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Topic: Is S out of balance with G/N?
Started by: JMendes
Started on: 11/6/2002
Board: GNS Model Discussion


On 11/6/2002 at 6:04pm, JMendes wrote:
Is S out of balance with G/N?

Hey, :)

In my previous thread about rewards, I asked how to reward players in different GNS flavors.

Also, in this thread about actor and author stance, Cassidy had some interesting words on this:


Cassidy wrote: i.e. In a head on dungeon bash where the PCs wander around killing monsters in a dungeon then XPs, level advancement, finding treasure to buy better weapons, armour, etc, are the order of the day.

i.e. In a story-telling game then good story-telling may get rewarded by 'story points' which the player can use to further influence the development of the story.

i.e. In a character driven sim game then in-game development of the character and furthering the ability of the players to interact with and influence the setting/story through their characters seems like the best reward.


This is interesting to me as it seems that gamist and narrativist rewards are inherently metagame, and yet there doesn't seem to be any metagame simulationist reward. This is not a huge surprise, as simulationist priorities specifically set the metagame aside.

The unexpected bit, at least to me, is that, while there are certain parallels that can be drawn between gamism and narrativism, simulationism seems inherently different. Out of the pot, so to speak. Notice that in-game rewards can be offered for all three modes of play, but only sim seems to lack metagame rewards.

Am I reading anything wrongly?

Cheers,

J.

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On 11/6/2002 at 6:47pm, Ron Edwards wrote:
RE: Is S out of balance with G/N?

Hi there,

Nope, you're reading it dead on. "One of these three is not like the others."

As far as reward mechanics go, historically, Simulationist-facilitating designs have kept rewards localized to the character's own abilities, and in many cases they've been extremely specific about why and how those abilities might change. I think any game text I've read that has distinct rules for learning "through trying" vs. those for learning "through study" has also carried multiple other rules that facilitate Simulationist play.

But that's a historical observation. Where such a design might go from here, who knows. I especially await Rob's unveiling of The Million Worlds, which may be the first Simulationist RPG that employs overt Director Stance. He's working out the reward system on Indie Design right now, and I highly recommend taking a look.

Best,
Ron

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On 11/6/2002 at 7:54pm, Mike Holmes wrote:
RE: Is S out of balance with G/N?

Given that Exploration is the basis for all play, and that in Sim you focus on it, Gamism and Narrativism can be seen as going beyond basic exploration. Think of Sim as a split in the road. You can stay there, or you can go down the road to Gam or the other road to Nar. The similarity of G and N is that you've decided to travel on from S to the land of metagame priorities, if you will.

I provide this model at the risk of making Sim seem somehow lesser (indeed it was based on a model that Jared once provided intended to challenge the validity of Sim called "The Beeg Horseshoe Model"), but to me it's a valid chioce to stay at that location, and eschew the particular requirements of N or G.

Mike

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On 11/6/2002 at 8:20pm, Ron Edwards wrote:
RE: Is S out of balance with G/N?

Hi there,

To reinforce Mike's point, I identify the specific behaviors of play that "remain" with Exploration as the first priority as Simulationist behaviors. There's a whole section of my essay devoted to this point.

Therefore Simulationist play does not mean "doing nothing." It means prioritizing in an interesting way, specifically to avoid letting real-people agenda play a central role.

Whereas both Gamist and Narrativist play-modes endorse real-people agenda(s) as a central issue.

Best,
Ron

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On 11/6/2002 at 8:43pm, Jared A. Sorensen wrote:
RE: Is S out of balance with G/N?

Ron Edwards wrote: Hi there,

To reinforce Mike's point, I identify the specific behaviors of play that "remain" with Exploration as the first priority as Simulationist behaviors. There's a whole section of my essay devoted to this point.

Therefore Simulationist play does not mean "doing nothing." It means prioritizing in an interesting way, specifically to avoid letting real-people agenda play a central role.

Whereas both Gamist and Narrativist play-modes endorse real-people agenda(s) as a central issue.



This is why I failed college.* Herr Edwards, what does this mean?

- J

*Well, not the only reason...

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On 11/6/2002 at 9:05pm, MK Snyder wrote:
RE: Is S out of balance with G/N?

I think of it as Sim rewards are more "embedded" in the sim playing choice itself.

Sim play places priority on in-game actions generating in-game consequences; the more frequently and consistently that is applied, the happier is the Sim oriented player.
...........................................

Frankly, I think Narrative rewards are also "embedded" in the Narrative playing choices as well, for Narrative prioritized choices should result in a more satisfying sequence of events that could be viewed as a story (a product) that would make the Narrative oriented player happy.

To award points for this is a way to encourage such play from players who are less self-reinforcing in this aspect; to offer a means of comparison between players; or to get more gamist oriented players on board.

I don't see any reason why there couldn't be a similar system of Sim points offered to those players who offer information supporting world fidelity and consistency.
............................................................................

Going with that parallel, then points of gamists is, well, what gamist oriented players find enjoyable. So offering points for gamist play...is embedded in gamist play.

So I see the fork in the road at Gamist! It is more explicitly metric in reinforcement, and competition is more important to the players' happiness.
.................................................

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On 11/6/2002 at 9:42pm, Ron Edwards wrote:
RE: Is S out of balance with G/N?

Hi there,

Jared, this example is overly-simplistic and represents extremely overt versions of each mode, but here goes. Bob, Brian, Barry, and Barbara are role-playing together.

If they are playing in a mainly Narrativist way, it's perfectly all right for them to make decisions predicated strictly on "let's address the Premise," letting the in-game characters' decisions operate at the mercy of this real-person agenda. It's also desirable to see one another doing this and to provide social reinforcement for doing so.

If they are playing in a mainly Gamist way, similarly, it's perfectly all right for them to make decisions (or employ tactics) predicated strictly on "let's see who's best at it," to whatever degree of friendliness or against whomever (one another, GM, scenario designer), and also to heap praise, commiseration, or perhaps humorous scorn upon one another as persons.

Now, if they are playing in a Simulationist way, admitting to or reinforcing personal agenda as with the above two is right out. The only acceptable personal agenda is to help one another focus on the in-game imaginary events. Bringing in a personal desire to see who wins, or a personal desire to create a story (with emphasis on "create"), is considered intrusive; such things are acceptable as incidental outcomes but not as goals.

(OK, bracing myself to receive the flame war. I did say these were extreme and simplified.)

MK, if I'm not mistaken, the last post represents more of a thinking-out-loud process than a novel conclusion. You've come 'round full circle regarding Gamism, for instance; to say, "competition is more important to the players' happiness" is only to re-state the mode's definition.

I also suggest reviewing some of the possible reward mechanisms in Narrativist-facilitating games. In many of them, rewards are multi-purpose, including narrative rights, bonuses, and character-improvement as options from a single item ("points").

Best,
Ron

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On 11/6/2002 at 10:07pm, Mike Holmes wrote:
RE: Is S out of balance with G/N?

BTW, there are similar sorts of strong linkages between other modes of play. For example, the consistency on in-game rationale required by both Sim and Nar make Pawn stance verboten in both. And historically Director stance is forbidden by both Gam and Sim (though attitudes are changing on this one).

This might say some things about potentials for Conguence (in the Walt Frietag sense). But I'm not sure how significant it is otherwise.

Mike

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On 11/6/2002 at 10:31pm, MK Snyder wrote:
RE: Is S out of balance with G/N?

I still don't see why players cannot evaluate one another's skill at playing in a simulationist fashion. Just as they would critique Narrativist play.

In fact, it happens all the time; when the premise is of simulating certain real-world events (or sufficently close analogs) players debate the outcomes. "A gun wouldn't do that." "It would if it was a .357 Magnum"

If the premise is less dependent on outside information (such as use of Magic), there can still be player disagreement over consistency or application of outcome to events in game with reference to canonical game literature.

Couldn't players be rewarded outside of the game for bringing information/adhering to fidelity/creating complexity? Or presenting a sounder argument for why one outcome would be preferred over another?

Or be rewarded not with points, but with Godlike Powers to create new outcomes for events, the privilege of adding to the world?
........................................................................................................
Also, I don't understand the difference between Narrativist and Dramatist: they appear identical to me.

"Narrativism is expressed by the creation, via role-playing, of a story with a recognizable theme. The characters are formal protagonists in the classic Lit 101 sense, and the players are often considered co-authors. The listed elements provide the material for narrative conflict (again, in the specialized sense of literary analysis)."

""dramatist": is the style which values how well the in-game action
creates a satisfying storyline. Different kinds of stories
may be viewed as satisfying, depending on individual tastes,
varying from fanciful pulp action to believable character
drama. It is the end result of the story which is
important. " (from FAQ on rec.games.frp.advocacy)
........................................................

Yes, rewarding a gamist oriented player points is circular and silly.

What happens in actual group play is that the gamist oriented player can reward the non-gamist oriented player with tolerance for suboptimal choices; tolerance for extended descriptive passages; or providing some story consideration for gamist choices.

This is usually after some negotiation when the gamist oriented player wants the nongamist oriented player to make a gamist choice to mutual benefit measured by gamist priorities; if the other player resists, the gamist oriented player can offer a deal.

A gamist oriented player can also be content playing non-gamist oriented players, enjoying the feeling of superiority and competence supplied by "outthinking" the other players.

A gamist oriented GM is just going to be driven nuts by a narrativist/dramatist player.

If the game is designed such that the reward system meshes well with the resolution system, gamist and simulationist choices should be in accord for most or all decisions.

I think most games use this as a selling point; this may be what is meant by the word "realistic". The game rewards choices with as much fidelity as does real life.

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On 11/6/2002 at 10:41pm, Ron Edwards wrote:
RE: Is S out of balance with G/N?

Hi MK,

I'm not sure where you're getting the idea that Simulationist players don't "evaluate one another's skill" at this mode of play. I agree with you that they do. I don't perceive any controversy to exist regarding this point.

Perhaps you are mistaking my use of "reward system" for "player-evaluation" system. Perhaps you missed my qualification that my discussion of reward systems was limited to historical role-playing design, without including avenues of potential design.

The fundamental difference between GNS Narrativism and rec.games Dramatism is that the latter is focused on instances of play in a process-oriented fashion, and the latter focused on the product of play in a retrospective fashion.

Arguably, one could play with attention and effort toward addressing a Narrativist Premise and (for whatever reason) "perform badly" and not produce a story of note - it would still be Narrativist play. Similarly, one could play with no particular effort or interest in making a story, but the outcome of play produced one anyway (due to GM fiat or perhaps just ol' chance) - and it would still be Dramatist play. These two conditions are incompatible.

Best,
Ron

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On 11/6/2002 at 11:12pm, MK Snyder wrote:
RE: Is S out of balance with G/N?

Ron Edwards wrote: Perhaps you missed my qualification that my discussion of reward systems was limited to historical role-playing design, without including avenues of potential design.


Ah yes. Far as I know, there haven't been such rewards historically as I posit.

Ron Edwards wrote: The fundamental difference between GNS Narrativism and rec.games Dramatism is that the latter is focused on instances of play in a process-oriented fashion, and the latter focused on the product of play in a retrospective fashion.


Two "latters", no "former"?

Silliness aside, aren't both models to address problems that arise the process of gaming? I must be missing something if the difference is a matter of tense! There must be implications in that flying past me.

Ron Edwards wrote: Arguably, one could play with attention and effort toward addressing a Narrativist Premise and (for whatever reason) "perform badly" and not produce a story of note - it would still be Narrativist play.


Aaargh! No, it wouldn't. If Narrativist play is defined by the state of the product--"Narrativism is expressed by the creation, via role-playing, of a story with a recognizable theme."--then product that failed this definition would define the play that produced it as non-Narrative.

"failed narrativist play", perhaps. Play with narrativist intent or goals, but not, strictly speaking, Narrativist Play.

Ron Edwards wrote: Similarly, one could play with no particular effort or interest in making a story, but the outcome of play produced one anyway (due to GM fiat or perhaps just ol' chance) - and it would still be Dramatist play.


No, because the definition of Dramatist play includes intent at the moment of play: "is the style which values how well the in-game action creates a satisfying storyline."

Ron Edwards wrote: These two conditions are incompatible.


Yes, at this level of comparison. It's not something I feel strongly about--quite possibly because there are more momentous implications that I do not yet appreciate.

Hmm, for individual players, I think it is easier to be content if one's goal is to play in a dramatist style, and be willing to compromise on the perfection of the product (the story overall). So, I, as a dramatist oriented player, may find sufficient satisfaction with my own contribution to be content to play with a group of players of other orientations.

If, on the other hand, the entire story as produced is important to my sense of satisfaction, I will have a much harder time playing in a "mixed group". I will be frustrated that they do not share my Narrativist goals.

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On 11/6/2002 at 11:27pm, Ron Edwards wrote:
RE: Is S out of balance with G/N?

Whoops.

Replace the first "latter" with "former," using the traditional construction for the terms. Sorry about that.

The difference is far more than a matter of tense. It's procedural. The social, cognitive, and emotional elements of play are different. What one does in Narrativist play, regardless of outcome, regardless of its degree of perviness (ie Director stance, weird-shit rules, etc), is defined by addressing an emotionally-engaging, broadly-applicable issue, of which the situation of play is an isolated instance. Whereas what one does in Dramatist play really has no defined features whatsoever, beyond a story somehow having emerged in retrospect.

A typical Call of Cthulhu session, as laid out in dozens and dozens of supplement adventures or across hundreds and hundreds of con sessions, may well be Dramatist. It is rarely, if ever, Narrativist.

(By the way, this discussion is hampered by my observation that whenever any group of people discuss Dramatist play, their examples are all over the map in terms of how it's done. No example of Dramatist actual play has ever been proffered as "the one," in my view. All of my present discussion is based on the textual definitions that you've isolated.)

As for your "argh!" paragraph, you are misreading my text. To some extent it's my fault, and I think a bit of clarification in the re-write is necessary to keep this mis-reading from happening again. Narrativist play is procedurally defined - "to create" should be read as an in-play priority, not as a required product (as you are doing).

Now, I do agree with you that I'd call the play I described "failed," in the sense that it didn't achieve what the people (during play) wanted. My only contention is to specify that it's failed at what.

Your reading of the Dramatist definition is wholly incompatible with many examples of the term that are frequently flung at me, all of which are explicitly about either story "magically arising" from non-story-directed play, or story being under the control of one fellow during play. Story-of-any-sort = Dramatism is precisely the (often furious) reading that led me to say, "You win, Narrativism isn't Dramatism," quite a while ago. Your reading of Dramatism, on the other hand, is essentially synonymous with my Narrativism - and I think it's interesting that the text you're quoting is readable in the sense you've stated.

Best,
Ron

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On 11/7/2002 at 12:21am, MK Snyder wrote:
RE: Is S out of balance with G/N?

How, exactly, do the Call of Cthulu sessions fail the Narrativist test? Is it because:

*They don't *create* the narrative elements, because those have been predefined (by dear HP Lovecraft)

*Everybody dies, so satisfying stories are not created.

*The simulationist priority of fidelity to Lovecraft always overrides narrativist concerns (you can't change the story *that much* even if it does make it better!)

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On 11/7/2002 at 12:26am, MK Snyder wrote:
RE: Is S out of balance with G/N?

Suggested rewrite:

Narrativism is expressed by the attempt to create, via role-playing, a story with a recognizable theme.

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On 11/7/2002 at 3:33am, JMendes wrote:
RE: Is S out of balance with G/N?

Hey, :)

Ok, so, historically, sim play has not had any metagame rewards. Question: is this possible?

To expand:

- Gamism is rewarded via XPs - they make you better at gamism;
- Narrativism is rewarded via 'story' points - they make you better at telling the story;

So:

If sim play is about exploration, how about 'exploration points' that would somehow make you 'better at exploring'?

Hmm... Ok, no, I haven't the faintest idea of what I'm aiming at. My question is simply: theoretically, is it possible? If so, how would a designer go about it?

Cheers,

J.

P.S. I thought about opening a new thread for this. What's Forge policy about starting new threads or following up on live ones? (Heck, I even had a cute title: 'Towards a Simulationist Metagame Reward'... ;)

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On 11/7/2002 at 3:34am, JMendes wrote:
RE: Is S out of balance with G/N?

Hi, :)

Ron Edwards wrote: I especially await Rob's unveiling of The Million Worlds, which may be the first Simulationist RPG that employs overt Director Stance. He's working out the reward system on Indie Design right now, and I highly recommend taking a look.


Hmmm... Care to point me towards the thread in question? Thanks.

Cheers,

J.

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On 11/7/2002 at 3:43am, MK Snyder wrote:
RE: Is S out of balance with G/N?

Buried in one of my ramblings above, I suggested, "Or be rewarded not with points, but with Godlike Powers to create new outcomes for events, the privilege of adding to the world?"

This would mean, of course, that the practice of groups composing home versions of things...monsters, locations, rules fixes...would have to be treated as a privilege administrated by the GM.

This could work--as the players most likely to be offering their efforts to the group in this fashion are most likely the ones who enjoy sim/narr play.

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On 11/7/2002 at 3:51am, MK Snyder wrote:
RE: Is S out of balance with G/N?

And hereit is.

I'm happy.

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On 11/7/2002 at 5:26am, JMendes wrote:
RE: Is S out of balance with G/N?

Hullo, :)

Ok, I read the TMW:COTEC thread and it officially flew over my head, i.e., I was thoroughly unable to visualize where exactly he is going with that stuff.

Also, I couldn't distinguish between game and meta-game. Seems to me the whole thing is about meta-game. Plus, I have no clue whether them mechanics are going to facilitate sim, nar or gam.

Ok, let me restate this: eh... huh? :)

Also, to MK:

MK Snyder wrote: Or be rewarded not with points, but with Godlike Powers to create new outcomes for events, the privilege of adding to the world?

This would mean, of course, that the practice of groups composing home versions of things...monsters, locations, rules fixes...would have to be treated as a privilege administrated by the GM.

This could work--as the players most likely to be offering their efforts to the group in this fashion are most likely the ones who enjoy sim/narr play.


One minor quibble is that your Godlike Powers can easily be called Godlike Points. ;)

More seriously, I can see narrativists going for this, as they would have criteria for using said points, namely that premise thingie, but somehow it doesn't quite appeal to my sim sense. Of course, YMMV.

My problem with your suggestion is that this doesn't seem to adress my main difficulty, namely, that the intended reward would have to effectively increase the player's capacity to explore, much as XPs increase the player's capacity to overcome and 'story points' increase the player's capacity to address premise. Nevertheless, it is a good start and it did not go unnoticed. :)

So... I will continue searching for that ever elusive metagame sim reward... and will report back whatever I come up with. Of course, MK, you or anyone else can jump in with further thoughts.

Cheers,

J.

P.S. Should I start a thread about this in RPG Theory, or does this definitely belong here?

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On 11/7/2002 at 6:00am, MK Snyder wrote:
RE: Is S out of balance with G/N?

J.,

as "explore" is very specifically defined in Ron's essay, can you clarify your use of it in your post?

I might agree with you...or not!

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On 11/7/2002 at 7:40am, RobMuadib wrote:
A method to reward Sim play.

JMendes wrote: Hullo, :)

Ok, I read the TMW:COTEC thread and it officially flew over my head, i.e., I was thoroughly unable to visualize where exactly he is going with that stuff.

Also, I couldn't distinguish between game and meta-game. Seems to me the whole thing is about meta-game. Plus, I have no clue whether them mechanics are going to facilitate sim, nar or gam.

Ok, let me restate this: eh... huh? :)


J Mendes

Hey, since you happen to be talking about my favorite concept at the moment thought I would weigh in with some of my ideas about rewarding Sim play.

Ok, to me personally, the fun of Sim play is getting to explore the game reality involving the cool toys you like. Like say you like the idea of Mecha and Mecha Combat.

So how to provide for and reward this.

Well at the top level, my game is about collaborating to create a shared world, via the mechanism of Nomenar, or chips. Meaning, that you have a number of chips, that by bidding, you can exert control of the game reality. So in, the case of our mecha dude above, during the Genesis Session, he could bid Nomenar so that the world they are creating has Mecha. (Assuming no one challenges this, and he is not outvoted. he gets to have Mecha in the world. Play is shared after all.)

Now, the second thing my game does is reward players for using the detailed Design Architecture to design Game Entities that are used in the shared Narrative. (Which amounts to facilitating Exploration of Setting and System, since the rules are detailed and realistic.)

So say our Mecha fan goes home after the Genesis Session, where the additional details of the world were hashed out. Well our Mecha guy, lets call him Mecha-Ike, is happy cause there are mechs. So he goes home, whips out the detailed Vehicle design rules and whips up some mechs.

He gets together With Rob, who is acting as the Setting Guide to coordinate with the other players. Rob looks over the Mecha, determines that they fit the Setting Tenets the players decided on fine (Therefore not requiring a Challenge by Mecha-Ike to have his stuff accepted into the game.) He figures out the Royalty for each Mecha, then makes copies available to the other players.

So that saturday they play a game in the world they designed. Bob is acting as the Rules Guide, since he knows the rules well, and earns extra Nomenar for doing this. Play proceeds with Rob starting out as the Narrative Guide, While setting up the Narrative, he empties his pot, Opening the Narrative Guide role up for bid. , Bob decides its time for some Mecha Action, so he bids enough to win the Narrative Guide Position.

He then decides to instigate some Mecha Combat with the Main characters against the Imperial Assualt Force (Nobody challenges this, as it fits in the Narrative so far). He pays the Nomenar to set this up, Earning additional Nomenar as royalties, since his Mecha Designed have been used in the Narrative, and bam, Mecha-Ike gets to play out some detailed Mecha combat, instant sim joy.

So what do these points do, they reward Mecha-Ike for creating Game Entites for the players to Interact with, i.e. to explore within the setting. What else do they do, they give Mecha-Ike the Authority to direct play towards Sim play that he enjoys. Mainly the exploration of System with regards to Mecha combat.

Now what makes this work is that my Game supports Simulationist Play as it's number one priority.

How does it do this, first, it features a detailed realistic resolution system, detailed character creation, etc. A Traditional Sim Design. Second, It makes Narrativist fiat, that is, Deciding Outcomes by Fiat, Prohibitively expensive, without the consent of the players.

Instead, it is designed such that Players can exert authorial control over characters by using hero points to alter the odds in their favor. That is, they can weight things toward what they want, but they can't ignore the System.. Which is to say, NO one has the ready means to abrogate the system, and anyone who tries is likely to be challenged, through the Nomenar mechanic. This is assuming the players wanted to use the detailed system to resolve things. (Which is kinda what the whole game presumes.)

Restated, Sim players are rewarded by being able to create the Sim Entites that interest them, and guide play to engage in exploration of those entites. What else could you want.

The other thing is that Narrativism is not a Priority in my design. You would have to abrogate or abbreviate large parts of the detailed system, and spend lots of Nomenar to get the other players to accept the Narrative Expecations, Narrative Roles that addres whatever premise you dreamed up.

However, you would be fighting the system which is focused on detailed realistic resolution, that is simulation by way of exploration of system. And you would have to repeal or change the means to Narrate Outcomes by fiat. The system, by default, only supports the narration of Outcomes that are supported by Character or Entity abilities, and even then it is geared to be expensive. Restated, Narrativism is NOT a priority in the system.

It depends on how you allow the use of Authorial/Directorial power in the system. Narrativism relies on being able to Narrate Outcomes that address and support premise. MY system does not provide for this, it does provides for the introduction of Game Entities and situations to a Narrative, which supports sim and exploration. There are no "Premise" based mechanics. No Humanity, etc, nothing to track or guage how your character is meeting the Premise. It is meant ot handle how your character interacts with the world as represented by game entities. i.e, pure sim.

My system supports gamism as a secondary priority, since it features detailed resolution systems, detailed character ability, resources that you can use to improve characters, and a means to establish "scenarios" that provide a gamist challenge.

anyway, that should better illuminate for you how my design will support and reward simulationist play.

HTH

Rob Muadib

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On 11/7/2002 at 5:52pm, JMendes wrote:
Re: A method to reward Sim play.

Hey, :)

MK Snyder wrote: as "explore" is very specifically defined in Ron's essay, can you clarify your use of it in your post?


My use of 'explore' in my post means exactly the same as it means in Ron's essay. Namely, the figuring and playing out of cause and effect relationships with regards to system, setting, character, situation or color. Well, maybe not color. I still can't quite understand color exploration. But definitely all the others.

RobMuadib wrote:
JMendes wrote: Ok, I read the TMW:COTEC thread and it officially flew over my head, i.e., I was thoroughly unable to visualize where exactly he is going with that stuff.

Also, I couldn't distinguish between game and meta-game. Seems to me the whole thing is about meta-game. Plus, I have no clue whether them mechanics are going to facilitate sim, nar or gam.

Ok, to me personally, the fun of Sim play is getting to explore the game reality involving the cool toys you like. Like say you like the idea of Mecha and Mecha Combat.

So how to provide for and reward this.


Ah, ok, I'm beginning to see where you're going with this. The reason I wasn't following it is that my mind is not yet geared towards that sort of collaborative gaming.

Also, I think I understand how your system provides sim rewards. However, those rewards don't quite go towards rewarding good sim play. Or rather, somehow, it isn't quite what I'm looking for. The point of contention for me is that last sentence I quoted: 'So how to provide for...'

I have no desire to provide for. The setting is the setting. If we choose to explore setting, then I want to:

a) Identify good setting exploration play on the part of the player;
b) Have a metagame reward that increases the player's ability to explore the setting.

In my mind, increasing the ability to explore the setting does not equate to having the ability to modify it.

Likewise, substitute character, system or situation for setting above. Like I said, what I am after may very well be theoretically impossible. But I'm willing to search for it anyway.

Anyway, thanks for the insight and detailed explanation of your game.

Cheers,

J.

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On 11/7/2002 at 6:05pm, Mike Holmes wrote:
RE: Re: A method to reward Sim play.

JMendes wrote: I still can't quite understand color exploration. But definitely all the others.
Nobody does, really, as no game centers around this sort of exploration. Color is, or has been, the red-headed stepshild of the bunch, and maybe for good reason. I mean it's color, after all.

But on the small scale we see it all the time. In Sci-Fi, for instance, messing around with technological devices to see what you can get them to do is exploration of color. Forays off into having a sword created just so for your knight might be color. Though these also might be exploration of System depending on how the system handles thse things. Buying tapestries for the Great Hall is, however, almost certainly soley exploration of Color. As would be long segments pouring over the stories told by such tapestries.

People have theorized about creating whole games that emphasize exploring color, but to date I've not seen any effective ones. SLA Industries comes close.

Mike

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On 11/7/2002 at 6:20pm, Ron Edwards wrote:
RE: Is S out of balance with G/N?

Hi there,

MK, your suggested rewrite has gone straight into the notes file, where it encountered a bunch of already-existing, similar siblings. Thanks!

J., you might be in for some research. Reading just one recent TMW thread is definitely not going to be enough. Rob has posted a lot of great stuff about his game project, starting quite a while ago, as well as his more concrete recent posts. It's gruntwork, I know, but using the Forge's neat "print version" feature for all of his work on this project to date might pay off well.

Finally, regarding the Color issue, note that I have never suggested that any game exists entirely without one of the five elements of play. They are always, always there. Therefore Color cannot be Explored in isolation any more than any of the others, which is to say, it's impossible.

Can one play in such a fashion as to Explore Color more than any other element? Probably. A game text written to facilitate this may fall into the trap of being, itself, so Colorful that real play doesn't happen. I'd be fascinated if someone were to present a game text that effectively, consistently facilitated Exploring Color as a first priority in play itself. I do think it's possible (just remember that Character, Setting, Situation, and System are not being excluded in doing so).

Best,
Ron

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On 11/7/2002 at 7:24pm, MK Snyder wrote:
RE: Re: A method to reward Sim play.

JMendes wrote: Hey, :)

MK Snyder wrote: as "explore" is very specifically defined in Ron's essay, can you clarify your use of it in your post?


My use of 'explore' in my post means exactly the same as it means in Ron's essay. Namely, the figuring and playing out of cause and effect relationships with regards to system, setting, character, situation or color. Well, maybe not color. I still can't quite understand color exploration. But definitely all the others.
......

In my mind, increasing the ability to explore the setting does not equate to having the ability to modify it.

Likewise, substitute character, system or situation for setting above. Like I said, what I am after may very well be theoretically impossible. But I'm willing to search for it anyway.

Anyway, thanks for the insight and detailed explanation of your game.

Cheers,

J.


Ah, I did not read Ron's definition of "explore" as quite implying the same thing.

"The best term for the imagination in action, or perhaps for the attention given the imagined elements, is Exploration."

I consider creation to be a large part of exploration in an imagined environment. That is one of the large appeals of role-playing to me--that collaberative creation through discourse of an imagined environment has much of the same emotional resonance as the more passive discovery of exploring a physical environment.

Though, actually, when we explore our physical surroundings we are being creative with respect to our cognitive processes, but that's getting off the topic...

Generating information by positing events and discovering their resolution is a form of querying the environment. I think that's what has been isolated as the definition of simulationism. I personally think querying the environment as to detail, or working out other logical relations, is also part of the fun; and possibly also the subjective response of "feeling immersed".

Giving a player a "more immersive" reward isn't easy. Paying a great deal of attention to the quality of inventions, limiting them, and giving the players explicit powers of invention is a more implementable mechanic.

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On 11/7/2002 at 8:08pm, Emily Care wrote:
RE: Is S out of balance with G/N?

JMendes wrote: My problem with your suggestion is that this doesn't seem to adress my main difficulty, namely, that the intended reward would have to effectively increase the player's capacity to explore, much as XPs increase the player's capacity to overcome and 'story points' increase the player's capacity to address premise.


Given a traditional apportionment of directorial power (ie having a gm) metagame sim rewards seem quite easy to determine: just give the player "gm-like" powers, like the "godlike" powers talked about above, or even just allow the player in question to ask questions about world/char/etc. that need to be answered by the gm.

I may be missing some aspect of your question; how are you defining metagame?

--Emily Care

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On 11/7/2002 at 8:18pm, RobMuadib wrote:
RE: Re: A method to reward Sim play.

JMendes wrote: Hey, :)
Ah, ok, I'm beginning to see where you're going with this. The reason I wasn't following it is that my mind is not yet geared towards that sort of collaborative gaming.

Also, I think I understand how your system provides sim rewards. However, those rewards don't quite go towards rewarding good sim play. Or rather, somehow, it isn't quite what I'm looking for. The point of contention for me is that last sentence I quoted: 'So how to provide for...'

I have no desire to provide for. The setting is the setting. If we choose to explore setting, then I want to:

a) Identify good setting exploration play on the part of the player;
b) Have a metagame reward that increases the player's ability to explore the setting.

In my mind, increasing the ability to explore the setting does not equate to having the ability to modify it.

Anyway, thanks for the insight and detailed explanation of your game.

Cheers,

J.


J.

Ahh, I see you are thinking about monolithic predefined settings it would seem to me. I.E. the players don't so much make the setting, as explore a setting that is already provided, which is what many many modern games do, or an original one that is channeled soley through a GM.

I guess the only "reward" of exploration of setting play I see is something like in Ars Magica (which doesn't exactly reward the players so much as the character.) In Ars Magica, in between Narrative sessions, players can define what wizardly stuff there wizard did, in terms of researching magic, puttering around in the laboratory, talking with demons, etc.

So, in order to provide a "pro-active" reward, you would basically want to provide a means for the character to run "Montage" scenes, you know like in movies when they show characters doing alot of work, like a martial artist training for the big fight, which can be considered an exploration of martial arts type setting. Whereby the player is able to engage in the particular elements of setting that interest him, in a game focused way I guess.

So, the GM might help me setup and run through scenes where my wizard attempts to summon the Demon Pazzuzu to ask him what Linda Blair smells like on the inside, or whatever. The problem with such scenes is that they are often boring to other players, unless you can find some way to involve the players. Which is why such things often get glossed over into a few die rolls and narration. Which is also why they are usually handled as montages in movies. Otherwise you get Das Boot syndrome. (While one player might like the vicarious recreationalist feeling of sitting underwater in a tin can making nary a sound for hours on end, the others probably wont:) ).

HTH

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On 11/7/2002 at 9:01pm, contracycle wrote:
RE: Is S out of balance with G/N?

Emily Care wrote: Given a traditional apportionment of directorial power (ie having a gm) metagame sim rewards seem quite easy to determine: just give the player "gm-like" powers, like the "godlike" powers talked about above, or even just allow the player in question to ask questions about world/char/etc. that need to be answered by the gm.


I think that would kinda defeat the purpose; IMO this distinction between expoloration as creation and as "objective experience" is interesting. I'm definately on the "objective experience" side of the fence; aquiring gm powers as currency would undermine the validity of the "objective experience".

OTOH, questions are very interesting. It occurs to me that OOC knowledge of the game world is a different aspect of the metagame than GM power. Through playing multiple characters, a player may well know more about the game world than the character does, but this is held at the same remove as the rest of the players knowledge. But, that knowledge is current and useful, so you could add information to the players knowledge about the world without necessarily adding to the characters knowledge about the world.

Hmm. This might lead to a scenario in which players ask questions to "solve the plot" and hence lead perhaps to kind of participationism? in which they are co-opted in "going with the flow" partly because, like a movie, the audience component is getting fed wider information than the characters direct experience.

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On 11/8/2002 at 9:13am, M. J. Young wrote:
RE: Is S out of balance with G/N?

JMendes wrote: ...historically, sim play has not had any metagame rewards. Question: is this possible?...
If sim play is about exploration, how about 'exploration points' that would somehow make you 'better at exploring'?

There is something inherently contradictory, at first glance, with the idea of a simulationist metagame reward. That is, how do you reward and encourage play which stays entirely within the world with something outside the natural world seems an oxymoron. But I don't think it impossible.

On the thread GNS and Player Rewards I suggest a skeleton of a rewards system which could work as a metagame system, given certain assumptions.

In most worlds, most people find themselves locked in to very limited lives. Even at the time of the American Revolution, few people were ever more than fifty miles from their place of birth in their entire lives. We are more mobile today, but I'd wager there are a lot of people around here who have never flown anywhere, never been more than two states away, always had the same job or same kind of job in pretty much the same place--that is, they have explored very little of the real world. It seems likely that in the future very few people will have the opportunity to travel to other planets, and so on.

Thus if we assume that part of our model of simulationist play is that the player characters are locked into some limited situation at the beginning and are exploring that situation, and that we can identify a reasonable means of recognizing such play (half of the reward system is recognition of desired play; the other half is facilitation of desired play, as observed on the aforementioned thread, and more directly on the thread Actor and Author Stance), we can then design a way of facilitating such play through the reward system.

However the points are accrued, they are then spent to improve the character's ability to explore the world. That is, perhaps he begins at a local job in a local town, and explores the area around the town. Then he gains and spends enough points to give himself the opportunity to get a new job, perhaps as an airline steward or a traveling salesman or something that gets him out of the town into the rest of the world. That may be too extreme a jump; and it may be that better levels are required to make it work. But let's face it: opportunities to get out of the present situation in life come to some people. It is not a violation of the simulation to decree that such an opportunity comes to the player character. The reward system could be designed to make it possible for the character to have these opportunities that don't come to everyone. Each level of opportunity would provide a greater ability to reach those areas of the scenario that have been out of reach (whether they are geographically more distant, or socially or legally isolated such as upper levels of society or corporate structure, or inner circles of military, government, or secret societies), along with a greater freedom to go and do what you desire (that is, both a pilot and a wealthy novelist may have the ability to travel to many places and spend time there, but the novelist probably has a lot more flexibiity in where he goes and how much time he spends), and maybe also the acquisition of skills necessary to the exploration (such as spelunking skills or SCUBA training as extreme examples).

The idea is metagame, in that from outside the world the player is deciding on the opportunities for exploration that would open up to the character; it is still simulationist, because the opportunities are of a sort that might open up to an individual within that world, but that they don't happen to everyone.

Does that work?

--M. J. Young

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On 11/8/2002 at 6:44pm, Mike Holmes wrote:
RE: Is S out of balance with G/N?

It will work for some, MJ.

I've been calling this idea Pseudo-In-Game for a while (Pseudo-Metageme sounds better but is almost a complete contradiction). That is, it's really metagame, but it has some sort of rationale that states that the empowering effect is actually part of the milieu in some fashion. Many games do this to some extent. The most common and obvious is "Karma" points. The idea being that the points in question are a reflection of the concept of Karma as it must exist in the game world, and that use of them is no more metagame than using up bullets. A transparent croc, but one which will assuage some.

On the other end of the spectrum you have rationales like yours that are more deeply embedded in the game world.

To make them Sim is actually the easy part, as all you have to do is, like your version, ensure that they can only be used to make Sim decisions (or ,more simply, do not promote adressing a premise). Such rules can border on the sort of vanilla Narrativism that both Ron and I like.

Mike

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On 11/8/2002 at 7:06pm, talysman wrote:
RE: Re: A method to reward Sim play.

Mike Holmes wrote:
JMendes wrote: I still can't quite understand color exploration. But definitely all the others.
Nobody does, really, as no game centers around this sort of exploration. Color is, or has been, the red-headed stepshild of the bunch, and maybe for good reason. I mean it's color, after all.


as an aside, I had some problems with understanding Exploration of Color, too. although later on, I began thinking of my Court of 9 Chambers game as an Exploration of Color and System. this is facilitated, I believe, by the game system being built on the numerology and mysticism that are the central form of Color in the game.

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On 11/8/2002 at 8:36pm, MK Snyder wrote:
RE: Is S out of balance with G/N?

MJ,

just a funny image: the Gods handing out Frequent Flier Miles.

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On 11/9/2002 at 4:55am, JMendes wrote:
RE: Is S out of balance with G/N?

Hey, folks, :)

Some interesting tips popped up in this thread, including MJ's suggestion for an 'opportunity knocks' kind of system, which I liked.

I would also like to ponder on the following two actually tightly related points.

Emily Care wrote: allow the player in question to ask questions about world/char/etc. that need to be answered by the gm


RobMuadib wrote: provide a means for the character to run "Montage" scenes


What exactly is it that might limit a player's ability to explore? One answer might be screen time. So, how about this?

Good simulationist play is rewarded with STPs (screen-time points). Expending screen time points then allows players to either ask specific questions or, for a higher cost, run through a scene exploring some particular aspect of system, character, etc...

This is actually very close to MJ's suggestion, since these scenes to be explored can very well equate to bigger opportunities for the characters themselves.

I have no idea whether this would work or not, but it makes sense. Thoughts?

Cheers,

J.

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