuddism believe Bhudda IS divine.


Brian and I are not talking about Bhudda. That's a nice red herring. We are talking about a model that we watched developed and that I've used for about a half-decade.

Frankly, if a couple of regulars from r.g.f.a who don't even have the same style of play can't understand what everyone was talking about after all that time, what kind of fool's errand is the GNS model? Why bother with a discussion or FAQ if you can never trust that any definition as definitive?


So if I state the latter and you say real Bhuddists don't believe that, and ask for names, you would be guilty of trying to present your beliefs as God's Own Truth and detractors as unimportant annoyances who refuse to accept canon.


Some people believe the world is flat. Is their viewpoint as valid and relevant as those of us who believe the world is roughly a sphere? If you believe that all viewpoints are valid, then I simply suggest that you accept Brian and my viewpoint as valid and be done with this.


I'm not going to do that.


Of course you aren't. That would spoil the whole holier-than-thou tone, wouldn't it?


I am reporting what I have experienced, and that is that a couple RGFA regulars differ in opinion as to what is encompassed by RGFA Simulationism than you do.


And those r.g.f.a regulars are?


Dropping names is unnecessary to support the statement.


No, it is very relevant. If someone quoted myself or Brian with respect to the GNS model simply because we have contributed here, would you consider their interpretation of the GNS using Brian and myself as support to be as valid as your own interpreation? I'm really struggling to understand how, on the one hand you can be claiming that no one can claim to have a definitive definition of a model but on the other hand claim that someone else's interpretation is wrong.

Would you mind if Brian and I drafted a FAQ for the GNS model and then put it up on the web with the claim that it is a valid interpretation of the model and as legitimate as the one being worked on here? Sure you would.


Note they agree with your position that system and style do not affect one another. This simply further supports that even RGFA is not a homogenous mass of Borg-like individuals who all agree on the "proper" interpretation of the model.


Actually, I disagree with Brian on this point but that is hardly the point being argued here. It is irrelevant with respect to what the corners of the r.g.f.a Threefold means.


For were that so, this would be becomes nothing more than an argument by appeal to authority.


Whatever.

Message 229#2451

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/29/2001




On 6/29/2001 at 3:23am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write

FYI, the first mention of Gamist that I could find (and I believe it is the first) in a thread titled 'Definition of Simulation (was Re: Proposal to retire the term "IC")'. The title of the thread as well as the discussion contained in it (which considers "gamism" to be a variation of "simulation") are relevant.

Message 229#2453

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/29/2001




On 6/29/2001 at 5:08am, greyorm wrote:
RE: Clarifying GNS for the re-write


But, again, you miss the central point which is beyond my or Brian's personal opinion. The original Threefold developed out of an opposition model...

Er, how does what I'm saying miss that point? Since I'm not addressing it in any sense?

I'm saying, "Hey, look, these other RGFA guys disagree with you about this 'a simulation must be realistic' bit, since one can simulate genre."
Where the two bits came from has nothing to do with this point in the least.

I'm also not dropping names because discussion with one of the individuals revealed a serious, serious dislike of of Brian (FYI, this conversation took place last month, before I'd really interacted with Brian). Actually, it was more like undying hatred and disgust.

Knowing this, and naming him, will likely bring nothing more than heated flamage or insult from Brian as he attacks the individual rather than the idea.

The individual is a regular (or former regular, not certain which) who was around when the model was first created and helped in its development, or so I was lectured.
I have no reason to distrust him on this, and we're certainly not friends, though you would have reason to distrust because it's problematic for you to have someone you can't tear down personally playing counter-point.

In fact, I know RGFA doesn't completely agree on what the model represents, and I know that your narrow view of Simulationism is not the end-all, be-all of the RGFA model, despite your fervent claims to the contrary.


When you spend a half-decade and thousands of posts discussing a model, it is just possible that you might understand it, don't you think?

You might want to ask yourself that in regards to the GNS model and Ron's understanding of it before you go ahead and start tearing his model apart...but wait, you can't do that since it means your arguments are invalid by that criteria, since Ron has spent two+ years and who knows how many posts and time developing GNS.

But hey, he's wrong about his model despite that, but you're right about yours because of it. Interesting.


Brian and I are not talking about Bhudda. That's a nice red herring. We are talking about a model that we watched developed and that I've used for about a half-decade.

Oh give me a break...this is BS. This is the red herring.

The Bhudda > divine/not example is called an "analogy." Look up the term in the dictionary, please; if you don't get it, don't lecture me that "We're not talking about Bhudda" as though I'm trying to turn this into a conversation about religion or somehow make the point into something else.

The point is as above, you are trying to state that "this is the way the model works" as though it were the true way to interpret the model, and I pointed out "not everyone on RGFA agrees with that."

As well, as far I've been made aware, Brian has publically stated that he disagrees with the RGA threefold (at least the Gamism bit, which I know for a fact), and that he thinks Ron's version and the GO version are both "whacked."
Knowing this, he may not be the best person to use to support your contention that you and he know the model intimately and can prove what it really means, since Brian's version of Gamism isn't universally supported by RGFA (and it shows there are still divisive splits in what the RGFA model represents to the members of that group, exactly as I pointed out).


Some people believe the world is flat.

And you talk about red herrings...the shape of the world is scientifically provable, and it is an object, not a concept or idea...the model is an idea and subject more to the whims of subjectivism than the shape of the world is subject to the same.

When you make an analogy, it should be similar to the thing you are comparing it to.


Of course you aren't. That would spoil the whole holier-than-thou tone, wouldn't it?
...
Whatever.

Since you got here, you've been nothing more than an attack dog with polite vocabulary and a talent for hiding personal jibes and insinuations in the content of your posts while attempting to pass it off as constructive criticism.

I say if we're all so "holier-than-thou", perhaps you should just take yourself out of here instead of trolling. No use arguing with fanatics, after all.

And you might want to check yourself and Brian for the same derogatory tone, because it is definitely there.

I can stand so much, but this is it. It is obvious that you have an attitude, a negative pre-set notion about folks here that you are unwilling to change, which colors all your interactions with people here, and one which you take any chance to present or rub in people's faces!

And that's the real annoyance.
You're like a raving atheist on a Christian discussion group, intent on proving how evil the Christians are because they've done so many horrible things and are so stupid and confused that they can't see the massive flaws with their own religion and with being sheep, etc. etc. etc.

You're treating anyone with a different opinion as a raving, unthinking fundamentalist, and publically stating it, repeatedly.
Seriously, go away. No group needs an individual with this kind of attitude hanging about. I don't care if you think this just proves you right about "us" or even just me.

Well, now I see why I was originally thinking to myself, "I'm not going to get involved." Thanks, but no thanks, I don't need the aggravation of digging for diamonds in a sewer.

Like I said, if we're all so damn holier-than-thou, you're a fool for trying to convert us.

Thanks and good night.
(Sorry about this everyone else, but this is really the last straw for me in this whole continuing "brainwashed cultist" thing...I'm out of here)

Message 229#2464

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/29/2001




On 6/29/2001 at 11:51am, Supplanter wrote:
RE: Clarifying GNS for the re-write

FYI, the first mention of Gamist that I could find (and I believe it is the first) in a thread titled 'Definition of Simulation (was Re: Proposal to retire the term "IC")'. The title of the thread as well as the discussion contained in it (which considers "gamism" to be a variation of "simulation") are relevant.


That was me! I hated those damned simulationists, and I simply didn't understand what they were driving at. Looking back on it, I and other defenders of story-oriented gaming on rgfa spent much time and energy trying to prove that rgfa simulationism essentially didn't exist as an esthetic, that it did not amount to a coherent body of principles and preferences.

This interesting in light of a principle Ron elucidated a couple of days ago, and John's point in the other thread about the "two types" of games discussed under simulationism in GNS. Ron says "story-oriented" is too broad a term because there are people like him who love distributed-direction story-oriented games (narrativism) hate concentrated direction story-oriented games (non-narrativist dramatism) so they can't be the same thing. It is obvious that there are people who love strict rgfa simulationist games who hate non-narrativist dramatist games. If the rgfa simulationists did not hate story values and rgfa dramatists not consider rgfa simulationist games pointless, they wouldn't have bothered to create a model that sets the types in opposition in the first place. So by Ron's own principle, non-narrativist dramatism and rgfa simulation don't go together.

Best,


Jim

[ This Message was edited by: Supplanter on 2001-06-29 08:04 ]

Message 229#2474

Previous & subsequent topics...
...started by Supplanter
...in which Supplanter participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/29/2001




On 6/29/2001 at 1:23pm, Logan wrote:
RE: Clarifying GNS for the re-write

Okay. It's enough. Everybody put the shovels down. Brian, thanks for showing restraint. It's good that people like John and Brian are here. They add historical insight and new perspectives to the debate. People may not always agree with everything they post, but that does nothing to reduce the value of their presence. Let's not waste time antagonizing each other.

Logan

Message 229#2478

Previous & subsequent topics...
...started by Logan
...in which Logan participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/29/2001




On 6/29/2001 at 5:33pm, Blake Hutchins wrote:
RE: Clarifying GNS for the re-write

Gad, yes. I think letting one's capillaries relax is a necessary thing. It's all too easy to let tempers flare when discussing a subject about which you're passionate. Then it becomes less about the topic of debate and more about sharing your aneurysm with all your Forge buddies.

On another note, seems like we have several distinct building blocks to the model: stance, goal, motivation, GM-player dynamic, goal-optimizing mechanics, metagame, mode. Perhaps it's possible to assemble the model from these building blocks and reconcile the various styles of play.

Thoughts?

Best,

Blake

Message 229#2490

Previous & subsequent topics...
...started by Blake Hutchins
...in which Blake Hutchins participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 6/29/2001




On 7/1/2001 at 5:22pm, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-06-29 01:08, greyorm wrote:
I'm saying, "Hey, look, these other RGFA guys disagree with you about this 'a simulation must be realistic' bit, since one can simulate genre."


There are two problems there. First, I've been pretty careful to say that r.g.f.a Simulationist is about an absence of metagame and verisimilitude and not realism. It is therefore possible to simulate those aspects of genre that do not rely on any metagame. Second, r.g.f.a Simulationism is not the really same as "simulation" which is why the term is so terrible in retrospect (I was one of the people who argued in favor of the term, by the way).

Adjusting the physics so that everyone can jump a bit higher to "simulate" anime is acceptable Simulationism. Saying that the PCs never run out of bullets because people don't in the Hong Kong action movies being "simulated" is not. In one case, the adjustment would make some sort of sense to someone in the world because it changes the way that world works for everyone and the characters in the setting can recognize and talk about it. In the other, the adjustment would make no sense to someone in the world. How can you visualize carrying a neverending supply of bullets? You can't inside the setting. It is a metagame thing.


I'm also not dropping names because discussion with one of the individuals revealed a serious, serious dislike of of Brian (FYI, this conversation took place last month, before I'd really interacted with Brian). Actually, it was more like undying hatred and disgust.


I think Brian is aware that several people don't like him because a few have said so, clearly and distinctly, in public. That said, how would we have known that the person in question didn't like Brian unless you mentioned it? And if Brian already did know it, perhaps it is relevant, don't you think?


Knowing this, and naming him, will likely bring nothing more than heated flamage or insult from Brian as he attacks the individual rather than the idea.


The Bill of Rights to the US Constitution guarantees, "In all criminal prosecutions, the accused shall enjoy the right [...] to be confronted with the witnesses against him[.]" Why do you think that is?

If the person in question has a body of writing on r.g.f.a, then Brian and I could better address that person's point of view. And it is entirely possible that the person in question has an axe to grind about the model or has a totally off-the-wall view of it. Since we don't know who it is, we can't really address the issue.


The individual is a regular (or former regular, not certain which) who was around when the model was first created and helped in its development, or so I was lectured.
I have no reason to distrust him on this, and we're certainly not friends, though you would have reason to distrust because it's problematic for you to have someone you can't tear down personally playing counter-point.


I don't know if I have reason to trust him or not because I don't know who the heck you are talking about or what their specific opinion is. And I don't think that Brian's enemies are my enemies on r.g.f.a.

I can easily turn this around, if you want to play pop-psychologist, and claim that you don't want to put the person or ideas up for debate because you know that they couldn't stand up to scrutiny. I could also delve into some of the opinions I heard about you and the GNS since I've started posting here from regulars here but that wouldn't be very fair if I weren't willing to attribute the opinions to the person making them, now would it?


In fact, I know RGFA doesn't completely agree on what the model represents, and I know that your narrow view of Simulationism is not the end-all, be-all of the RGFA model, despite your fervent claims to the contrary.


My "narrow view" of Simulationism is exactly what the early FAQ says it was. Simulationism is a lack of metagame in decisionmaking. I believe I've posted ample historical information about the formation of the Threefold and I can post more if you want. Are you even bothering to read it?

As a matter of fact, the current John Kim FAQ defines of the r.g.f.a Simulationism as:

'"simulationist": is the style which values resolving in-game events based solely on game-world considerations, without allowing any meta-game concerns to affect the decision. Thus, a fully simulationist GM will not fudge results to save PC's or to save her plot, or even change facts unknown to the players. Such a GM may use meta-game considerations to decide meta-game issues like who is playing which character, whether to play out a conversation word for word, and so forth, but she will resolve actual in-game events based on what would "really" happen.'

This describes how I view it pretty well. So I'm supposed to trust an unnamed r.g.f.a "regular" instead of my own understanding, Brian's understanding, my years of listening to regulars on r.g.f.a, and John Kim's FAQ?


You might want to ask yourself that in regards to the GNS model and Ron's understanding of it before you go ahead and start tearing his model apart...but wait, you can't do that since it means your arguments are invalid by that criteria, since Ron has spent two+ years and who knows how many posts and time developing GNS.


I don't believe I ever said that Ron didn't understand his model. I said that I have problems with the model and I'm concerned that people here don't understand the r.g.f.a Threefold. You are not saying that you have problems with the r.g.f.a Threefold. That would be fair game. You are saying that you have problems with my interpretation of that model. Are you able to understand that distinction?

I'll also point out that you've told me that I don't understand the GNS properly. I don't believe I've questioned your authority to question my interpretation, either.


But hey, he's wrong about his model despite that, but you're right about yours because of it. Interesting.


Did I ever say that he was wrong about his model? If so, please back up your assertion with the appropriate quote.

If I did, I will happily appologize.


Oh give me a break...this is BS. This is the red herring.


In your opinion.


The Bhudda > divine/not example is called an "analogy." Look up the term in the dictionary, please; if you don't get it, don't lecture me that "We're not talking about Bhudda" as though I'm trying to turn this into a conversation about religion or somehow make the point into something else.


I understand what an analogy is. If you don't want to be lectured, please don't lecture me on what an "analogy" is. You seem to have a lot of projection going on there -- you don't like being talked to in the way you talk to other people very much, do you?

Analogies have to be valid. You point this out below. Your analogy is not. Just offering up an analogy does not mean that you've made a point.


The point is as above, you are trying to state that "this is the way the model works" as though it were the true way to interpret the model, and I pointed out "not everyone on RGFA agrees with that."


If I interpret the GNS model in a way that contradicts everyone else on this forum, is my view as valid as any other? Your analogy suggests that any view is as good as any other because there is no objective truth in this issue. Are you saying that there is no correct interpretations of these models and that all interpretations are equally valid? If not, your point is a red herring.


As well, as far I've been made aware, Brian has publically stated that he disagrees with the RGA threefold (at least the Gamism bit, which I know for a fact), and that he thinks Ron's version and the GO version are both "whacked."


That's a different issue.


Knowing this, he may not be the best person to use to support your contention that you and he know the model intimately and can prove what it really means, since Brian's version of Gamism isn't universally supported by RGFA (and it shows there are still divisive splits in what the RGFA model represents to the members of that group, exactly as I pointed out).


We aren't arguing about the r.g.f.a's definition of Gamism. If we were, I'd be pointing out that there are differences of opinion about that definition as, indeed, I did in this thread. And Brian is perfectly able to talk about his defintion and the "official" r.g.f.a definition of Gamism. I don't believe he has ever said that r.g.f.a doesn't have a single definition of Gamism, simply that he doesn't agree with it.

We are talking about the r.g.f.a definition of Simulationism which has been pretty constant for a half-decade now with little argument except by those who don't like models on principle. I'm not aware of any substantial disagreement with it. And since you won't name any names, I can't address the disagreement you are talking about.


And you talk about red herrings...the shape of the world is scientifically provable, and it is an object, not a concept or idea...the model is an idea and subject more to the whims of subjectivism than the shape of the world is subject to the same.


So you are claiming that none of these models can be provable and that they are all subject to the "whims of subjectivity"? Does that mean that any definition of the GNS is as good as any other? I'd like to know because that seems to be the claim that you are making about the r.g.f.a Threefold.


When you make an analogy, it should be similar to the thing you are comparing it to.


Yes. And you'd be well served to keep that in mind yourself.


Since you got here, you've been nothing more than an attack dog with polite vocabulary and a talent for hiding personal jibes and insinuations in the content of your posts while attempting to pass it off as constructive criticism.


I don't know. A lot of people have said that my comments here have been constructive. Do you speak for everyone here?


I say if we're all so "holier-than-thou", perhaps you should just take yourself out of here instead of trolling. No use arguing with fanatics, after all.


I didn't say you all were. I said that you were.


And you might want to check yourself and Brian for the same derogatory tone, because it is definitely there.


Probably. I don't think I'm perfect. I don't believe anyone here is.


I can stand so much, but this is it. It is obvious that you have an attitude, a negative pre-set notion about folks here that you are unwilling to change, which colors all your interactions with people here, and one which you take any chance to present or rub in people's faces!


I don't believe I'm having a particularly hostile exchange with anyone but you. I don't think that you take criticism or even disagreement very well.

I'm sure that you wouldn't believe me if I said that I'd love to see your model succeed. I'm not knee-jerk anti-model but actually pretty pro-model. And I don't think the r.g.f.a model is inherently superior. As I've said, it has some real problems that need to be fixed. And I think the GNS model needs some work, too. You need to get over the idea that any criticism of the GNS model is a personal and unwarranted attack. Please grow up and get a thicker skin.


And that's the real annoyance.


Who am I annoying? Please. I want them to speak up. If I'm annoying a significant number of people here, I'll gladly leave. I'm not leaving now at your request because I've had several people here explicitly tell me that they find my comments useful. Frankly, I think you overestimate how many people agree with you.


You're like a raving atheist on a Christian discussion group, intent on proving how evil the Christians are because they've done so many horrible things and are so stupid and confused that they can't see the massive flaws with their own religion and with being sheep, etc. etc. etc.


Uh, no. Please apply your comments about analogies being appropriate here. I do, however, find it interesting that you choose an analogy that compares this group with a religious group not interested in hearing certain forms of dissent.


You're treating anyone with a different opinion as a raving, unthinking fundamentalist, and publically stating it, repeatedly.


Really? "Anyone"?


Seriously, go away. No group needs an individual with this kind of attitude hanging about. I don't care if you think this just proves you right about "us" or even just me.


If you speak for this group, I'll go away. Or if you can get a few people to agree with you, I'll happily go away.


Well, now I see why I was originally thinking to myself, "I'm not going to get involved." Thanks, but no thanks, I don't need the aggravation of digging for diamonds in a sewer.


Well, you seem to be one of the few people getting no diamonds out of this exchange. Maybe you shouldn't be looking in the sewers, then?


Like I said, if we're all so damn holier-than-thou, you're a fool for trying to convert us.


I'm not trying to convert anyone. And I think that's a fundamental difference between us. I'd like to see this group produce a good model instead of another r.g.f.a Threefold that gets misused, misunderstood, and largely ridiculed. You aren't going to do that by locking yourself in a closed box and submitting to the group-think.


Thanks and good night.
(Sorry about this everyone else, but this is really the last straw for me in this whole continuing "brainwashed cultist" thing...I'm out of here)


Whatever.

Message 229#2539

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 7/1/2001




On 7/2/2001 at 2:49am, greyorm wrote:
RE: Clarifying GNS for the re-write


[snip]

Logan said, "Drop the shovels."
How does this not apply to you in particular?

Message 229#2554

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 7/2/2001




On 7/2/2001 at 3:18am, JohnMorrow wrote:
RE: Clarifying GNS for the re-write


On 2001-07-01 22:49, greyorm wrote:
Logan said, "Drop the shovels."
How does this not apply to you in particular?


You should feel free to stop responding to me whenever you want. I'm done if you are.




Message 229#2556

Previous & subsequent topics...
...started by JohnMorrow
...in which JohnMorrow participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 7/2/2001




On 7/2/2001 at 6:27am, greyorm wrote:
RE: Clarifying GNS for the re-write


You should feel free to stop responding to me whenever you want. I'm done if you are.

You stop pulling crap like that and I will be: ie, that's not an answer to the question.
This just shifts the responsibility/focus to me, which isn't as good a response as something like, "I'm sorry, I didn't see that before I posted. I'm willing to call it done if you will."

Thanks.

Message 229#2560

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 7/2/2001




On 7/2/2001 at 1:34pm, Forum Admin wrote:
RE: Clarifying GNS for the re-write

I'm putting responsibility on all of you:

- John Morrow: I'm glad you're here and another member of the Forge. I would appreciate some respect towards everyone else, and no more name-calling or line-by-line arguments (a technique that, in my experience, only leads to flames, and is really bad form here).

- Raven: I appreciate the sentiment, and understand how a thread like this can annoy everyone, but please don't ask people to leave. This is a free place to talk, people will be asked to leave only under the most extreme circumstances, and it will be done by this anonymous account (Forum Admin) only.

- Everyone else: Well--drop the thread already. Nothing's being accomplished here. If you can think of a way to build on this, go for it. If there's another non-constructive post in here, I'll lock the thread.

--
Forum Administrator
The Forge - indie-rpgs.com

[ This Message was edited by: Forum Admin on 2001-07-02 09:51 ]

Message 229#2561

Previous & subsequent topics...
...started by Forum Admin
...in which Forum Admin participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 7/2/2001