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Topic: A New Spin on the Old Magic/Religion Question
Started by: M. J. Young
Started on: 1/13/2003
Board: RPG Theory


On 1/13/2003 at 2:35am, M. J. Young wrote:
A New Spin on the Old Magic/Religion Question

This is yet another thread pursuing the popular topic about whether the referee has to understand the reality of the game world in some sense.

I say yet another, because it of these threads:

• It started when Kester Pelagius inaugurated The Mechanic of "Religion" in Role-Playing Games; actually, that's not true, now that I think of it, as he was spinning that off something else. But after six pages, Ron called a halt to the growing dissension there, and I attempted to refocus the question into
Unified Truth and Diverse Religions in Game Worlds, which garnered some excellent discussion capped at present by Reverend Daegmorgan's post. It also spun off
Engaging New Worlds with New Imagination, in which Christopher Kubasik made some excellent points about players abusing the character concept by being some sort of post-enlightenment scientist in a medieval fantasy world.


There were other threads that were contributory or derivative, but these are the major ones.

As I said in the last thread on that list, although my question as asked was well answered, my problem was not really resolved; and I realized there that it was a significant enough matter to take to yet another thread--hence this one, with the overlong preamble. (Sorry--in my mouth, all stories are long stories.)

I hold a time-honored belief that what we believe will control what we do, ultimately. I've expressed this in my parable of the boiler, but it goes beyond that simple illustration. C. S. Lewis explained the notion in comparing an atheist to a Christian in regard to attitudes toward people (he was both, at different times in his life). In this case, he maintained, it depends on what you believe about people. If, like the atheist, you think they live a few years and then cease to exist, you are inclined toward the opinion that societies, which last for centuries, are more important than individuals. If you hold the view that humans are, at least potentially, immortal, suddenly they matter far more than the short-lived planets and stars of this world. What you believe affects what you do, how you think about things, how you live.

Now, I see this as analogous. The way reality really is should have some impact on at least some aspects. This is a perennial complaint of some gamers, that there's all this magic in the game but the game world doesn't reflect the massive use of such magic. Why aren't healing potions sold at the local drug store? For all the trouble a continual light spell would be, how come cities aren't lit with these on every street? It's as if simple things we know to be true in the world aren't true at all.

That's an obvious example of someone not thinking things through. It's a problem that's hard to avoid in some ways, as you can never be certain whether there's some aspect of your world that has repercussions you had not recognized.

My problem is that in order for me to understand how reality really is, I have to understand the foundations of that reality.

I think (if memory serves) it sprang from a question of whether referees needed to know how magic works in their world. Some (with whom I agree) maintained that indeed even if no one else understands it, the referee has to know how and why magic works so that he can work out what happens if the players attempt to do something outside the scope of the rules. Others said that the referee does not need to know anything at all on this count, as he just needs to apply the rules he knows--but it was not agreed what he does if the players push the envelope outside those parameters.

I'm of the opinion that if I understand the fundamental realities of a world I can extrapolate the rest from that; but if I don't have a grasp of them, there will be questions I can't answer. I think that a world designer who does not answer these fundamental questions leaves his referees adrift and invites trouble with internally inconsistent worlds.

Clearly not everyone shares that opinion; or else they don't think it matters.

Elsewhere there's a thread about how much detail a world needs. I think that one thing a world needs is fundamental explanations of its core reality; without that, everyone is shooting in the dark.

--M. J. Young

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On 1/13/2003 at 3:52am, Jack Spencer Jr wrote:
Re: A New Spin on the Old Magic/Religion Question

M. J. Young wrote: Elsewhere there's a thread about how much detail a world needs. I think that one thing a world needs is fundamental explanations of its core reality; without that, everyone is shooting in the dark.

You had said that others would not agree and I am indeed one such person.

The problem here is completely a matter of mindset, I think, and not one that will be answered at all here or anyplace else.

Consider, there are some people who, where writing a story must have everything planned out. They write an outline of the plot developments, the keep notes on the different characters, their personalities, their backgrounds, their relationships to one another, and so on.

Other people simply sit down and write. No notes, no nothing. Just a vague idea in their head and they run with it.

The thing to keep in mind is that there are successful and failed writers in both groups. Neither one nor the other way of writing makes better or "more consistent" books or anything of that nature. (and this is often a matter of opinion anyway) This is simply how these people think and work and it has nothing to do with how one "should" write or not and everything to do with what works for a particular individual. The only thing that can be truthfully said is that people in the one group would be foolhardy to attempt the techniques of the other and are doubly foolhardy to attempt to force the people of the other group to use their techniques.

This applies to roleplaying as well. I do not need to know the fundamental explanations of its core reality. I really don't care about that. I do not focus upon such things. Healing potione may or may not be sold in every drug store and Continual Light spells may or may not light street lamps in every town. It would depend on whether that bit of color appealed to me or not.

It is foolish for a game designer to expect me to plow through 10, 20, 50 pages of fundamental explanations of its core reality since I do not care about that and will not read it, much less use any of it in my game.

Likewise it is foolish for me to expect someone who wants or needs such things to "just let go, man!" even though I prefer to play in this manner. Attempting to do so makes such people feel like they are shooting in the dark.

Thios is not a judgement on people from either group, but an acknowledgement that there are (at least) two different ways of thinking upon this subject and that's all there is to it, really.

I hope this answers your question, MJ, although I am not sure if you had one, to be honest.

You see, I do think everyone does require these fundamental explanations of its core reality, but not everyone needs it to be upfront and explicit like that. Some people can work with kinda sorta an idea of how it works, others need the Worldbook encyclopedia. I suppose we could get all Freudian and try to find hang-ups in each other based on this, but what good will that do? This is how I run things and that is how you run things and so long as we and our respective players enjoy it, does it matter?

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On 1/13/2003 at 4:38am, clehrich wrote:
RE: A New Spin on the Old Magic/Religion Question

Put the way M.J. has, I begin to think that this may actually be something of a GNS question.

Example 1 (SIM): I, the GM, know how and why magic works. It has something to do with the nature of reality itself. The PCs now explore the Setting, in the process learning about some of these rules. (Unknown Armies would be a good example, at the Street-Level campaign.)

Example 2 (NAR): I, the GM, have some sort of feel for magic in this Setting. I try to convey that feel through both in-game encounters and various meta-game explications (writeups, discussions, etc.). The players and their characters differently, but in a sense in concert, develop the details of this feel into a larger conception of magic in the Setting. It may turn out that some of what I thought was most fundamental isn't.

In both versions, the question of the relation of magic (and some sort of religion, perhaps) to the structure of the universe is critical, probably a central concern of the Premise. But in one case I need to know the details ahead of time, and in the other I don't.

I can see both being playable as sustained, long-term games. I can also see either option being oriented towards a pure fantasy Setting, or to a somewhat historical ("realist") Setting, without this affecting the basic dynamic.

Isn't it really a question of what the players (including GM) want from their game universe and their play experience?

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On 1/13/2003 at 4:46am, Le Joueur wrote:
Oh, So?

Jack hints at the curiosity you've raise for me M. J.

Jack Spencer Jr wrote: This is how I run things and that is how you run things and so long as we and our respective players enjoy it, does it matter?

I mean, you state your opinion pretty clearly.

M. J. Young wrote: I think that one thing a world needs is fundamental explanations of its core reality; without that, everyone is shooting in the dark.

And some people (like Jack) don't. (Y'know, a lot of families are started with 'everyone shooting in the dark.') Are we looking up at you on the soap box? You've given your point of view, I accept and respect that, but what's the question here?

M. J. Young wrote: This is yet another thread pursuing the popular topic about whether the referee has to understand the reality of the game world in some sense.

You mean is there one right answer? Despite what Jack says:

Jack Spencer Jr wrote: You see, I do think everyone does require these fundamental explanations of its core reality, but not everyone needs it to be upfront and explicit like that.

I really don't think so. Sorcerer has been brought up as an example; you are never given where demons are from and what they do (as a statistical body, rather than individual units). It has proven unnecessary in many situations.

It's like what we discussed in the thread about keeping "playable worlds" as simple as remains playable. I believe in some cases, for some people, 'the referee does not need to understand the reality of the game world in some sense.' Such games clearly don't appeal to you, but clearly (from the continual light spell example) they appeal to some.

You've given your preference; what's the question?

Fang Langford

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On 1/13/2003 at 5:13am, greyorm wrote:
Re: Oh, So?

Sorcerer has been brought up as an example; you are never given where demons are from and what they do

Ah, but the question here (I think) is: what do I do as a gamemaster when the players decide they're going to find out?

The answer, once given, will have wide-ranging repercussions. This is the core issue that worries MJ, and I'll admit, myself as well.

Of course, in a game of Sorcerer, the fact is that the players themselves and their actions in game may likely have a direct effect on the answer.

One possible answer is to never let them find out...however, this would be unsatisfying and dysfunctional to the mode of Sorcerer play: if the group's consensus is to find out, then that is the issue on the table to resolve: the game is all about finding out, so one must accomodate or not bother.

Another answer is described in the thread in my referenced post. But, regardless, I think the answer in part to the issue is that in a typical game of Sorcerer, being what it is, the players have all agreed to an unspoken part of the social contract that the demons are mysterious and unknowable as a group.

The game only breaks down when this contract is broken, and players decide to poke around to try and figure out what's up instead of riding the narrative wave -- the issue which Christopher adequately and sucinctly addresses in its own thread.

clherich has attempted to map the two accepted states of knowing (ie: unknown or detailed) to GNS. However, I think he's wrong; I don't believe either method is exclusively S or N, as given the nature of the beast, either may be either.

I believe a detailed cosmological overview is definitely more likely in a Simulationist game, but not necessary to it; a Narrativist game is equally as likely to have a detailed cosmological overview as not.

Drawing conclusions from the apparent use of such methods in Simulationism is comitting synedoche, I believe, of the same sort committed when the terms Rules-Lite and Narrativism are confounded or mapped, and that's why I've tried to avoid it despite seeing the same patterns clherich did.

I did use Narrativist structure in some of my examples in the post that Christopher and MJ have referenced, as it was more easy for me to describe using such, but I think an equally valid and similar method would work just fine in Simulationist play as well. The core issue with establishing a "malleable" or "narrative" mythic reality as explained is really that of the contractual dysfunction Christopher brings up.

So, let's skip over whether this is a GNS issue for the moment and get to the issue MJ raises.

However, I do have to ask MJ, rather like Fang, what is the question above? Though I have some ideas, I'm a little lost as to what, precisely, you are asking above, or bringing into focus for discussion: what, specifically, is the problem that has not yet been resolved?

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On 1/13/2003 at 6:40am, clehrich wrote:
RE: A New Spin on the Old Magic/Religion Question

Rev. Daegmorgan wrote:

I don't believe either method is exclusively S or N, as given the nature of the beast, either may be either.
I believe a detailed cosmological overview is definitely more likely in a Simulationist game, but not necessary to it; a Narrativist game is equally as likely to have a detailed cosmological overview as not.


Actually, I quite agree. I didn't mean my two examples to be exclusive in any sense. All I meant was that it is entirely possible to have a game in which cosmological / metaphysical exploration is central (unlike normative Sorcerer, as you explain) in which the GM does not know the rules of the universe. Such a game might well be run within a NAR framework, with the players co-constructing the rules. But you're probably right in wanting to drop GNS issues from the debate.

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On 1/13/2003 at 8:37am, Kester Pelagius wrote:
RE: Re: A New Spin on the Old Magic/Religion Question

Greetings M J,

That was certainly quite a bit to think about.

So, let's see, what can we say about the nature of reality and game mechanics. Hmm...

As I've stated (and sorry to muddle your question yet further) there is, or rather should be, a line drawn between what is presented within the frame work of the core system, meaning the "rules of play", and the larger mechanic of the game world, meaning the background setting. Of course it is easily arguable that this is not always necessarily the case, especially where specific game worlds, like those based upon novels, are concerned.

In your question to understand the basic fundamentals of game world reality one has to further realize that each game has its own unique reality. Which is perhaps why this question has perplexed us so.

If I start to talk about the AD&D magic system many will instantly want to know what version of AD&D I am talking about, which campaign world, and what sort of optional rules (kits, prestige classes, etc) are in use. It's a subtle yet very real difference in basic game mechanics, yet magic functions differently in just about every game.

In Stormbringer the reality presented is one of pure sorcery. But what is sorcery?

In Stormbringer it is the binding (not necessarily pacts, as that would be more Daemonic) of Demons into objects to create power. In fact in that system Power is (if memory serves ) the main Attribute which characters have to let them know how magically attuned they are.

But what of games that use Manna Systems? Spell Points?

Conceptions of reality are all around us. You mention how some players wonder why potions aren't sold in every corner store and why the effects of magic aren't more visibily pronounced. Funny.

Why?

Because look at all that we take for granted. We live in a fast food, disposably, consumer culture. Yet where is the evidence of it all?

Land fills. Thousands of land fills.

As for potions, one might as well ask why alchemists philtres weren't equally available everywhere. Of course in our realy world the answers are simple: secrecy and money.

We take it for granted that we have the "rights" to our work. That we can claim copyright or patent. Yet, even today, there are some things which the creaters are well aware they would loose control of if they actually set down their formulae in a copyright or patent.

Don't think so?

What's KFC's secret recipe?

What is in that can of WD40?

Speaking of potions, we have those too. They are in our grocery stores. They are called various things, most should be familiar with one: soda.

Not a potion?

Caffein = instant energy boost.

Of course we don't really use the word potion anymore, not really.

And that is a matter of perspective, how we percieve our reality. It is a potion, yet it isn't. Just like a grimoire is a book of spells, yet a grammar is a book of spelling.

Funny how that works out, eh?


Kind Regards,

Kester Pelagius

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On 1/13/2003 at 8:48am, Kester Pelagius wrote:
RE: Re: A New Spin on the Old Magic/Religion Question

Greetings Jack,

Once more I shall refrain from mentioning the beanstalk incident during the Kafer attack and trod straight into discussion. *smirk*

Jack Spencer Jr wrote: The problem here is completely a matter of mindset, I think, and not one that will be answered at all here or anyplace else.

Consider, there are some people who, where writing a story must have everything planned out. They write an outline of the plot developments, the keep notes on the different characters, their personalities, their backgrounds, their relationships to one another, and so on.

Other people simply sit down and write. No notes, no nothing. Just a vague idea in their head and they run with it.

The thing to keep in mind is that there are successful and failed writers in both groups. Neither one nor the other way of writing makes better or "more consistent" books or anything of that nature. (and this is often a matter of opinion anyway) This is simply how these people think and work and it has nothing to do with how one "should" write or not and everything to do with what works for a particular individual. The only thing that can be truthfully said is that people in the one group would be foolhardy to attempt the techniques of the other and are doubly foolhardy to attempt to force the people of the other group to use their techniques.


Amen brother!

One has to use what works best for them. It's a matter of approach.


Jack Spencer Jr wrote: It is foolish for a game designer to expect me to plow through 10, 20, 50 pages of fundamental explanations of its core reality since I do not care about that and will not read it, much less use any of it in my game.


Halleleuiah!

Not that I have anything against explanations, where world backgrounds are concerned. But most games could eacily condense their rules into a few pages, or should be able to. Present what we as gamers need to create a character up front. Save the (too often bad) fiction for the world books!

Of course this probably wont happen since, unless I miss my guess, game books are treated like any other book project. Meaning they are paid by the word. And that means author are going to fall into the habit of padding their work to get a larger word count/check.

Then again that could just be a cynical view?


Kind Regards,

Kester Pelagius

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On 1/13/2003 at 9:56am, contracycle wrote:
RE: A New Spin on the Old Magic/Religion Question

It has already been made clear that the objection vanishes if the game explicitly makes it the groups responsibility to defines what is true.

I disagree with the non-explained worlds necessarily according with Nar, as I have asked and been advised that no self-conscious knowledge of acting as Nar is needed to do so; hence the self-conscious knowledge that the game world exists only to mold itself around whatever whim take the players would be just as relevant there as in sim.

The boiler question has not really been addressed. If it is PROVEd to you that your faith is a lie, how do you react? What is your response to the imminently exploding boiler? If your End Times happened, here and now - what would that mean for the infidels? At the moment, if the Christian Rapture happened, and people started literally vanishing up into heaven, the argument from the non-absoluet camp is that this would mean nothing to atheists, hindu's and muslims. Atheists would live in world that is true (these people never went up to heaven? dunno), the enRaptured christians have their beliefes totally verified, the Muslims don't see ny rapture or 1000 years of peace under gods kingdom as the christians do, they are waiting for their own end of thew world. The hindu's don;t see any end times either, they are awaiting individual enlightentment.

So what is the world on day 1 after the rapture? Are the atheists and non-believers swimming in lakes of fire, or not? In THIS game world, was Revelations the truth, or not? And if neither, how do we reconcile multiple beleifs without positing relativism?

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On 1/13/2003 at 1:26pm, simon_hibbs wrote:
RE: Re: A New Spin on the Old Magic/Religion Question

Honestly, I don't realy see what the 'new spin' is, but here we go...:)

M. J. Young wrote: My problem is that in order for me to understand how reality really is, I have to understand the foundations of that reality.


I presume this would apply to other genres as well? For example if you were to run a Traveller game you would want to know for definite how jump Drive wroks, and how it reconciles with relativity (it doesn't)?

I'm of the opinion that if I understand the fundamental realities of a world I can extrapolate the rest from that; but if I don't have a grasp of them, there will be questions I can't answer. I think that a world designer who does not answer these fundamental questions leaves his referees adrift and invites trouble with internally inconsistent worlds.


That's true. I would be the last person the advocate no rules or advice on how magic works in a fantasy game. There are plenty of real world examples of highly organised and systematic magical theories and these can provide a wealth of source material for constructing imaginary magic systems. There are also plenty of examples of completely original magical theories out there in the realm of fiction and roleplaying.


Clearly not everyone shares that opinion; or else they don't think it matters.


I don't think it always matters. While I think it's generaly preferable, it depends very much on the premise of the game. Some games have a very tight focus, and so abstruse metaphysical treatises may simply be outside the game's scope. However for general purpose fantasy game settings, I generaly agree.

Elsewhere there's a thread about how much detail a world needs. I think that one thing a world needs is fundamental explanations of its core reality; without that, everyone is shooting in the dark.


This is true, and not particularly controversial, at least with respect to my opinion. Our difference is about how far such an explanation needs to go.


Simon Hibbs

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On 1/13/2003 at 1:33pm, simon_hibbs wrote:
RE: A New Spin on the Old Magic/Religion Question

contracycle wrote: It has already been made clear that the objection vanishes if the game explicitly makes it the groups responsibility to defines what is true.


I agree, it's orthogonal to the subject of this discussion.

The boiler question has not really been addressed. If it is PROVEd to you that your faith is a lie, how do you react?


I suppose Call of Cthulhu touches on this a bit inthat it's established in the background that humanity is about to be made extinct. It's an interesting premise for a dark fantasy game.


So what is the world on day 1 after the rapture? Are the atheists and non-believers swimming in lakes of fire, or not? In THIS game world, was Revelations the truth, or not? And if neither, how do we reconcile multiple beleifs without positing relativism?


I'm not quite sure that we do. If you as GM/game designer have created the game world with the premise that one faith was right and the others were wrong, then that's a done deal.


Simon Hibbs

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On 1/13/2003 at 2:27pm, contracycle wrote:
RE: A New Spin on the Old Magic/Religion Question

simon_hibbs wrote:
So what is the world on day 1 after the rapture? Are the atheists and non-believers swimming in lakes of fire, or not? In THIS game world, was Revelations the truth, or not? And if neither, how do we reconcile multiple beleifs without positing relativism?


I'm not quite sure that we do. If you as GM/game designer have created the game world with the premise that one faith was right and the others were wrong, then that's a done deal.


No, I want to know how to do it and keep the doubt, keep the mythic mindset that has a way to parse apparently contradictory information. Yesh, if I set it up as True it's a done deal, the same always applied to the solar dung beetle. Why is the Rapture scenario not the same as the simultaneously-true ball of dung and Apollonion chariot?

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On 1/13/2003 at 3:04pm, Jack Spencer Jr wrote:
RE: A New Spin on the Old Magic/Religion Question

contracycle wrote: Why is the Rapture scenario not the same as the simultaneously-true ball of dung and Apollonion chariot?

I really do want to focus on specific situations like this because specific questions, like hypethetical situations, tend to break down the discussion as everyone picks apart the specific details and the main point we all should have been focusing on gets missed and lost in the mirk.

That said, there are a couple differences between the Rapture and and the sun movement. The first is distance. We really cant get to the sun. We can see it but it is too far away to get close enough to see what makes it tick. A similar question would be to find out if the stars are pinholes in the curtain of night of not. How the hell are you going to get up there to find out? In the Rapture, people all over the place would be suddenly disappearing and such. It's right upclose and personal. The difference is like the difference between seeing a war on television taking place in some distant country and having tanks rolling through your back yard and soldiers marching through your neighborhood. How do you know the war on TV isn't just a show and special effects? You know the tank drove through your yard and flattened the neighbor's dog. You saw it and there are the tread marks. You see? That's the difference. The problem of the sun can be ignored while the rapture thing is difficult to ignore.

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On 1/13/2003 at 3:12pm, Jack Spencer Jr wrote:
RE: Re: Oh, So?

greyorm wrote: Ah, but the question here (I think) is: what do I do as a gamemaster when the players decide they're going to find out?

The answer, once given, will have wide-ranging repercussions. This is the core issue that worries MJ, and I'll admit, myself as well.

Is this the issue, then? The worry is being consistent? That when an answer to such a question is given there may be reprucussions that will effect play from then on and may show inconsistency in previous play sessions and thus the game breaks down?

I'm asking if this is the question and concern here. I have answers and they are similar to Raven's but I want to make sure I'm addressing the correct concern first.

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On 1/13/2003 at 9:23pm, Jack Spencer Jr wrote:
RE: Re: Oh, So?

Le Joueur wrote:
Jack Spencer Jr wrote: You see, I do think everyone does require these fundamental explanations of its core reality, but not everyone needs it to be upfront and explicit like that.

I really don't think so. Sorcerer has been brought up as an example; you are never given where demons are from and what they do (as a statistical body, rather than individual units). It has proven unnecessary in many situations.

Well, by that I meant that some people keep it as a vague notion in the back of their minds, just enough to guide them when they need it, I guess. So I suppose what I really meant was people need at least a good idea of how the world works, but not everyone needs it spelled out for them.

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On 1/13/2003 at 11:31pm, Gordon C. Landis wrote:
RE: A New Spin on the Old Magic/Religion Question

The boiler question has not really been addressed. If it is PROVEd to you that your faith is a lie, how do you react? What is your response to the imminently exploding boiler? If your End Times happened, here and now - what would that mean for the infidels? At the moment, if the Christian Rapture happened, and people started literally vanishing up into heaven, the argument from the non-absoluet camp is that this would mean nothing to atheists, hindu's and muslims. Atheists would live in world that is true (these people never went up to heaven? dunno), the enRaptured christians have their beliefes totally verified, the Muslims don't see ny rapture or 1000 years of peace under gods kingdom as the christians do, they are waiting for their own end of thew world. The hindu's don't see any end times either, they are awaiting individual enlightentment.

So what is the world on day 1 after the rapture? Are the atheists and non-believers swimming in lakes of fire, or not? In THIS game world, was Revelations the truth, or not? And if neither, how do we reconcile multiple beleifs without positing relativism?


OK, let me interpret this one kinda like I did the chariot/beetle/eclipse in the other thread. First of all let's be clear about the effect - what are we stipulating has actually happened here? Some number of people just disappear from the world? If we add that the enRatured christians have their beliefs totally verified, how do we know? Do they come back and tell us? In what form? How reliable is that information? How reliable is it that only "good christians" disappeared?

Call any of this into question, and we start to have a number of interpretations possible. Maybe it's alien kidnappings, not the Rapture. Or a plot by an extremist wacko cult with access to some unknown technology. Let's limit the facts to just "a bunch of apparently good christian folks have simply winked out of the world," and nothing else. In a certain kind of game, the PCs will work to find out for sure (or as close to sure as the game world allows) what explains this and take appropriate action.

But in another kind of game, maybe we'll never know for sure what the explanation is. The people vanished, research indicates they were all-most good christian folks, but the rest of the world goes on as always (wasn't there an SF book like this?) What happened? Was it a Rapture? Is everyone left in the world now in a Hell that just happens to respond just like the real world does/did? Maybe the Rapture was "true," and it can be argued that so is the "spirit" of the rest of Revelation, even though it didn't happen in literal fact. Religious scholars debate what corresponds to various other bits ("we can see that the profound doubt that arises from being cut off from our God in the same moment He Proved his Existence is what was really meant by the Horseman of Death"). Others claim that whatever the Rapture was, it wasn't religious. In a world that's built mostly off our real one, this one supernatural event will be a BIG DEAL, and the lack of explanation (if there is one) will be a major factor. But we could have a Rapture, and still not know if God is real or not.

And in a fantasy mythological world, odd stuff might be happening all the time. As long as the group is satisfied by the way events transpire, the lack of a unifying explanation isn't a problem. The ways to explain why Geoffrey the Good came back as a nasty ghost while Edmund the Evil has angel wings in heaven (despite the fact that the cosmology says good people go to heaven and bad people become undead) are innumerable. A satisfying explanation might be needed or interesting - Geoffrey still had a good deed to do, even as a nasty ghost, and Edmund found a way to fool the Guardian at Heaven's Gate. The key for us has been separating what happened from the explanation, and being very careful with any final explanation. Practical, operational truths are enough for a mythological fantasy world.

Is it possible to structure a set of hypothesized facts such that you must either have one True Way or Relativism? Yes. If we posit that everything that Revelations says, happens, we'll be hard-pressed to say "but Christianity isn't any more true than Buddhism and etc." However, you don't have to let your game world accumulate such a set of facts. And that's my advice, in magic/mythological fantasy games: don't let your facts back you into a corner. Keep multiple interpretations open - not by saying all interpretations are equal, but by preventing ultimate metaphysical certainty about things that can be dealt with in practical operational terms. You do have the problem of keeping your various practical operational events satisfying to the group (consistent, dramatic, or whatever attributes, in whatever degree/proportion the group finds important), but that's always an issue. Having some central, immutable facts that you never break makes some of this game management task easier, but it also (IME/O) cuts down the feel of wonder in a magic/mythological game.

Gordon

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On 1/14/2003 at 2:00am, greyorm wrote:
RE: Re: Oh, So?

The first is distance

Jack, your points are well-taken, but I think you're missing something here: distance isn't a concern if the world is a mythic reality.
This sort of, "Well, they can't get to the sun to check because it is too far!" is the sort of "Hey, look, we're on Earth!" thinking that causes problems with games focused on a mythic reality...you're using what you know of the world in modern times to construct reality.

If we're discussing mythic reality, to check to see if the sun is Apollo or Ra, all you have to do is go to the mountains the sun rises from each day, or find the edge of the world -- or wherever your mythology says you find the sun before dawn and after sunset.

That, or you build a really high tower, or a ladder, and check out the fabric the sky is made of to see if the stars are really pinholes and wait for the sun to pass by, checking to see if it is a chariot or a ball rolled by a beetle.

This brings up another item in the whole discussion: two priests who want to find out which one of them is right are going to have to decide whose mythology they'll use to get to the "testing area."

If the priest of Apollo says the sun is kept in the stables of Mount Olympus and the priest of Ra says the sun is "beyond the horizon," they're going to have difficulty coming to any sort of agreement of where to go to find out. And once there, the priest whose myths these aren't is going to proclaim the whole thing is a sham, because the real sun is still...wherever he believes it's at.

And should the two build a tower to get to the sky, then all sorts of possibilities open up: the gods become angry at man's hubris and knock it down, the sun is far too hot and bright during the day to tell while it crosses the sky, they actually do discover what the sun is, etc.

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On 1/14/2003 at 3:07am, Le Joueur wrote:
That's Not How I Remember It

Just a moment to point the Rapture discussion in another direction.

If memory serves, there's a lot more to Rapture than Assumption. As I remember it, there has to be a war on this hill in the middle east, whose name is something like Gheddon (the anticedant to armageddon). There's something about the antichrist leading the world into war from a realm of seven hills.

Then the war ends.

Then the dead are resurrected and all are judged. (A neat idea seeing that there are more living today then have ever died.) Finally, all the remaining (including the recently resurrected) are made to forget everything. So you have a world of people who can't remember anything, riddled with empty graves.

A bit more than simply a bunch of unexplained disappearances (whether I have it right or not). The important point this undescores is, if you are going to make a religion literally true, you'd better do a bit more research. Yeah, I think consistency is important.

Now, why were we discussing making religions literally true again? Ask yourself what purpose it satisfies. Serve that end more directly (rather than simply turning myth directly into 'reality') and then tell me what the problem we're trying to solve here is.

'Cuz I'm not getting it.

Fang Langford

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On 1/14/2003 at 3:56am, Jack Spencer Jr wrote:
RE: Re: Oh, So?

greyorm wrote: distance isn't a concern if the world is a mythic reality.

I disagree, but we'll cover that a bit later.
If we're discussing mythic reality, to check to see if the sun is Apollo or Ra, all you have to do is go to the mountains the sun rises from each day, or find the edge of the world -- or wherever your mythology says you find the sun before dawn and after sunset.

Is it just that simple and as easy to do as run round the corner to the chemist?

Actualy, never mind. I think I addressed this in the older Unified Religion thread. I don't think I have much more to add to the topic.

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On 1/14/2003 at 4:21am, greyorm wrote:
RE: Re: Oh, So?

Jack Spencer Jr wrote:
greyorm wrote: distance isn't a concern if the world is a mythic reality.

I disagree, but we'll cover that a bit later.

Well, that wasn't the clearest way for me to put it. Distance can be a concern, if the edge-of-the-world is ten-thousand miles away it certainly is.

What I meant to say is that what a given modern individual knows about spatial relations between objects aren't necessarily true facts in a mythic reality: the sun doesn't necessarily exist millions of miles from the earth, floating in a void. It might only be the distance to the top of the tallest mountain -- where, of course, you can touch the sky, literally.

So for you to say, "How would we get up there to test it, anyways, because it is so far away?" is non-sequitur, because it isn't that far away in an imaginary universe/mythic reality.

As for "running around the corner to the chemist"...one, see my other post in the "Unified" thread in regards to the "why's" of doing it in the first place, and two, as an objective fact, most people in ancient times -- the times when mythic reality reigned as truth -- went no further than a few days travel from their homes during their entire lifetime, hence great journeys to mystical, far-off places were heroic in scope and never simple.

This ignores more mystical methods of getting up to the sky, such as climbing the air, or commanding the wind sprites to carry you to the clouds where the castle of the Sun's Rest is, or climbing the tallest mountain in the world and pulling yourself into the sky (or doing monkey-bars across it), or so forth.

Does my objection make more sense in that light?

I'll admit, I didn't really "get" your response in the other thread, either, because whether or not the group heading east to find the sun finds it or not is all dependent on how the gameworld is constructed.

Yes, the players or their characters could get there and not figure it out, they could spend lifetimes wandering, they could etc. But there isn't a "more practical" myth to prove/disprove...because the practicality is all ultimately based on the setting.

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On 1/14/2003 at 4:47am, greyorm wrote:
Re: That's Not How I Remember It

Le Joueur wrote: A neat idea seeing that there are more living today then have ever died

This is simply untrue: http://www.newscientist.com/lastword/article.jsp?id=lw208. To summarize: there are ~60 billion dead humans; our current world population is only ~6 billion.

Now, why were we discussing making religions literally true again? Ask yourself what purpose it satisfies. Serve that end more directly (rather than simply turning myth directly into 'reality') and then tell me what the problem we're trying to solve here is.

'Cuz I'm not getting it.

The original discussion was about making mythology literally true so that it would impact the campaign and play/role-playing in the same way the myths impacted the human figures in the ancient tales: that is, you could go steal Apollo's chariot and turn night to day, or would know that it was actually Zeus hurling thunderbolts down upon the earth during a storm rather than some "natural phenomenon."

Or more simply, getting into character in terms of the time-period and source literature by making mythology real and overturning the modern naturalistic view of the world in favor of the classical, mythological view; it was also posed as a method by which to help prevent Mr. Wizard-types dependent upon modernist thinking about the way the world exists and works, and break their view of the campaign world as an already known entity in the broad specifics to get them into the spirit of things.

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On 1/14/2003 at 7:03am, Le Joueur wrote:
Let's Hear from the Author?

greyorm wrote:
Le Joueur wrote: Now, why were we discussing making religions literally true again? Ask yourself what purpose it satisfies. Serve that end more directly (rather than simply turning myth directly into 'reality') and then tell me what the problem we're trying to solve here is.

'Cuz I'm not getting it.

The original discussion was about making mythology literally true so that it would impact the campaign and play/role-playing in the same way the myths impacted the human figures in the ancient tales: that is, you could go steal Apollo's chariot and turn night to day, or would know that it was actually Zeus hurling thunderbolts down upon the earth during a storm rather than some "natural phenomenon."

Or more simply, getting into character in terms of the time-period and source literature by making mythology real and overturning the modern naturalistic view of the world in favor of the classical, mythological view; it was also posed as a method by which to help prevent Mr. Wizard-types dependent upon modernist thinking about the way the world exists and works, and break their view of the campaign world as an already known entity in the broad specifics to get them into the spirit of things.

Really? I'm just not hearing that in Mr. Young's article. Oh yeah, I'm hearing that again and again, every time we start another one of these threads, the fight bleeds over from the previous. I just don't think it's relevant to what M. J. posted about.

See he started this thread basically saying 'I can't run unless I know the crux of how things work.' He even thinks that everyone needs it that way. Now I'm not one to argue that point, only that all he's given us is an opinion. (Jack even stepped in to be the counter-example, but I digress.) There hasn't been a question here as far as I've seen.

Sure enough though, those other arguments have waged themselves right over onto this thread. Is it GNS or not? Do you tell the players the crux or not? Is it social contract to have a crux? What if your in-game faith is disproven? What about Science Fiction? Or horror?

And then 'the mythic mindset' argument reared it's ugly head. (Not to mention the whole 'sun thing' with a side of the new 'Rapture thing.') Next Gordon treats us to yet another trip 'inside the world.' M. J. said he wanted to talk about the crux of things, not a crux of things; I honestly wish people would drop specific examples until an actual question has been raised. So much baggage has been dragged into this thread, I just want to hear what M. J. wants to know.

What is it?

I don't believe it has anything to do with the sun or the sky or wind sprites or skeptics (vis a vis 'idiot players') or otherwise, but you know what? This isn't my thread. I mean I read over the whole entirety of what we have here and I throw up my hands. M. J. wants a "New Spin," but what does he get? More of the same tired arguments about clashing cosmology. I suggest we all take a chill pill and wait. Jack, leave off Raven for a tick; Gareth, sit on your thumbs for a while; Kester, start a few (more) threads of you own.

Let the man talk!

I, for one, await his words.

Fang Langford

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On 1/14/2003 at 9:41am, contracycle wrote:
RE: Re: Oh, So?

greyorm wrote:
Does my objection make more sense in that light?


No.

A massive part of the part of the problems with this debate is that it has been discussed in terms ogf abstracts and generalities. I have now tried several times to posit a higvhly significant, discrete, in game event for you to show me how your model works, what it means for the inhabitants of this fictional world, and how they are supposed to parse the inputs.

I therefore vigorously oppose the idea that we should move back to abstracts. If the advocates of a "mythic mindset" game believe that they are capable of playing and running such a game, it should be no problem whatsoever to demonstrate for our enlightenment exactly how they will do so.

I regard the MJ's initial proposition, and my own, that there must be an objective and universal truth in any game for the purposes of resolution (of all sorts of things), as so far not seriously challenged. I have heard objections raised on the basis of this mythic mindset, but frankly no purported model of this "mythic mindset" has yet been given; failing a serious challenge, I regard MJ's position to win by default. There has not, to my satisfaction, even been a demonstration which would allow me to comrpehend it as a simultaneously existing, parallel model. I know say to the advocates of the mythic mindset, please give an actual demonstration of the resolution of contradictory data in the game, from the perspective of the characters, to demonstrate what you mean.

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On 1/14/2003 at 12:30pm, simon_hibbs wrote:
RE: A New Spin on the Old Magic/Religion Question

contracycle wrote:
No, I want to know how to do it and keep the doubt, keep the mythic mindset that has a way to parse apparently contradictory information. Yesh, if I set it up as True it's a done deal, the same always applied to the solar dung beetle. Why is the Rapture scenario not the same as the simultaneously-true ball of dung and Apollonion chariot?


Essentialy it is the same, and it's a good question. I suppose it all comes down to expectations. 'The faithful' of a religion (say, the Hellfireians) expect that if they follow the precepts of their religion they will get the appropriate rewards, and if they don't they'll get their just deserts. If we accept that their religion is essentialy true, then when Judgement Day comes, off they go.

What happens to unbelievers that have no involvement in the Hellfierian religion is a matter of perspective. They may have their own Heaven or Nirvana which they look forward to reaching, but which Hellfireian theologists place in the tenth circle of the outer hells. Take a desert nomad culture for example. Their idea of heaven might be a golden oasis surrounded by beautiful rocky hills under the warmth of their solar god. To Hellfirians this would look like a foresaken pit surrounded by desolate wasteland under a burning sky. It's the same place, it just depends what your expectations are.

There's no reason to suppose that these matters are irreconcilable unless you choose to determine them to be irreconcilable as a preconception.


Simon Hibbs

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On 1/14/2003 at 12:38pm, contracycle wrote:
RE: A New Spin on the Old Magic/Religion Question

simon_hibbs wrote:
Essentialy it is the same, and it's a good question. I suppose it all comes down to expectations. 'The faithful' of a religion (say, the Hellfireians) expect that if they follow the precepts of their religion they will get the appropriate rewards, and if they don't they'll get their just deserts. If we accept that their religion is essentialy true, then when Judgement Day comes, off they go.


I am well aware of their respective beliefs.

They may have their own Heaven or Nirvana which they look forward to reaching, but which Hellfireian theologists place in the tenth circle of the outer hells.


Yes. So what is their experience of the rapture?


There's no reason to suppose that these matters are irreconcilable unless you choose to determine them to be irreconcilable as a preconception.


There is such a precondition; we are attempting to portray the world as it is believed to be.

I say again: please give an actual demonstration of the resolution of contradictory data in the game

What happens to the unbelievers? Are they swimming in a lake of fire, or not?

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On 1/14/2003 at 12:54pm, contracycle wrote:
RE: A New Spin on the Old Magic/Religion Question

Gordon C. Landis wrote:
OK, let me interpret this one kinda like I did the chariot/beetle/eclipse in the other thread. First of all let's be clear about the effect - what are we stipulating has actually happened here?


The Rapture. Because the story was true, god is in his heaven, the faithful have been Redeemed. All those people with the bumper stickers warning you that at any moment god may take them from the wheel are thus proved correct (and considerate for their due warning).

This is what is happening:


12I watched as he opened the sixth seal. There was a great earthquake. The sun turned black like sackcloth made of goat hair, the whole moon turned blood red, 13and the stars in the sky fell to earth, as late figs drop from a fig tree when shaken by a strong wind. 14The sky receded like a scroll, rolling up, and every mountain and island was removed from its place.
15Then the kings of the earth, the princes, the generals, the rich, the mighty, and every slave and every free man hid in caves and among the rocks of the mountains. 16They called to the mountains and the rocks, "Fall on us and hide us from the face of him who sits on the throne and from the wrath of the Lamb! 17For the great day of their wrath has come, and who can stand?"

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On 1/14/2003 at 1:17pm, simon_hibbs wrote:
RE: Re: Oh, So?

contracycle wrote: [I therefore vigorously oppose the idea that we should move back to abstracts. If the advocates of a "mythic mindset" game believe that they are capable of playing and running such a game, it should be no problem whatsoever to demonstrate for our enlightenment exactly how they will do so.


I agree completely, a complete and fully explorable setting must provide such a framework. I have never disagreed with this and I have endeavoured to provide gameable examples of how to resolve apparent problem.

I have heard objections raised on the basis of this mythic mindset, but frankly no purported model of this "mythic mindset" has yet been given; failing a serious challenge, I regard MJ's position to win by default. There has not, to my satisfaction, even been a demonstration which would allow me to comrpehend it as a simultaneously existing, parallel model. I know say to the advocates of the mythic mindset, please give an actual demonstration of the resolution of contradictory data in the game, from the perspective of the characters, to demonstrate what you mean.


This is disingenuous in the extreme. I've consistently answered every example situation you've come up with, explaining how I'd run it in play :

1. The dung beetle/Appolo's chariot example - Run a contest of faith between the two priests involved using the game rules.

Although in fact the physical reality of the sun as a ball of fire is irrelevent to the reality of the myth, which can be experienced through otherworlds (dreamtime, shamanic journeys, ritual trance, etc). Myth is inherently alegorical in nature, it explains through symbolism more than it describes physical relaity. I've explained this several times, and find it hard to find any reasonable explanation for why you continuously ignore it.

2. Is a summoned spirit a seperate entity or a subconcious manifeststion? It doesn't matter because even a subconcious manifestation may have access to otherworlds or the divine source.

3. I cite my recent explanation of ways to resolve the end-time scenario.
i.e. That one man's Heaven might be another man's Hell (c.f. John Milton's 'Paradise Lost').

You may not like these answers, and they may not fit your prefered way to design a game world, but they aren't going to go away just because they don't happen to suit you.


Simon Hibbs

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On 1/14/2003 at 1:33pm, M. J. Young wrote:
Refocusing

There's a lot here, and I'm trying to get through it and consolidate a bit.

Regarding Sorcerer, and Gareth has said, that's a red herring. No, the game doesn't tell you what the demons are. The game does tell you that the demons are whatever it is that tears down your humanity, and that you have to work out to some degree the realities of the demons and the nature of humanity for this game session to work. If in one game demons are tragic flaws and in another their spirit beings, it's because humanity is slightly different in those two games--but as the game begins, we've established what they are sufficiently to play.

Reverend Daegmorgan has put his finger on a substantial part of the question

when he wrote: Ah, but the question here (I think) is: what do I do as a gamemaster when the players decide they're going to find out?

The other part of it lies in
what I wrote: you can never be certain whether there's some aspect of your world that has repercussions you had not recognized.

My problem is that in order for me to understand how reality really is, I have to understand the foundations of that reality.


That is, if the world is really like X, then a great number of things will follow from X; but if it's really like Y, then the great number of things which follow from Y will in large part be different.

Kester brings up that the reality regarding magic is different in different game systems. Again, this is a red herring. The point isn't that the reality has to be the same in every system; it's that in any given system there has to be a reality conveyed to the referee, even if it is not understood by the players.

Simon Hibbs wrote: I presume this would apply to other genres as well? For example if you were to run a Traveller game you would want to know for definite how jump Drive wroks, and how it reconciles with relativity (it doesn't)?


Actually, in a sense, yes. But I'm not familiar enough with Traveler's space travel mechanics to be able to address the issue. On the other hand, I did read through Knight Hawks for Star Frontiers once, and remember enough of that system to be able to use it for an example.

In Star Frontiers, it takes one week per light year to travel between planets. Unless you're an astrogator or pilot, that's probably all you know about it. If you're a referee, however, you have significantly more information. You know that it was discovered that when a ship reaches 10% of light speed it suddenly drops into the void, where it remains for some time, and then it emerges from the void in another location as it decelerates toward the destination.

Now that I know this, I know quite a few important things. One is, I know that if someone is waiting at the midpoint of the journey, they'll never see the ship pass; the ship is completely outside timespace for the bulk of the journey, even though time elapses both on the ship and in the real world during that part of the journey. Another thing I know is that the ship is, in a sense, vulnerable at the end points--that it has to be on the correct trajectory when it hits 10% of light speed or it will get lost, and that at a certain point at the other end it will suddenly appear without having any ability to view its surrounds before doing so. All of these things, and more, have a significant impact on my understanding of what interstellar travel is like. Because I have this information, I know how to handle a great number of situations that might arise in play.

Note that this isn't even dealing with hypotheticals. The players aren't really asking, "what would happen if X?"; they're doing X, expecting something to happen, which might or might not be what would happen.

I suppose part of my problem is that I can easily see that if the reality is A, then X will do this, but if the reality is B then X will do that, whereas if the reality is C, X will do nothing at all. In our space travel story, if the players learn that there's a ship traveling between two stars and they want to hijack it, so they go wait out in space between the two stars for something to show up, it might be that the ship will never show up because (as in Star Frontiers) it's not in space when it moves between two stars; or that it will be going so fast they'll never see it until it's long gone, or that they will be able to detect its approach and stop it. I need to know how interstellar travel works, not in the sense that I have to believe it really would work, but in the sense that I understand the foundations and can thus work out the consequences.

Jack has several times said that it really doesn't matter how the sun moves across the sky because no one can get to it. In a game world in which my player characters and thousands of other non-player characters can, if they wish, visit the fourth heaven or the sixth hell or the two hundred thirty-third plane of the abyss or the elemental plane of air, it seem foolish to say that they can't get to the sun. Even if you say that they can't get close enough to the sun to get a good look because even in its fantasy form it's very bright and very hot (and goodness, wouldn't darkness and fire protection spells suffice to get us a lot closer?), that in itself reduces the number of possible truths about it. Saying that it doesn't matter because you can't get to the sun is ducking the question; more importantly, it's ducking the point of the question, which is that sometimes the characters are going to do things which make the truth about reality matter, even if they don't do it with the fixed idea that they are doing that.

We keep talking about the trek to the sun as if we were trying to find out which was true. But let's put a different spin on it. What if the characters need something from the gods. In addition to driving the sun across the sky, Apollo has been known to give special arrows to mortals. We need an arrow that will enable us to fight some evil kracken, and our cleric of Zeus says that Apollo will surely give us such an arrow, but we'll have to speak to him while he's driving the sun across the sky, so we're going to quest to speak with Apollo. But we've also got a Cleric of Osiris in the party who insists that we're on a wasted mission, because Ra has nothing to do with archery or arrows, and all we're going to find is the holy dung beetle rolling the sun across the sky. He goes along, because he's part of the party and won't leave them in the lurch (and besides, they might need him when they face Ra). The way Jack talks about it, you'd think that the only solution is they can't talk to Apollo or Ra. Sure, there are ways to prevent them from getting to the sun, if there's reason for them not to know. But this starts to seem a bit high-handed, if they can get everywhere in any universe except the sun.

Gareth, I think, hit the mark pretty closely
when he wrote: there must be an objective and universal truth in any game for the purposes of resolution (of all sorts of things)


As another practical example, let us hypothesize a game in which there are vampires. We all know that vampires cannot exist in the light of day. What we don't know is why. Why could be a very important point.

• Vampires are destroyed by the ultraviolet radiation of the sun. If this is so, then heavily-laden high-powered sunblock will stop it and high-intensity ultra-violet lights are a potent weapon against them. If it has nothing to do with UV, then these things are not so.
• Vampires are destroyed by the sun because it is the representation of the light of God on earth, and being creatures of evil they cannot stand in that light. If this is so, they can move about in the day as long as they stay indoors and away from direct light through windows, but they cannot go outside under any circumstances by day. No technological imitation of the sun would be of any use against them, as it is only the light of God and not the light of man that matters.
• Vampires are creatures of the night, and cannot exist in the day because their life is in them only when the sun is gone. If this is the case, then they cannot do anything between sunrise and sunset, as they are not truly alive in those hours. However, no technological reproduction of sunlight of any sort would be useful against them, as it isn't actually the sun but the day that destroys them.


If I don't know why vampires can't go out in daylight, and one of my vampire PC's puts sunblock all over his body and goes outside, he's obviously expecting the first of these to be the answer; and I need a way to determine whether he's right. The repercussions of this are immense, as if he is right, he's just found a way to overcome his greatest weakness; but if he is wrong, he's just disintegrated himself.

I think that the game has to either give me the information I need to understand how its important things work (and in a fantasy world, the supernatural realm is certainly one of the "important things"), or it has to make clear to me how I determine how those things work. The alternative, I suppose, is that it doesn't care how they work--but this inherently sounds like it's claiming that those things aren't important. I can't imagine a space travel game that doesn't have an explanation of how space travel works, or a vampire game that doesn't provide sufficient information about the effects of daylight, or a fantasy game that doesn't explain magic. I can certainly understand a sci-fi game that doesn't address whether any religion is true or whether the ancient gods were visitors from other planets. I can understand a vampire game that doesn't concern itself with social structures of human society. I've no problem with a fantasy game that doesn't provide rules for how technology advances. Those aren't really important to the game. But in the things that matter, I either must have an explanation or I must have something that enables me to understand the world well enough that I can create a consistent explanation when I need it.

There seems to be an idea abroad that games don't have to provide that. I don't understand how it can be avoided.

Please forgive both the delay of this post and any disjointedness from which it suffers. I spent a good six hours overnight with a son hospitalized for reduction of fracture (broken ankle) some time today, and had to interrupt my thinking to do that. I hope this provides the clarification desired.

--M. J. Young

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On 1/14/2003 at 1:37pm, contracycle wrote:
RE: Re: Oh, So?

simon_hibbs wrote:
I agree completely, a complete and fully explorable setting must provide such a framework. I have never disagreed with this and I have endeavoured to provide gameable examples of how to resolve apparent problem.


Excellent, I'm glad we agree on something.


This is disingenuous in the extreme. I've consistently answered every example situation you've come up with, explaining how I'd run it in play


And I have made it plain that I have found none of them satisfying, nor the proposed samples of play. In fact, I kinda feel they proved my point, becuase of instead of straight answers we get a load of references to the story-qua-story rather than the myth-qua-myth.


1. The dung beetle/Appolo's chariot example - Run a contest of faith between the two priests involved using the game rules.


Fine. If it is determoined by their faith, then it is NOT a game in which the mythology is true; its a Subjective Reality game. This is NOT a response to the boiler scenario.


Myth is inherently alegorical in nature, it explains through symbolism more than it describes physical reality. I've explained this several times, and find it hard to find any reasonable explanation for why you continuously ignore it.


Because that was my starting assertion: mythology is moralistic, not descriptive. We are not, however, discussing allegorical or symbolic myths; for if they stayed allgoric and symbolic, there would be no magic. If magic happens based on mythic continuity, you must explain that continuity.


You may not like these answers, and they may not fit your prefered way to design a game world, but they aren't going to go away just because they don't happen to suit you.


In which case I restate my assertion that these are fundfamental flaws in games, sufficient to cripple them. If you are claiming that this is NOT THE CASE, please provide an example model in which we can see this in action. Please address the exploding boiler scenario; please provide me with an understanding of how to run the Rapture when I have one Christian character and one Buddhist character in the same room.

So far I see yet more evasion of the scenario. Please provide in-game text representatrive of the dialogue you would use to protray the Rapture to the above two characters. I want a sample of Actual Play showing how a referee reconciles contradictory mythologies.

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On 1/14/2003 at 2:52pm, simon_hibbs wrote:
RE: Re: Oh, So?

contracycle wrote:

1. The dung beetle/Appolo's chariot example - Run a contest of faith between the two priests involved using the game rules.


Fine. If it is determoined by their faith, then it is NOT a game in which the mythology is true; its a Subjective Reality game. This is NOT a response to the boiler scenario.


No, it's a game in which both myths are true (I'd rather say 'contain some truth'). Which is a more satisfying and revelatory truth is down to individual faith, which is what the contest is realy about.

If magic happens based on mythic continuity, you must explain that continuity.


Our disagreement is that I think I have, and you think I haven't. To a religious person, the fact that one phenomenon is like another is not a coincidence, it is because the world was created with that similarity as a design decision. The magical Law of Similarity is, if we believe magicians, a real laws of the universe just like Newton's laws of motion.(c.f. 'Authentic Thaumaturgy' by Isaac Bonewits)

Whether such laws are valid in the real world is immaterial, if we suppose a fantasy world in which they are valid. Here we come down to the axiomatic proofs problem. Since sytems of logic are not provable in the real world, it is obviously impossible to logicaly prove a philosophical truth in a fantasy world in ours - even if we posit that it is provable within the fantasy world itself. Awkward, isn't it?

Please address the exploding boiler scenario;


I'm not sure I entirely see it's relevence. The exploding boiler problem merely says that if you accept the doctrine of a faith, the rational response is to follow the tenets of that faith. That seems simple and non controversial enough.

please provide me with an understanding of how to run the Rapture when I have one Christian character and one Buddhist character in the same room.


First of all, I don't see any particular reason why I should. My point isn't that religious differences in arbitrary worlds can be reconciled. I'm saying (and have always said) that it is possible to construct a fantasy world in which they are reconcilable. Whether or not the real world is such a world is an interesting, but entirely irrelevent point.

I have already answered this question in relation to how I would construct such a game world, with a relevent example (the oasis). Why is that not satisfactory?


Simon Hibbs

P.S. Just becaue I can't resist it - Christians believe in the resurection of the body, while Budhists believe that the body is a mere physical source of distraction from our inner Budha nature. Therefore I'd describe the christian rising into the air towards heaven, while the Budhist's mere physical body would be consumed by the flames, freeing him to attain oneness with the cosmos. The Christian sees the budhist burning in hellfire, while the budhist sees the christian trapped in an unending otherworld of material distraction. As I said with my other example, it's all a matter of points of view.

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On 1/14/2003 at 3:23pm, Ron Edwards wrote:
RE: A New Spin on the Old Magic/Religion Question

Hello,

'Scuse me, but "challenge posting" isn't going to help this discussion. Such posts demand certain performance from one another: "Oh yeah? Then tell me how X can happen."

What's useful are proposed thought-experiments for mutual consideration, so that a general point at issue can be validated or refuted. These are not to be hurled at one another as weapons, but presented for the entirety of the readership.

Also, proper debate demands acknowledging valid points. I'm glad to see some of that on this thread and I hope it continues.

Best,
ron

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On 1/14/2003 at 4:57pm, contracycle wrote:
RE: Re: Oh, So?


No, it's a game in which both myths are true (I'd rather say 'contain some truth'). Which is a more satisfying and revelatory truth is down to individual faith, which is what the contest is realy about.


"satisfying" is not on the agenda (falsehoods are always unsatisfying). "revelatory" may be on the agenda if anything is actually revealed; if its a Subjective Reality game, revelation has no value. Furthermore, this is most certainly NOT a game in which both truths "contain some truth" - that would mean that the myths cannot be LITERALLY true. If they are True, they are True, accurate depictions of the Way Things Are.


Our disagreement is that I think I have, and you think I haven't.


Yes exactly.


To a religious person, the fact that one phenomenon is like another is not a coincidence, it is because the world was created with that similarity as a design decision. The magical Law of Similarity is, if we believe magicians, a real laws of the universe just like Newton's laws of motion.(c.f. 'Authentic Thaumaturgy' by Isaac Bonewits)


This at least is constructive (I have read Bonewitz, and Campell, FYI). Although I would point out that not all mythologies require intelligent design.


Whether such laws are valid in the real world is immaterial, if we suppose a fantasy world in which they are valid. Here we come down to the axiomatic proofs problem. Since sytems of logic are not provable in the real world, it is obviously impossible to logicaly prove a philosophical truth in a fantasy world in ours - even if we posit that it is provable within the fantasy world itself. Awkward, isn't it?


No. Various things are provable in the real world, this we know. I would therefore expect that if a mythic reality were true, it would still be causal and consistent. Furthermore, this is a GAME and we can SAY what is true, abstract conceptions of proof be damned. We can say because, like hypothetical gods, we have total freedom of creation. Your argument, as I understand it, is that it is not necessary to create a world external to the characters.

I'm not sure I entirely see it's relevence. The exploding boiler problem merely says that if you accept the doctrine of a faith, the rational response is to follow the tenets of that faith. That seems simple and non controversial enough.


If so, then you have been converted, and you now realise that you were wrong all along, there is no dung beetle, its Apollo. Or whatever. I take it you concede the point?


First of all, I don't see any particular reason why I should.


Becuase you are saying that this is doable, and not only is it doable but my own "scientific" mindset is preventing me from seeing how to do it. I am asking you to show me then how you would do it, because at the moment I do not see how it could be done.


My point isn't that religious differences in arbitrary worlds can be reconciled. I'm saying (and have always said) that it is possible to construct a fantasy world in which they are reconcilable.


And, I assert that religions are world-systems, and that if one is true all others are implicitly not true. If you believe that it is possible to construct a world with mutliple true truths, please show me how it is to be done and played at the table.


Whether or not the real world is such a world is an interesting, but entirely irrelevent point.


Correct


I have already answered this question in relation to how I would construct such a game world, with a relevent example (the oasis). Why is that not satisfactory?


I must have missed it somehow among all the threads and will look for it.


P.S. Just becaue I can't resist it - Christians believe in the resurection of the body, while Budhists believe that the body is a mere physical source of distraction from our inner Budha nature.


granted.


Therefore I'd describe the christian rising into the air towards heaven, while the Budhist's mere physical body would be consumed by the flames, freeing him to attain oneness with the cosmos.


You mean "to hell", surely.


The Christian sees the budhist burning in hellfire, while the budhist sees the christian trapped in an unending otherworld of material distraction. As I said with my other example, it's all a matter of points of view.


Why? Seeing as this WAS THE RAPTURE, the buddhist is cowering under stones, from the wroth of god written so visibly in the sky. Because the mythology is TRUE, right?

However, if the buddhist does get to go to Nirvana (although, no event in the buddhists cosmos caused them to die, I would point out), then clearly this event was NOT the rapture. This result is therefore not satisfying (because it proves that both mythologies were fictions superceded by some sort of relativism) nor revelatory (becuase nothing is revealed, the observers are simply coccooned even further by their delusions).

Thus you have failed to demonstrate how they could both be true. They are in fact both not true, and remain as mutually exclusive as they were before . You have provided no basis for explaining why the buddhists false belief makes them immune to gods response; you have once again simply tried to avoid the question of common experience.

I say again: to take your proposition seriously (that it is possible to construct a game without an objective world but with mythologies which are really true) seriously requires that some model be presented as to how that might be done. So far, no model has explained to my satisfaction that it might. I am therefore at the point of not being willing to take this idea seriously and will give up on this well-whipped horse.

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On 1/14/2003 at 4:58pm, Le Joueur wrote:
Oh, So? Take Two

Now that we have word from M. J. (thank you responding and sorry to hear about your travails; may all get well soon), I think I can make a few somewhat uncomfortable statements to clarify a bit of the confusion here (but not on the topic of religion in general).

M. J. Young wrote: Regarding Sorcerer, and Gareth has said, that's a red herring. No, the game doesn't tell you what the demons are. The game does tell you that the demons are whatever it is that tears down your humanity, and that you have to work out to some degree the realities of the demons and the nature of humanity for this game session to work. If in one game demons are tragic flaws and in another their spirit beings, it's because humanity is slightly different in those two games--but as the game begins, we've established what they are sufficiently to play.

This is probably the most telling point in the whole post. As I see it, a lot of the commentary suffers from a 'universal answer' problem. The idea that all games must provide the exact same kind of philosophical underpinning or 'crux' (as I've called it) in order to satisfy the 'Young Problem.'

Here, this is shown to be false. As mentioned elsewhere, a gamemaster ought to be provided with instruction of 'how things work.' The Sorcerer example is not a red herring; it clearly states that the 'crux' is different for different games (even so far as different games of Sorcerer). Follow; what happens if a Sorcerer player character decides to go to the 'realm of demons' and get some whathaveyou for himself? Where is such a realm? How do you go there? What's there to see? All are valid questions, providing a certain kind of gaming mentality. And that's just it; that mentality is contrary to the inherent makeup of the game.

As M. J. puts it, "demons are whatever it is that tears down your humanity." Sorcerer is a game about people, humans, or humanity, not demons; exploring the 'realm of demons' is 'out of bounds' because it has no bearing on humanity. Lots of games rightly have these 'out of bounds' areas, I commonly call that 'black boxing' part of the cosmology. Later in his response, M. J. talks about interstellar travel; of course one needs to know the process of that, but what you don't need to know is the physics of it. (Where is "the void?" Does anyone live there? Can we build there? Is it a good parking space? All of that resides quietly in a 'black box' marked "turn on to enter void, will shut off automatically.") The point is that M. J. is not saying he needs everything described, just the relevant parts.

M. J. Young wrote: Jack has several times said that it really doesn't matter how the sun moves across the sky because no one can get to it. In a game world in which my player characters and thousands of other non-player characters can, if they wish, visit the fourth heaven or the sixth hell or the two hundred thirty-third plane of the abyss or the elemental plane of air, it seem foolish to say that they can't get to the sun. Even if you say that they can't get close enough to the sun to get a good look because even in its fantasy form it's very bright and very hot (and goodness, wouldn't darkness and fire protection spells suffice to get us a lot closer?), that in itself reduces the number of possible truths about it. Saying that it doesn't matter because you can't get to the sun is ducking the question; more importantly, it's ducking the point of the question, which is that sometimes the characters are going to do things which make the truth about reality matter, even if they don't do it with the fixed idea that they are doing that.

We keep talking about the trek to the sun as if we were trying to find out which was true. But let's put a different spin on it. What if the characters need something from the gods. In addition to driving the sun across the sky, Apollo has been known to give special arrows to mortals. We need an arrow that will enable us to fight some evil kracken, and our cleric of Zeus says that Apollo will surely give us such an arrow, but we'll have to speak to him while he's driving the sun across the sky, so we're going to quest to speak with Apollo. But we've also got a Cleric of Osiris in the party who insists that we're on a wasted mission, because Ra has nothing to do with archery or arrows, and all we're going to find is the holy dung beetle rolling the sun across the sky. He goes along, because he's part of the party and won't leave them in the lurch (and besides, they might need him when they face Ra). The way Jack talks about it, you'd think that the only solution is they can't talk to Apollo or Ra. Sure, there are ways to prevent them from getting to the sun, if there's reason for them not to know. But this starts to seem a bit high-handed, if they can get everywhere in any universe except the sun.

Now the main reason I've been chafing at the whole 'trip to the sun' example is because it's being hampered by our modern thinking (or rather the expressions resulting from the modern understanding). These well-traveled characters aren't going to the sun; to them 'the sun' isn't a place. To us, the sun is a position in our solar system where lies the stellar body central to that system. A chariot or a ball of dung are not places, but objects. Discussing the latter with the terminology of the former has been greatly confusing matters (and obscuring many points attempted).

Let's take the example 'by the horns.' First, let's say the characters head off to see Apollo. Are they going to a point in the vacuum of space to see the brightest object? Are they going to 'go straight up' at noon? Doubtful, I posit that they'll either head for 'Olympus Stables' and find 'the path of the sun' or seek a place on the 'dome of the sky' (y'know, the one Atlas holds up). Both of these are physical places in no way related to the modern sensibility of the vacuum of space; neither are they 'the sun.' Now, unless you are setting the crux of the world to match that of modern man (introducing a separate "Unified Truth" of a ball of incandescent gas), they're going to get there. I have to say that I cannot imagine Olympus having any points of contact with the cosmology of ancient Egypt, so there won't be any conflict if they go there. Both religions have a 'dome of the sky' however. Even then, the manner in reaching 'the dome' should be significant. If I remember correctly, Egyptians used boats to visit the body of Nut (Nuit) whereas it was 'solid' to the Greeks. Do you see where I am going here? One way of treating the 'parallelism' of these two examples is by noting the specifics. If you take the Cleric of Osiris to the celestial firmament of the Greeks, he will see no conflict with his cosmology; obviously that chariot isn't 'the real sun.' Likewise, boating up the Milky Way to observe the rolling ball would not threaten the cosmology of the Greek, he knows that the sky is not the body of an Egyptian deity that one travels to by boat. If either 'stops the sun' and the world goes dark, they'll look for their answers in separate locations. This isn't about symbology or philosophical relativism, it's about things as we view 'economic drivers' in our culture; different people see the answers differently and get them from alternative sources.

Whew! A lot of text for ultimately a red herring. Stepping outside of philosophical relativism, I have to point out that 'relativism' itself is an "Unified Truth." The flaw in using examples to paint this 'relativism' as impossible makes the assumption that only simplistic games are viable. Furthermore it assumes that a game with many valid "Diverse Religions" will be capable of being simple. I should think that it'd be clear that a game with a 'crux' of 'all religions are valid' would clearly not be simple; therefore a simple-enough-for-the-forum answer cannot be submitted. This does not, in the least, invalidate that approach.

This is why I have come down so hard on the point of not using examples. When you posit an example of two parallel religions held in a situation of supposed conflict, you must be specific enough to show the actual point of contact. Simply saying that 'both have a different concept of the sun' fails to be specific enough to suggest that it cannot be done, only that it cannot be done simply. Insofar as that goes, I believe M. J. is right; such a game will have to be considered 'broken' when played to the extreme where those two worldviews cross swords. The problem is, and this is illustrated by what I described as 'the Sorcerer example,' some games are designed not to go to that extreme.

'Mythic mindset' is therefore (while extremely interesting and a great topic for another thread) completely off-topic here. It is too bound up in one potential solution to make a clear statement on the problem at hand. Unless you can show that 'mythic mindset' is the only alternative to defining a 'crux,' you cannot defeat its utility and make any statement whatsoever on the necessity of a 'crux.' It doesn't speak completely for the opposition of problem described by M. J. so it can't be used to prove or disprove his point.

M. J. Young wrote: I think that the game has to either give me the information I need to understand how its important things work (and in a fantasy world, the supernatural realm is certainly one of the "important things"), or it has to make clear to me how I determine how those things work. The alternative, I suppose, is that it doesn't care how they work--but this inherently sounds like it's claiming that those things aren't important.

...

But in the things that matter, I either must have an explanation or I must have something that enables me to understand the world well enough that I can create a consistent explanation when I need it.

There seems to be an idea abroad that games don't have to provide that. I don't understand how it can be avoided.

What I've colored red is what I think is the root of both the communication problem and the confusion here. There are two issues that seem to be clouding the overall statement. First, how much information is enough. The second is what ontological approach can or should be taken in games. The reason they cloud what is being said is that different games have different needs. What those needs are, are bound up very tightly with what the game is trying to do and what it expects of the players.

When M. J. says he needs a 'crux' of 'how things work,' he isn't saying that he needs to know absolutely everything (quantity of information). Sorcerer doesn't need a treatment of the 'realm of demons' because it is a game about Humanity, going after the "Unified Truth" of demons is 'out of bounds.' He is saying that if something is important in the game, it should be explained. It'd be really hard to argue against that, but if you let the ontological approach issue 'get in the way,' you wind up with an unrelated discussion of specific examples that don't prove anything about design in general or the apprehension that every game needs the same 'kind' of information.

M. J. also isn't saying that he needs a scientific treatise on the nature of Apollo's chariot (ontological approach). He isn't saying he needs to know why ultraviolet light affects vampires, but that it is light as a property of the modern physics as opposed to light as a representation of religious presence or the nature of vampires in a separate metaphysical fashion, that creates the effect. Each of these talks strongly about what's important in the game. He's saying that 'how things work' is a feature of the underpinning point of the game; in Sorcerer that demons are "whatever it is that tears down your humanity," that means that a 'scientific approach' (like sunscreen for vampires) is 'out of bounds.' As above, it would be hard to argue that how the game approaches metaphysics is unimportant to what the game is about. If you let the 'quantity of information' issue creep in though, you get lose how the approach is relevant to the most basic question of 'what the game is about' (re: Sorcerer is about humanity).

So basically I see this being about how 'what the game is about' is central to defining a 'crux' both in terms of how the game approaches describing things and how much is the minimum necessary to know about in order to 'get it.' I quite agree that an incomplete game (in these terms) is, well...incomplete. Unfortunately, the biggest problem I see in coming to a consensus on this issue has to do a lot with personal preference. How could a person whose desires are for a game of færie tale wonderment require a similar amount or 'style' of information to one who likes 'hard science fiction?' The two require clearly different approaches, but measured separately, I don't see why there won't be a 'minimum' amount of 'crux' necessary for these game to function, not just in basic quantity of information, but in clarity of approach to describing that information. (And there are a lot of games out there that are 'incomplete' in their texts that function largely upon the largess of the participants bringing their own knowledge to the game.)

So that brings me back to the question I've had from the beginning. What you seem to be saying, M. J., is that an incomplete game hasn't enough presented to be complete. All tautologies are true. So? (Unless you'd like to create diagnostic criteria, I don't know what else you what out of this thread.)

Does that clarify things better?

Fang Langford

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On 1/14/2003 at 5:00pm, contracycle wrote:
RE: A New Spin on the Old Magic/Religion Question

Ron Edwards wrote: Hello,

'Scuse me, but "challenge posting" isn't going to help this discussion. Such posts demand certain performance from one another: "Oh yeah? Then tell me how X can happen."


Point taken, but I would defend myself on the basis that I am honestly looking for a demonstration. It is/was not intended to be a provocative act, although I do feel real concern that the crux of the matter is being serially evaded. I'm not asking for much, only to be shown something that it is claimed is easy to do. So lets see it, say I.

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On 1/14/2003 at 5:07pm, contracycle wrote:
RE: A New Spin on the Old Magic/Religion Question


Here, this is shown to be false. As mentioned elsewhere, a gamemaster ought to be provided with instruction of 'how things work.' The Sorcerer example is not a red herring; it clearly states that the 'crux' is different for different games (even so far as different games of Sorcerer).


This herring is a red so bright you could see it from space. Sorceror is NOT obscure; it is merely undefined so that you may define it. the definition is NOT subjective nor variable to the person. If you character has a mistaken understanding about demons or humanity, they get eaten or whatever; there is no opt out on the basis that they believe something different.

This is way way different to HW, in which as I discussed previously, a Lunar priest and a Heortling priest can succesivley "prove" the validity of their respective faiths. There is no such conceptual problem with Sorcere at all. Sorcerer declines to explain, it does not produce contradictory explanations.

It cannot therefore serve as defense of contradictory explanations.

(and equally, all those fools in sorcerer games who think that demons don't exist - the mundanes. Boy are THEY in for a nasty surprise. Their opinion matters not a jot.)

For the rest of Fangs post, we know relativism is also a universal truth, if it is stated as true. Thats the point, citing relativism doesn't excuse contradiction. If you cite reraltivism, then it is the relativism that is the truth and not the myths. We have said so many times.

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On 1/14/2003 at 5:31pm, Le Joueur wrote:
Stop Reading Between the Lines

contracycle wrote:
Le Joueur wrote: Here, this is shown to be false. As mentioned elsewhere, a gamemaster ought to be provided with instruction of 'how things work.' The Sorcerer example is not a red herring; it clearly states that the 'crux' is different for different games (even so far as different games of Sorcerer).

This herring is a red so bright you could see it from space. Sorcerer is NOT obscure; it is merely undefined so that you may define it. The definition is NOT subjective, nor variable to the person. If your character has a mistaken understanding about demons or humanity, they get eaten or whatever; there is no opt out on the basis that they believe something different.

...Sorcerer declines to explain, it does not produce contradictory explanations.

It cannot therefore serve as defense of contradictory explanations.

You don't seem to be reading what I wrote very carefully. In the way I am attempting to explain, Sorcerer isn't a herring because it does exactly what you say. I'm not defending contradictory explanations; I never intend to. I'm talking about different games needing not only different amounts of "definition" but different kinds. Sorcerer is a red herring in terms of contradictory "definitions," but not in terms of different requirements for "definition" between different games.

I never said Sorcerer was obscure, in fact, I felt my post was getting a little too long to say that I felt the presence of a 'crux' in Sorcerer is actually in kit form for the consumer to satisfy. That is far from obscure and in fact demonstrates an awareness that some kind of 'crux' is necessary. No, the "definition" is not subjective, nor does it vary from person to person; it does vary from game to game, demonstrating that Sorcerer asks the consumer to provide a new 'crux' each time they start anew. In doing so, it is not 'incomplete' in the way that M. J. complains about.

I'm not sure why you feel inclined to include me in your flame war over conflicting cosmologies; I don't consider it at issue in this thread. (It is an issue, but can you take it somewhere else?) I have neither sided on the issue of conflicted cosmologies, nor do I intend to. That they have sides is important though, and I think speaks volumes about differences of opinions as well as becoming itself overwhelmed with the confusion of ontological approach and 'minimum necessary' presentation.

Like I said, I believe certain relationships between supposed conflicting cosmologies might be possibly handled by a complication of rules; all your arguing does is prove that it cannot be done simply. How is that relevant to what M. J. is saying? If it isn't, shouldn't it have its own thread?

Now, if you're done, can you address what I said? (I don't think it relevant to your war on contradictory religions, so I won't worry if you don't.)

Edited in because of a late change:

contracycle wrote: For the rest of Fang's post, we know relativism is also a universal truth, if it is stated as true. That's the point; citing relativism doesn't excuse contradiction. If you cite relativism, then it is the relativism that is the truth and not the myths. We have said so many times.

Again, I am neither defending relativism, nor vilifying it. I feel it is a separate point to this thread. If you look closely, I describe a fashion of relativism working simply to show that that whole thing is off-topic and wrapped up in a mire of 'the problem with too much simplicity.'

That relativism is a choice is the point; choosing relativism is setting up the 'crux' ontologically. In doing so, you plan to deal with supposed contradictions relativistically. That is creating a 'crux' and a specific "definition," neither of which is of much use in discussing whether a 'crux' is even needed at all (or more importantly how much of a 'crux' is needed or what kind and how that varies from game to game).

Fang Langford

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On 1/14/2003 at 6:03pm, Drew Stevens wrote:
RE: A New Spin on the Old Magic/Religion Question

Question-

I will prefice this by saying that I have only skimmed this thread. But has the idea been brought up of having multiple concurrent truths, such as Nobilis' Prosaic / Mythic reality split?

Or, but another way- in the Subjective World, the Egyptian priest sees a dung beetle pushing the sun, the Greek priest would see Apollo pulling the sun in his chariot.

In the Objective world, the sun is a massive ball of incadecent gas.

However, everything is true- if you make the right offering to the bettle, so that it stops pushing the sun for a little while- Apollo's Chariot throws a wheel, and *some* physical, objective explanation will also exist for the world to stop spinning briefly.

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On 1/14/2003 at 6:12pm, Gordon C. Landis wrote:
RE: A New Spin on the Old Magic/Religion Question

contracycle wrote:

Here, this is shown to be false. As mentioned elsewhere, a gamemaster ought to be provided with instruction of 'how things work.' The Sorcerer example is not a red herring; it clearly states that the 'crux' is different for different games (even so far as different games of Sorcerer).


This herring is a red so bright you could see it from space. Sorceror is NOT obscure; it is merely undefined so that you may define it. the definition is NOT subjective nor variable to the person. If you character has a mistaken understanding about demons or humanity, they get eaten or whatever; there is no opt out on the basis that they believe something different.


I think this demonstrates a (almost certainly not the) major difference between how I look at these things and how Gareth and M.J. seem to see it. One option re: demons in Sorcerer, which I've seen many descriptions of Actual Play including, is that the nature of demons remains UNKNOWN. Demons (as opposed to Humanity) are not undefined merely so that individual game groups can define them (though they can of course do that if they want), they are undefined (it seems to me) partially so that you can KEEP IT THAT WAY if you want. That maintains their aura of the mysterious and prevents the kind of in-depth analysis of their "nature" which can lead to problems with consistency and contradiction. You're not meant to "figure out" how demons work at a level deeper than the game has already established and then be able to use that advanced knowledge. You have a Lore, and Humanity, and a Binding - they have abilities, and Needs, and etc. That's all you need.

(I'll re-read the various Sorcerer books tonight, but I'm pretty sure one of 'em - S&S? - explicitly discusses this option, so I don't think I'm imposing a personal interpretation on here.)

Seems to me that same logic can be applied to any facet of a game world. Does anyone understand that? I am the only one who thinks that keeping things unknown (to the players, GM - everyone) is the solution to this dilemna?

Gordon

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On 1/14/2003 at 6:24pm, Blake Hutchins wrote:
RE: A New Spin on the Old Magic/Religion Question

Maybe I'm missing something, but isn't there a difference between contrasting the metaphysical coexistence of self-contained, exclusive truth, black-and-white mystical religions (often monotheistic) and contrasting the more open-ended polytheistic or animist faiths? In the Ancient World, you had Ra-Herakles or Minerva-Ishtar-Vach kinds of "god-kitbashing." I'm not saying polytheistic religions were tolerant, per se, but there frequently seemed to be absorbing and sharing among pantheons, with gods having multiple incarnations and (I presume) multiple mythological structures. Point is, you can have polytheistic pantheons that coexist in objective reality, each with its own "godworld" in the otherworlds if necessary (the Hero Wars approach, game-wise), but when you start dealing with a monotheistic cosmology, you get the one true GAWD with all the assorted trickle-down repercussions (maybe the Ars Magica approach). Then you have pagan faiths that by definition must be mere cults that venerate lesser-than-God entities.

My starting points relevant to this debate would be: what role do I want mythology to have in my game? How much do I or my players want gameplay to be about confronting Mystery? Do the gods manifest objectively in my world? Is a religion monotheistic? If so, how does it place other spirits or gods, manifest or not, in its belief framework? How do I handle faith? Is it a question of player belief in and desire for possible miracles that leave the proof of God's or the gods' existence open to interpretation, or is it a spiritual currency traded for bona fide magical power from a supernatural patron?

I think it's interesting to contrast Engel with Fading Suns for radically different approaches to the "objective reality" of settings with heavy religious flavor. One ultimately rests on a science fictional rationale, whereas the other wraps its setting in "genuine mystery" and mysticism.

Best,

Blake

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On 1/14/2003 at 6:41pm, simon_hibbs wrote:
RE: Re: Oh, So?

contracycle wrote: ...Furthermore, this is most certainly NOT a game in which both truths "contain some truth" - that would mean that the myths cannot be LITERALLY true. If they are True, they are True, accurate depictions of the Way Things Are.



To a religious person, the fact that one phenomenon is like another is not a coincidence, it is because the world was created with that similarity as a design decision. The magical Law of Similarity is, if we believe magicians, a real laws of the universe just like Newton's laws of motion.(c.f. 'Authentic Thaumaturgy' by Isaac Bonewits)


This at least is constructive (I have read Bonewitz, and Campell, FYI).

These two are the same point. If the Law of Similarity is true, then the fact that myths are similar to the thing they are a myth about is sufficient. The dung beetle doesn't literaly have to push the sun across the sky, because the similarity of real dung beetle's pushing real dung, laying their eggs and briging about the rebirth of a new generation, to the sky rolling across heaven and burying itself only to rise again, is sufficient to power the magic. Literal physical truth is not required.

Although I would point out that not all mythologies require intelligent design.


Quite correct, I think I was trying to over-emphasize my point.


No. Various things are provable in the real world, this we know. I would therefore expect that if a mythic reality were true, it would still be causal and consistent. Furthermore, this is a GAME and we can SAY what is true, abstract conceptions of proof be damned. We can say because, like hypothetical gods, we have total freedom of creation. Your argument, as I understand it, is that it is not necessary to create a world external to the characters.


I think we're talking at cross-purposes a little, which is good because it means there's even more scope for agreement (real progress - wow!).

What I mean is that proofs in the real world are only possible if we accept certain axiomatic assumptions (even science requires unprovable axiomatic assumptions, fortunately they're fairly easily accepted ones such as causality, etc). If we choose different axiomatic assumptions for our game world (e.g. The Law of Similarity is true) then we cannot expect those assumptions to be provable.

Noting of course the difference between demonstrability and provability. I can demonstrate causality, but I can't prove it. All it would take is for one experiment to not behave causaly and poof - it's gone. It's just that fortunately (cross fingers) causality ahs done us proud so far. This is basic modern logic theory.

I'm not sure I entirely see it's relevence. The exploding boiler problem merely says that if you accept the doctrine of a faith, the rational response is to follow the tenets of that faith. That seems simple and non controversial enough.


If so, then you have been converted, and you now realise that you were wrong all along, there is no dung beetle, its Apollo. Or whatever. I take it you concede the point?


I agree that the guy who's faith has failed is in a sticky theological dilema, sure. How can his magic, using the law of similarity, still work if he now knows the sun is more similar to a firey chariot than the dung beetle he previously believed in? The similarity is weakened in his mind. Why is that a problem for me, the world designer/GM?

-- snips to get to the crux again --

Why? Seeing as this WAS THE RAPTURE, the buddhist is cowering under stones, from the wroth of god written so visibly in the sky. Because the mythology is TRUE, right?

However, if the buddhist does get to go to Nirvana (although, no event in the buddhists cosmos caused them to die, I would point out), then clearly this event was NOT the rapture.


Whether the budhist's body is buried under a mountain or whatever is beside the point - budhism doesn't give a toss what happens to the body, it's a distraction. This is why they were so happy to incinerate themselves publicly in Vietnam to protest the war. You chose a bad example - Budhists freely accept the truth and existence of other religions, including christianity. A Budhist faced with the rapture would not experience a test of faith, he'd just probably feel pleased that christians would get what they wanted, since it's all the same to him.


Simon Hibbs

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On 1/14/2003 at 8:03pm, Gordon C. Landis wrote:
RE: A New Spin on the Old Magic/Religion Question

Thus you have failed to demonstrate how they could both be true. They are in fact both not true, and remain as mutually exclusive as they were before . You have provided no basis for explaining why the Buddhists false belief makes them immune to gods response; you have once again simply tried to avoid the question of common experience.

I say again: to take your proposition seriously (that it is possible to construct a game without an objective world but with mythologies which are really true) seriously requires that some model be presented as to how that might be done. So far, no model has explained to my satisfaction that it might. I am therefore at the point of not being willing to take this idea seriously and will give up on this well-whipped horse.


I am looking specifically at the proposition - "it is possible to construct a game without an objective world but with mythologies which are really true." With some minor variation, I'm a firm believer that not only is such a thing possible, it's the best way to handle certain magic/mythological issues in a game world.

Minor variations - the game holds that an objective world may or may not exist, but that it's unlikely you'll ever figure that out for sure one way or the other. And while the multiple mythologies all have actual, observable and rules-documentable effects, even when they conflict with other mythologies, I'm not sure they qualify as "really true," as used by Gareth and M.J.. But their effects are not based in some kind of subjectivity or relativism. They are each functionally true, operationally true, and you can use any of them to make stuff happen in the game world.

A big key to such a game world - don't let things happen that would conclusively "prove" one mythology and disprove another. This is, in my experience, not all that hard to do. Myths and magic usually self-define themselves as non-scientific. Players (including the GM) are already committed to imaginative engagement. A set of particular mythology validating events like the Rapture would never happen - such events would always contain broader possibilities. A Rapture-like event in such a world might validate certain aspects of the Rapture-believing mythology, but I'd make it a point to also have it INvalidate some other bit of that mythology, and also quite possibly validate aspects of a few others. That would establish some more "truths" about the nature of things in the game world (and make all kinds of fascinating stuff happen in the imagined world as mythologies adapt the bits surrounding their basic, still-valid truths to the new information), but it doesn't get us all the way to an explained, objective world. We will most likely never get to that place, and the group is clear about that fact.

I hope this isn't seen as "evading the issue" - that is not my intent. I'm honestly surprised that something like this isn't a commonly held solution to the issue, as I've seen something like it in almost every post-high school fantasy game I've ever been in. Except for folks who just don't like playing when they don't a have a true, objective reality to work with - who insist that it must be possible to have an absolutely, exactly true Rapture - it rarely has any fatal flaws. There are challenges - maintaining a satisfactory unfolding of events without providing conclusive explanations as to "why" doesn't just happen automatically. But they are no worse than any other aspect of maintaining engagement in the imagined world.

(Please tell me this helps explain where I'm coming from, at least a little - there's been a lot of posting on this, and lot's of good stuff from many viewpoints, but I'm lost as to if there's any mutual understanding happening.)

Gordon

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On 1/15/2003 at 2:09am, clehrich wrote:
RE: A New Spin on the Old Magic/Religion Question

I'd like to try a brief reduction here, and see if it helps.

On M.J. et al.'s side, the argument seems to be:
- - Regardless of the terminology used for a particular game world (mythic, magical, religious, etc.), the GM needs to be able to make a determinate resolution, i.e. when a PC goes and does something (anything possible in the world), the GM needs to be able to resolve this with a singular answer.

On the other side (Le Joueur et al.), the problem has been:
- - What is the question that M.J. (and others) are asking, exactly?

And then lots of argument, and some examples which don't seem to have been mutually understood (that is, A doesn't get what B means by C example, and so on).

If I have understood the sides at all accurately, I think the second side (Le Joueur et al.) has gone on to say:
- - It is not necessary to have a determinate solution to all questions.

This position, stated this way, does not in fact meet the claim raised by M.J. As I read him, M.J. is saying that it's not necessary to have a determinate solution to all questions, only to any question raised by a player (through action). And since you can't know in advance all the possible questions, you need a set of principles which ground your answers.

So I think the argument, or question, comes down to this:

Is it necessary for every game universe to have a few principles which are absolute and determinate, and upon the basis of which answers to potential questions raised by players can be decided?

Note: this does not mean that all universes have to have the same principles, nor that every question must be pre-resolved.

----------------------
Assuming I have that at all correct, I think the question requires further refinement, or else slips into tautology.

1. Clearly game worlds do require some internal consistency, so of course there are some principles at work. But I don't think M.J. means every kind of fixed principle, no matter how vague or abstract. I think he has something pretty specific in mind, having to do with certain kinds of empirical questions. But I would ask for clarification here.

2. Suppose we are playing a game in which there is a lot of directorial control handed to players, or in which there is no GM per se. The way this argument has run, it sounds as though M.J. would think such a game unplayable, because there is no GM to decide things. I don't think that's what he means, though. I would ask for clarification here, too.

I hope that once the nature of the question is clarified sufficiently, we will eliminate a lot of the well-intentioned talking-past-one-another that's been going on here, which has furthermore been causing (apparently) some personal friction.

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On 1/15/2003 at 6:33am, Le Joueur wrote:
Actually I'm on Your Side

clehrich wrote: If I have understood the sides at all accurately, I think the second side (Le Joueur et al.) has gone on to say:
- - It is not necessary to have a determinate solution to all questions.

Actually no, my personal beliefs are that it is necessary to have enough of a basis to 'be able' to solve appropriate questions, not to have all the solutions, simply 'enough' to go on.

The problem is that I am the Executive Regional Field Director of the Devil's Advocacy Department at Large, for the Midwestern United States; that means I am compelled to come down on 'the other side' no matter what. While I have been requesting clarification from M. J., I have also been defending those whose needs for "determinate solutions" are not nearly so high as offered (or rather their right to an opinion). That doesn't number me as one of them though.

clehrich wrote: I think [M. J. Young] has something pretty specific in mind, having to do with certain kinds of empirical questions. But I would ask for clarification here.

...I would ask for clarification here, too.

Me too.

Fang Langford

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On 1/15/2003 at 12:59pm, simon_hibbs wrote:
RE: A New Spin on the Old Magic/Religion Question

clehrich wrote:
Is it necessary for every game universe to have a few principles which are absolute and determinate, and upon the basis of which answers to potential questions raised by players can be decided?

Note: this does not mean that all universes have to have the same principles, nor that every question must be pre-resolved.


I don't think so. Every game world designer leaves gaps in their game world writeup - it's simple impossible to document every concievable facet of a game world that isn't trivialy simple. Therefore the designer has to decide what areas of the game world will be left up to individual GMs to determine. One such grey area might be the ultimate truth behind the religions of that world. In many cases this is not even discussed (many D&D settings), in others it's explicitly left for the GM to decide (Sorcerer), and in others the author has a clear idea of what he's trying to do and will even discuss the subject in detail with the gaming community on appropriate discussion forums (Glorantha).

Even given this, of course it's the prerogative of any GM to adapt the game world in whatever way they see fit for their game, and if that means re-engineering fundamental questions such as religious truth then that's up to them.

1. Clearly game worlds do require some internal consistency, so of course there are some principles at work. But I don't think M.J. means every kind of fixed principle, no matter how vague or abstract. I think he has something pretty specific in mind, having to do with certain kinds of empirical questions. But I would ask for clarification here.


I think some examples of such situations have been given, and tastes obviously vary as to how such questions can be reasonably handled.

2. Suppose we are playing a game in which there is a lot of directorial control handed to players, or in which there is no GM per se. The way this argument has run, it sounds as though M.J. would think such a game unplayable, because there is no GM to decide things. I don't think that's what he means, though. I would ask for clarification here, too.


I think this is a different case. Here the game world is not pre-defined in the same way, and instead game mechanics are presented to assist in the definiton of the game world on-the-fly.


Simon Hibbs

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On 1/15/2003 at 4:45pm, Jack Spencer Jr wrote:
RE: A New Spin on the Old Magic/Religion Question

contracycle wrote:
Point taken, but I would defend myself on the basis that I am honestly looking for a demonstration. It is/was not intended to be a provocative act, although I do feel real concern that the crux of the matter is being serially evaded. I'm not asking for much, only to be shown something that it is claimed is easy to do. So lets see it, say I.

Hiya, Gareth.

I'm going to make a couple points here and I'm handing you the salt saker first because I have a feeling you might need it.

First of all you should not feel the need to nor do defend yourself. Not here on the Forge, anyway. And by you you I do mean you personally not your views, points or opinions. Those are what we're supposed to be discussing and debating here and hopefully with a hell of a lot more signal-to-noise ratio than most places on the internet. I am suggesting this purely as a fellow member of the Forge and not an administator or anything like that. Instead, when you feel the debate has gotten personal, take it to private message first and then to the administators via PM second if the first does not resolve it.

I am only mentioning this because you had mentioned defending yourself, and this whole thing may not apply to you directly outside of how it applies to everyone here at the Forge. Now back to the topic.

I think I had posted my position about specific hypethtical situations in one of these threads, it's gotten bloody confusing having the same topic essentially in three or four threads, but I shall restate.

I have found over the years that hypethetical situations are not very helpful in debate at all. What happens is that minute details get in the way of the real point being made, which makes it even worse than discussing in pure theory or abstracts.

Example, the whole abortion debate:
A pro-lifer could say: "A fetus is living human tissue and therefore abortion kills a living human being, that is, is murder."

And then a smart-ass pro-choicer comes along and says: "But what if you have a daughter and one day she gets raped and becomes pregant by the rapist. What then?"

The real debate usually comes to a screeching halt here as the discussion tries the tackle this hypethetical situation which, first of all is not real so the emotional response the pro-choicer was aiming for is likely to not be as strong as they may hope and because there are many variables not nailed down in this situation and it will be these variables that will be discussed and not the actual point that they were supposed to be.

(My personal opinion is that either choice is a hard decision to make. Even the most virilent pro-choicer can appreciate the just plain waste involved in an abortion and that's something the woman will have to live with and having the baby means nine months of physical hardship and then it's either to give the baby up for adoption, which is hard in it's own right, or raising the child which is difficult beyond words, especially for someone just plain unprepared for it. A child changes everything. So I'm of a mind that people should not push their religion or political aggendas by trying to discredit how a person who's had to make a painfully difficult decision soothes their own conscience, tells themself they've made the right decision so they can sleep at night)

This same thing can happen here with the hypetheticals seen here.
I'm not asking for much, only to be shown something that it is claimed is easy to do. So lets see it, say I.

Well, it is easy for those with the mindset, but I have a feeling it's not quite so easy to explain or demonstate to someone, such as yourself, who does not "get" this mindset. This does not mean you are stupid or anything. Just that you are not in a place right now to appreciate the "mythic mindset." You may be at some time in the future, but I digress. Personally this whole mythic thing is all new to me. (I can't speak for the others) So I can't show you something I've only just learned, barely gotten my head around, and haven't really done yet. Hero Wars/Quest has been cited as a mythic game, so I guess there's at least one such game out there.

Part of the problem is that most people these days has been raised and trained in a Sophisticated mindset, to use Christopher's terms here, and the Naive mindset is difficult to achieve and maintain, like those damn Magic Eye things. I can never do that and it pisses me right off.

Take the little disagreement Raven & I had on the previous page. I think that part of the problem is that we both were taking on the mythic mindset and then at some point would drift back to our trained Sophisticated mindset because that's how we'd been brought up.

That is, I conceid that I had the whole distance thing all skewed as far as mythic goes. Maybe you can simply climb a mountain and check to see who moves the sun across the sky. But I believe that if a group was playing in the mythic mindset, they would never ever get into a situation where they're trying to prove once and for all anything, much less who moves the sun across the sky.

The mythic mindset is a fragile thing, like getting your eyes just right to see the stupid 3D picture, and we tend to drift back to what we've always known and feel comfortable with. So therefore the players attempting to play in the mythic mindset must take certain pains to remain within this mindset to keep it going. That is, while it may be possible for such a thing as proving who moves the sun across the sky to be done in the mythic mindset, I think it harkens much to closely to the Sophisticated mindset to help the players maintain the mindset and should probably be avoided or else it is likely they will lose that mindset and might as well be playing something else.

Just my view.

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On 1/15/2003 at 5:26pm, Jack Spencer Jr wrote:
Re: Refocusing

M. J. Young wrote: The way Jack talks about it, you'd think that the only solution is they can't talk to Apollo or Ra. Sure, there are ways to prevent them from getting to the sun, if there's reason for them not to know. But this starts to seem a bit high-handed, if they can get everywhere in any universe except the sun.

Actually, I've kind of changed gears on this in the Unified/Religion thread somewhere where I state that I find this sort of thing is not especially helpful to the discussion. See my post above involving hypethetical situations, but my main point is that you have a game world where you have to conflicting religions in them. The obvious solution is to not have that, of course. Get rid of the Egyptian myths and the priest of osiris and you're golden, right? But you have both so it is therefore your problem to figure out how to resolve the conflicting religions (I offer two possibilities in the other thread). Or it's the problem of the game designer who's game you are playing, which I think is your main point, but it is ultimately still you're problem if the design did not as in AD&D 1st ed. Your choice then is to either work out a solution or to play something else. It would depend on your personal preference which you select.
there must be an objective and universal truth in any game for the purposes of resolution (of all sorts of things)

We're talking about consistency, right? You mean keeping the things in your game world etched in stone, right? I can point of items of inconsistency in several places.

A narrative flub in Robinson Crusoe has Crusoe stripping naked to swim out to his shipwreck and once there he filled his pockets with provisions. He was naked. What did he use as pockets?

A better example is probaly in Magnum P.I. in the character of Robin Masters, Thomas Magnum's mysterious millionaire benefactor. In the first season or so, Masters was a near-invisble character. All we got was shots of his hands or from behind and his distinctive voice, a lot like Charlie from Charlie's Angels. According to a website his voice was none other than Orson Wells. This is, Wells died at some point so what the show's producers did was simply not talk about Masters for a while, like a season or two and then brought him back in a sense with Thomas Magnum suspecting Higgins was in fact Masters. This completely ignore that Magnum had shared scenes with Masters in earlier episodes and, to my knowledge, they never addressed this with anything like "Oh, he was a look-alike" or any other explanation. They simply took the nature of Robin Masters, the mysterious millionaire, and re-applied it after a period of time where everyone had safely "forgotten" about the particulars of Master, namely the guy with the hands.

If you look hard enough, you could probably find similar inconsistencies in other tv shows or novel series and the like. These media have the benefeit of a second draft, a rewrite, and in many cases a continuity editor who is supposed to be watching for stuff like this. How much moreso is this to be expected in RPG play were the story is bult as it happens with no possibilty for a rewrite?

I suppose it boils down to personal taste, really. Some people are going to want bullet-proof consistency no matter how much I say "just let go, man." And I really shouldn't judge, either, another's preferences.

I am just saying...well it's like this.

Feedback used to be something the recording industry tried to minimize and remove. Jimi Hendrix came along and he made feedback a part of his sound. He tried to mold it, to make it do things to make groovy sounds. People from the old school would heard his stuff and said "Man, listen to all of that horrible feedback." But other people listened to it and said "Man, what a groovy sound."

I put forth that inconsistency is very much like feedback in this example. It is traditionally believed to be something to minimize if not completely remove from one's game. I say it is yet another tool at the roleplayer's disposal when playing and for their own enjoyment.

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On 1/16/2003 at 8:51am, M. J. Young wrote:
RE: A New Spin on the Old Magic/Religion Question

Fang 'Le Joueur' Langford wrote: So that brings me back to the question I've had from the beginning. What you seem to be saying, M. J., is that an incomplete game hasn't enough presented to be complete. All tautologies are true. So?

There's a part of me that wants to say that Fang has nailed the problem quite effectively, and a part of me that draws back from the notion that all I've done is state a tautology. I hope I can show that there's more than just "incomplete games are incomplete" in what I've said--but let me touch a few other things on the way.

Clehrich wrote: 1. Clearly game worlds do require some internal consistency, so of course there are some principles at work. But I don't think M.J. means every kind of fixed principle, no matter how vague or abstract. I think he has something pretty specific in mind, having to do with certain kinds of empirical questions. But I would ask for clarification here.

In Monopoly, if someone lands on one of your properties, you get to collect rent from him. But what happens if you don't happen to notice he's on your property, or if you forget that this is something you own? Can you come back at any time later and say, wait a minute, you were on Marvin Gardens a couple of turns back, and didn't pay me my rent, so you owe me? This is a question that seems likely to come up during play, maybe not every time you play but at least once in a while. The rules answer it: they say that once the next player rolls the dice, you can't collect the rent.

I think that just about any game and any game world raises obvious questions; and that they have to attempt to provide a way to answer those obvious questions. Don't get me wrong; you can do a lot with player assumptions to fill in gaps. I have no problem with saying, "this is just like a modern world except" or "this is just like a fantasy medieval kingdom except", because it puts people on the same page. That in itself can be the basis for making those decisions. For example, I don't off the top of my head recall what detail I gave to the defenses of the castle when I wrote The Dancing Princess; but I gave enough information that anyone with some familiarity with medieval materials can fill in the gaps. They will certainly have crossbows (those are, I believe, detailed with standard soldier equipment in the materials). We can suppose certain reasonable medieval seige engines, such as catapult, ballista, ram catcher. Those aren't detailed because the world isn't supposed to involve such a war; but there's enough information that the referee should be able to extrapolate to if there is a war, these are the kinds of weapons that will be used, and so fill in the gaps. There's also enough information that the referee should see that there aren't wizards fighting in these battles; the magic in this world is much more limited in terms of who has it, and people don't, in general, have it.

I could be quite happy with a game that said that actually the sun is a ball of fire blazing millions of miles away and the earth turns on its axis so that it appears to move across the sky; but the spiritual realities are that these gods are involved in the process, so that it is spiritually true that Apollo moves it in a chariot and also spiritually true that a dung beetle rolls it across the sky, and which you find depends on how you get there. What I want is for the game to explain that to me, and not try to tell me that all of these beliefs are literally true despite their contradictions, and leave me to figure out how that can be without any help.

The principle could be as simple as roll the dice, and if it's a low number, the players find what they expect, and if it's a high number they find the opposite of what they expect, with a middle number being something different, between the two sort of, then record it as it has now been determined. In fact, Multiverser uses that system as one of the ways of filling in gaps in a scenario.

This sort of brings us to the other point.

Clehrich further wrote: 2. Suppose we are playing a game in which there is a lot of directorial control handed to players, or in which there is no GM per se. The way this argument has run, it sounds as though M.J. would think such a game unplayable, because there is no GM to decide things. I don't think that's what he means, though. I would ask for clarification here, too.

The clarification here is actually this is a good example of exactly what we need. Such a game will only work if there are rules for determining what is true in the world. Those rules may include such things as no violating genre conventions, such that our medieval knight can't suddenly find a laser blaster under the bed, or whenever two players agree on a fact about reality, it becomes true, so the agreement of two players fixes a point beyond argument, or the dice determine whether a player statement establishes reality, so we have a random factor as a limiter.

It sometimes happens in board game play that someone will ask, "what happens if," and you'll read the rules over again, and you can only say, "it doesn't say". The question at that moment comes down to, do we understand how this game works well enough that we can answer the question consistently with the game, or not? If we don't, there's a flaw in the game. If it's a situation that's likely to come up as frequently as every few times you play, that's a major flaw.
I have the impression that some RPG creators think it's all right to have such a major flaw in a role playing game. I say it's not all right to have such a flaw.

But Jack wrote: I put forth that inconsistency is very much like feedback in this example. It is traditionally believed to be something to minimize if not completely remove from one's game. I say it is yet another tool at the roleplayer's disposal when playing and for their own enjoyment.

I find that intriguing and challenging, and will have to consider it.

Yet even if you allow for the game world to be inconsistent, I think you still need to establish enough about the world that the players can extrapolate the answers to the questions they don't have.

In the Robinson Crusoe example, the core principle could be that Crusoe can find a way to get or make the things he needs; therefore, there is some way to carry stuff back from the ship. The reality might shift, but there's a rule governing it.

In the Magnum example, the rule is that Magnum will never actually know the identity of Robin Masters. (As to those earlier scenes, Magnum accused Higgins of having hired an actor to appear as Masters so he wouldn't have to deal with the fame himself.) We think that he could rush the chair and so find out. Apart from the fact that he would certainly be fired for such an action, he might at that point discover that the guy in the chair is not Masters but someone hired, or that he just had a nose job and his face is entirely bandaged, or that there's a mannequin in the chair with a speaker system so that Masters can seem to be talking to him here while actually on his plane to his next location--because the rule is he can't find out. But note that this is different from the question of how the sun is moving across the sky. In that case, we can postulate both reasons to want to know and means to determine the answer, and we don't know how to handle them. If the answer is that nothing the characters will do will ever reveal the physical truth of the matter, that is a valid answer, but it has to be stated as such.

What is unacceptable is for a game to create something that is clearly a significant aspect of what the game is about, and then fail to provide some guidance for answering questions that clearly and obviously will arise during play. I've had people in my games attempt to use ultraviolet lights to destroy vampires; I had to know whether that was a correct understanding of the reason sunlight killed them or not.

Have I clarified things?

--M. J. Young

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On 1/16/2003 at 9:53am, contracycle wrote:
RE: A New Spin on the Old Magic/Religion Question

M. J. Young wrote:
There's a part of me that wants to say that Fang has nailed the problem quite effectively, and a part of me that draws back from the notion that all I've done is state a tautology. I hope I can show that there's more than just "incomplete games are incomplete" in what I've said--but let me touch a few other things on the way.


Fang has not nailed the problem IMO.

The proposal that MJ and I are challenging is this "I as the game designer can design a mythic world, assert that its mythology is all true, and then elect not to discuss either specific implementations or general principles governing this mythology. Furthermore, I do not need to explicitly discuss this issue with the purchasers of my product."

Thus, the claim is being advanced that what Fang describes as incomplete games are NOT incomplete, and that the perception that they are incomplete is itself false, resting as it does on the assumptions of the "sophisticated mindset".

The issue is not whether incomplete games are incomplete; the issue is whether or not ommission of the fundamental principles governing a clear and explicit in-game function makes a game incomplete.

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On 1/16/2003 at 9:56am, RHJunior wrote:
RE: Re: A New Spin on the Old Magic/Religion Question

Kester Pelagius wrote: Greetings M J,

<snip>


What's KFC's secret recipe?

What is in that can of WD40?

<snip>
Kind Regards,

Kester Pelagius


Heh. Couldn't pass that up.... in actuality, you can dig up that "secret recipe" if you know where to look. I'ts *advertised* as secret, yet by law it's on the books as public access-- KFC is just careful not to tell anyone where to look. (You can even get a book with that recipe--- and dozens of other things "noone is supposed to know.")

And in truth, they found out that those "secret herbs and spices" are bunk. Chemically analyzed, it's just salt, pepper, and MSG. If they still add those herbs and spices, it's maybe a pinch to every few hundred pounds of the stuff.


ANYWAY, back to the subject at hand....

I think what everyone's driving at is this: how much detail do you need in your Game universe to keep the detail-hungry gamers satisfied-- and how do you keep it internally consistent so that suspension of disbelief doesn't blow a tire?

Dicey, to say the least. Screw it up and they'll catch you out in self-contradictions, or even worse, in a "Murphy's Rules" mistake (like the classic Star Trek RPG-- where a bow and arrow had better range than a phaser. Or the Superhero game where your hero's base speed was 2.5 miles per hour.... when a normal human can easily run 15 mph or faster.)

One of the things that got me about the old explanation for D+D spellcasting systems--- you forgot a spell after you cast it, so you had to relearn it. First off, who wrote it down in the first place?? Second off, what's the explanation? Do the gods come down and manually erase your brain after you cast a spell?
Sort of damages your suspension of disbelief, don't it.


As to "why magic lights aren't everywhere"--- there are basic reasons why IRL certain things aren't more common: Harmful side effects, Cost, Social Prohibition, lack of support.....


Consider these scenario options.
One: extensive use/concentration of magic in one area can conceivably cause detrimental side effects-- aka magical "pollution." too many active magic spells in one place, mingling with one another... let your imagination run amok. Or consider the results of potion runoff from an apocathery on the local wildlife.....

Two:religious/political prohibition. There would be plenty of people with a bug up their tuchus about hocus-pocus for various reasons. Or maybe too much magic in one place opens portals to the Dungeon Dimensions (Terry Pratchett's Discworld), or honks off the gods so they come down and stomp everything...

Three: Expensive, hard to obtain ingredients. Though as demand increases, improvements in supply follow.... Still, that "Half an ounce of powdered scale from a Red Dragon with PMS" is gonna slow up mass production a bit.

Four: "mana drain." The equivalent in magical terms of having too many appliances plugged in at the same time--- where the raw supply of magical energy can't keep up with the demand. Various means of storing up, conserving, or producing more mana for ready use would have to be devised. A push for more "fuel efficient" magical spells and items would result.... but there would always be an upper limit on how many magic geegaws you could have running in one location before the lights started dimming. (this sort of thing is the reason I wish most fantasy RPGs and novel writers would at least give a *passing* nod to the law of conservation of matter and energy.)

Five: Human limits. If a wizard has to enchant an artifact, and there's no way to automate the process, then there's going to be a limit on how many undimming magic lamps he can create.... especially if the process is personally taxing. Which do you want, lots of lit streets and an exhausted Royal Wizard, or a fully powered mage ready to deal with that marauding dragon? Add to that the consequences if the Wizard's spells and enchantments dissipate after his death, or if they need renewing after a time, and perhaps ordinary oil lamps are a touch more feasible. Especially if the wizard charges by the hour.

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On 1/16/2003 at 1:47pm, simon_hibbs wrote:
RE: A New Spin on the Old Magic/Religion Question

M. J. Young wrote: I could be quite happy with a game that said that actually the sun is a ball of fire blazing millions of miles away and the earth turns on its axis so that it appears to move across the sky; but the spiritual realities are that these gods are involved in the process, so that it is spiritually true that Apollo moves it in a chariot and also spiritually true that a dung beetle rolls it across the sky, and which you find depends on how you get there. What I want is for the game to explain that to me, and not try to tell me that all of these beliefs are literally true despite their contradictions, and leave me to figure out how that can be without any help.


While 'me too' posts are genraly bad form, I have to say this is very well put. I think it's a very rasonable expectation to have of games that purport to represent mythic themes in game play. It's also proved quite tricky to get right, but there are a number of games our there now that are getting pretty close to this ideal target.


Simon Hibbs

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On 1/16/2003 at 2:52pm, Jack Spencer Jr wrote:
RE: A New Spin on the Old Magic/Religion Question

M. J. Young wrote: Yet even if you allow for the game world to be inconsistent, I think you still need to establish enough about the world that the players can extrapolate the answers to the questions they don't have.

"We demand clearly defined areas of doubt and uncertainty."

God bless Douglas Adams.
What is unacceptable is for a game to create something that is clearly a significant aspect of what the game is about, and then fail to provide some guidance for answering questions that clearly and obviously will arise during play. I've had people in my games attempt to use ultraviolet lights to destroy vampires; I had to know whether that was a correct understanding of the reason sunlight killed them or not.

OK, minor anecdote time.

We were play D&D, my group and I, we had acquire an artifact that needed to be soaked in dragon blood to work. Fortunately, we had also recently killed a dragon so we had some dragon's blood. We were about to face down an army and I suggested that we use an atomizer to spritz the blood onto the artifact so it would last longer, demonstrating this Sophisticated mindset, I now realise. The GM and at least one player started shaking their heads "No, no. Magic doesn't work that way." I was rather taken aback by this because the group is usually more Sophisticated than that. This caught me off guard. However, I recovered quickly and said "Well, tell the Catholics that." The GM didn't seem to find it humorous given his Catholic upbringing, but his girlfriend did. So there we go.

What we seem to be dealing with here is the difference in the Sophisticated and Naive mindsets here. The Sophisticate will think of things like can we use a spray bottle to mist the blood onto the artifact or want to know if the vampire-killing component in sunlight is UV rays so they could use UV lights to kill some vampires. The Naive mindset simply doesn't do that. "The magic just doesn't work that way," it says.

And not to nitpick on the RObin Masters example, MJ, but Masters was only mysterious to the Audience in the early episodes. I remember at least one episode where Magnum look right at Masters and it wasn't like "So that's what you look like." He knew Masters, the Audience didn't (it has been a while since I've seen Magnum PI but I'm sure seasons will pop-up on DVD any day now) The constant about Masters is that he was mysterious. He started out being mysterious to the audience only, for the most part since the audience could not see his face, but in later episodes they had changed how he was mysterious by having him be mysterious to Magnum. Now they could have rationalized the Masters from the earlier shows with the hired actor explanation you give, but my point is I don't think they ever did.

Anyway, back to the real topic here. Gareth & I had been talking about this in PM a little and I'll post some of what I told him. Some cut & pasting here:

You are talking about an RPG with various conflicting myths and that these myths are reflected in the game's mechanics. What to do when a character of one faith witnesses definitive proof involving a conflicting faith. This is the question, right?

Actually, no it's not. The statement is that an RPG with various conflicting myths and that these myths are reflected in the game's mechanics, there should be an explicit explanation or guidence of what to do when a character of one faith witnesses definitive proof involving a conflicting faith. This may include making this defined by the players the way demons are to be defined in Sorcerer.

I personally can argee with this. If that's it then I can say "yes" and we can all go home. I mean, the game designer could simply ignore the conflicting myths but I think it is better if he addresses it in some way:

Player: "So you have a world with conflicting myths?"
Designer: "Yes."
Player: "But they are all true?"
Designer: "Yes."
Player: "Literally true?"
Designer: "Yes."
Player: "What do I do when the myths in question are brought into conflict?"
Designer: "That is up to you."

This is good enough for me, so long as he says at some point that it's up to you.

More c&p:

Now way I see it, there can be a couple possible solutions here.

First is experiencing such a thing immediately shatters the faith of the individual. This is not a very good solution IMO and it really doesn't work very well with the mythic style.

Second is to ignore the problem entirely. I believe some people don't think this is a very viable solution, but it is. See my Robin Masters post. You see, in this case the contridictions in the myths is happenstance. The myths are supported via mechanics but only to power certain thing, cleric for example. But the game is not necessarily about these myths clashing. In this case, the priest of Osiris would argee to go with the group to the sun and see Apollo and now worry about dung beetles at all. What actually happens could vary. Maybe the priest does see a beetle. Maybe the reality of the world is many parallel worlds overlapped and the priest sees the beetle and the others see Apollo. Maybe he does see Apollo and this has nil impact on his faith just as how visiting Anubus last week had no impact on the other's faith.. There are too many possible ways to rationalize what is essentially the problem being ignored.

The third possibility it to have some form of mechanics to reflect this effect, making it less hash as the first option while not simply dodging the problem like the second option. Like the second option, this could have several possibilities. A couple that come to mind are the AD&D one cited where certain gods have more power in different areas. Another is to have a Faith score for the character and to have the player make a saving roll to retain their faith when confronted with contrary information. Failing this roll means a lowed Faith score and Faith is the main score for any cleric abilities.

I hope I was helpful with this. My main point seems to be that both the second and third options are viable, although I get the feeling some would not enjoy playing in a second option game very much.

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On 1/16/2003 at 6:03pm, Le Joueur wrote:
That Answers the Question

Thank you for your detailed response M. J.

M. J. Young wrote:
Fang 'Le Joueur' Langford wrote: So that brings me back to the question I've had from the beginning. What you seem to be saying, M. J., is that an incomplete game hasn't enough presented to be complete. All tautologies are true. So?

There's a part of me that wants to say that Fang has nailed the problem quite effectively, and a part of me that draws back from the notion that all I've done is state a tautology.

Well, so far you've only stated a tautology. In this post you take it a step farther, thank you for that too. (Let me see if I can trim it down to make the extension obvious.)

M. J. Young wrote: What I want is for the game to explain that to me, and not...leave me to figure out how...without any help.

...The question at that moment comes down to, do we understand how this game works well enough that we can answer the question consistently with the game, or not? If we don't, there's a flaw in the game. If it's a situation that's likely to come up as frequently as every few times you play, that's a major flaw.

I have the impression that some RPG creators think it's all right to have such a major flaw in a role playing game. I say it's not all right to have such a flaw.

... I think you still need to establish enough about the world that the players can extrapolate the answers to the questions they don't have.

What is unacceptable is for a game to create something that is clearly a significant aspect of what the game is about, and then fail to provide some guidance for answering questions that clearly and obviously will arise during play.

Have I clarified things?

Very much so, despite how others still try to bring their own baggage and chips on their shoulders, you have made things very clear...I think. Let me run it past you:

"An incomplete game hasn't enough presented to be complete." And you think that's not right.

Thanks very much, I think that about does it¹. By the way, at this level, I completely agree. I actually spend a lot of time trying to determine exactly what components can go into a game, so that I can also figure out how many is enough.

As for 'baggage:'

contracycle wrote: The proposal that MJ and I are challenging is this "I as the game designer can design a mythic world, assert that its mythology is all true, and then elect not to discuss either specific implementations or general principles governing this mythology. Furthermore, I do not need to explicitly discuss this issue with the purchasers of my product."

And that challenge fails. Oh, you can challenge it all you want, but ultimately adequate "specific implementations or general principles" remains completely a matter of personal, subjective interpretation. It is just an opinion. As Jack illustrates, different designers will have different opinions about 'what is enough.' And there's nothing you can do about that but whine¹.

contracycle wrote: Thus, the claim is being advanced that what Fang describes as incomplete games are NOT incomplete, and that the perception that they are incomplete is itself false, resting as it does on the assumptions of the "sophisticated mindset".


That is not at all what I said. I never set out any criteria about what makes a game incomplete, anywhere, I speak only of the concept of incompleteness. It should be clear what I have been driving at is 'an incomplete game is incomplete to you.' What you define as incomplete is different from what Jack defines it as is different than what E. Gary Gygax defines it as is different (I'm pretty sure) from what M. J. defines it as.

"Complete" cannot be anything other than a subjective estimate, nothing more than a matter of opinion. Certainly we can all agree on the extremes, but nearer to 'the middle' we will find we have different thresholds of 'completeness.' An obvious example is the difference between people who like "sophisticated mindset" requirements in a game and those who prefer "naïve mindset" games.

I'm sorry Gareth, there simply isn't anything you can prove here, but feel free to rabidly vent about what you think should the absolute and perfect definition of "complete." I can guarantee I will disagree with the definition, but I defend your right to your opinion. However, don't think that it belongs to me.

contracycle wrote: The issue is not whether incomplete games are incomplete; the issue is whether or not omission of the fundamental principles governing a clear and explicit in-game function makes a game incomplete.

Some omissions will, some won't, as defined by your opinion. If I say that in my game all mythological religions are literally true and further say that it works simply because no contradictions can be found in the same physical locations (for example, Apollo's chariot leaves Olympus to cross the celestial firmament - that you can climb to - while the Egyptian dung beetle rolls the sun across Nuit's body - that you can only boat to) and that modern physics and astronomy don't apply, to me, that is enough. All that matters is it is my opinion; it's my game. There is no reason you must agree, nor to play my game; furthermore there is nothing that can prove my game is "complete enough" or not.

So it is a matter of incomplete games being incomplete to you, and absolutely nothing more.

Fang Langford

¹ Now we can begin to discuss specific criteria to measure venues of 'completeness' by, regardless of what threshold personal opinion applies to them. I would invite that kind of discussion as opposed to people setting up vague examples and shooting off their mouths back and forth. The only substantive move in this direction so far, is the fledgling 'naïve' versus 'sophisticated' criteria. I really hope we can get past this absolutist ideal of there being a universal defining 'point of incompleteness.'

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On 1/17/2003 at 12:23pm, simon_hibbs wrote:
RE: A New Spin on the Old Magic/Religion Question

Jack Spencer Jr wrote: What we seem to be dealing with here is the difference in the Sophisticated and Naive mindsets here. The Sophisticate will think of things like can we use a spray bottle to mist the blood onto the artifact or want to know if the vampire-killing component in sunlight is UV rays so they could use UV lights to kill some vampires. The Naive mindset simply doesn't do that. "The magic just doesn't work that way," it says.


I think these are completely different situations. I agree that if we know that dragon's blood has a certain effect, then surely sprayed dragon's blood should also have the same effect unless there's an actual reason why not.

The vampire/sunlight situation is different for several reasons. Firstly, why Ultraviolet light? While the UK TV seriesof the same name was excelent, I don't realy understand why UV specificaly (as against any other frequency) was chose. Secondly, vampire mythology has accumulated a lot of mythological connotations from various sources through history. Vampires are damned, and sunlight is associated in christian mythology with presence before the sight of god. Vampires are also associated with Cain, the first murderer, who was banished to 'the dark places of the world' and consorted with demons. None of this has anything to do with spectral analysis, or skin allergies. In this case the 'sophisticated mindset' is displaying a very naive understanding of myth.


Simon Hibbs

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