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Topic: Useless Detail?
Started by: Shreyas Sampat
Started on: 2/1/2003
Board: RPG Theory


On 2/1/2003 at 9:17pm, Shreyas Sampat wrote:
Useless Detail?

This obviously doesn't belong in its parent thread.

Anyway, John Kim and I started to discuss the value of the "useless detail", as I've called it.

To define, the details important to this discussion are those not relevant to the story at hand - Little Red Riding Hood has a severe peanut allergy, for example, or an encyclopedic knowledge of the local psychotropic flora.

John poses that these details are valuable, because they have the potential for future utility, both in direct usage and also in informing play.

Jack Spencer and I both objected, on similar grounds:
There is a lot of emphasis, in a particular school of RPging (both design and play), on having everything "figured out".
This has two effects:
It creates a broad separation between creation and play.
It can create deprotagonized, 'irrelevant' characters.

Meanwhile, the technique of characters emerging through play has the opposite qualities:
Play is uninformed by the absence of detail.
On the other hand, it is free to create stuff,
and characters don't become deprotagonized through wastage of mechanical ability.

So, both the techniques have their benefits and drawbacks.

My question is, can they both be used in a game, simultaneously, without stepping on each others' toes?

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On 2/1/2003 at 11:52pm, Rob MacDougall wrote:
RE: Useless Detail?

Can I ask: Which thread was the parent to this?

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On 2/1/2003 at 11:59pm, cruciel wrote:
RE: Useless Detail?

Rob MacDougall wrote: Can I ask: Which thread was the parent to this?


Damn the continuing story

...if I'm not mistaken

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On 2/2/2003 at 1:02am, cruciel wrote:
Re: Useless Detail?

four willows weeping wrote: Meanwhile, the technique of characters emerging through play has the opposite qualities:
Play is uninformed by the absence of detail.
On the other hand, it is free to create stuff,
and characters don't become deprotagonized through wastage of mechanical ability.

Emphasis mine

I have a bit of personal objection to the emphasized statement. The value of a trait is determined by which actions the player chooses to take with the character. I'm not talking about worth like combat skills being less useful in an intrigue game. I'm talking about the character using the skills he has to solve his problems.
Example: By traditional thinking a Gardening skill seems pretty friggin' useless. Proper play can create a lot of solutions based on Gardening. Are you ill? the Blegpth flower from Peru can help. Need to get past a gaurd? bribe the cook to slip some Merfmerfaha root into his coffee.
Some mechanical ability obviously has more worth than others - teleporting is better than walking. However, down at the level you seem to be discussing (stats, skills, merits, flaws) I think attaching worth to 'character detail' actually deprotagonizes character concepts that fall outside the game designer's definition of 'useful'. In my mind this leads to a repetition of character types. If the game is designed so combat skills are more 'useful', then the game will be implying a combat character is the correct character for the game.

I also think predefined details are indeed handy, particularly as 'idea seeds' for plot.
Example:
Little Red's peanut allergy may put her in the hospital, where she can wonder about the strange noises coming out of the surgery center in the middle of the night. Once Jack and Jill come to visit her they can be drawn into the mystery as well.


This is not to say I disagree with you in totality.

Now, to actually address the question.
I think they can coexist. In a traditional approach you may define all the details of the character, but once you actually get into playing them you may want to change things. In my experience post-charGen alterations are not frowned upon if the trait has not been used. The unused traits are treated like undefined-maybe traits as opposed to something written in stone. Four sessions into the game you may decide a peanut allergy isn't fitting, and I see no reason for the GM or game system to deny altering it if it hasn't been addressed yet.

- Jason

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On 2/2/2003 at 1:44am, John Kim wrote:
RE: Re: Useless Detail?

four willows weeping wrote: To define, the details important to this discussion are those not relevant to the story at hand - Little Red Riding Hood has a severe peanut allergy, for example, or an encyclopedic knowledge of the local psychotropic flora.

John poses that these details are valuable, because they have the potential for future utility, both in direct usage and also in informing play.

Jack Spencer and I both objected, on similar grounds:
There is a lot of emphasis, in a particular school of RPging (both design and play), on having everything "figured out".
This has two effects:
It creates a broad separation between creation and play.
It can create deprotagonized, 'irrelevant' characters.


Well, I agree with the first part. A common problem in my RPG experience is conceiving a character one way prior to the campaign, and then finding out in play that he is very different. However, I really don't follow the second point. How can having a peanut allergy "deprotagonize" the character? It seems to me that being deprotagonized is about core concept, not extra detail. A character is made irrelevant if, say, she is a diplomat on a commando raid. But that is a central trait that is almost assured to be defined.

On the other hand, it is true that sometimes a detailed character lacks coherency. In contrast, a simple character defined by only primary traits like "diplomat" is easy to get a handle on. However, some detailed characters never have this core -- they are a large collection of skills and history which have no clear hook for engaging in the story. That is a potential pitfall, but I don't think it is inherent to having detail.

four willows weeping wrote: Meanwhile, the technique of characters emerging through play has the opposite qualities:
Play is uninformed by the absence of detail.
On the other hand, it is free to create stuff, and characters don't become deprotagonized through wastage of mechanical ability.

So, both the techniques have their benefits and drawbacks. My question is, can they both be used in a game, simultaneously, without stepping on each others' toes?


I see this mainly as a player preference issue. On rgf.advocacy, we hashed out a while back that some players preferred "Design-At-Start", while others preferred "Develop-In-Play". There's nothing wrong with mixing these, and indeed there are some benefits. Design-At-Start characters provide strong hooks for early adventures, because they provide a lot of details. Develop-In-Play characters help the campaign run more smoothly later, because they will evolve to fit the nature of the campaign, and can fill in roles that would otherwise be lacking.

As an additional note on compromise, as a GM I always allow players to go back and edit their characters during the first few sessions of a campaign -- both mechanically and in terms of background. I have also done this as a player a number of times, often doing a complete about-face.

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On 2/2/2003 at 3:24am, Andrew Martin wrote:
RE: Re: Useless Detail?

John Kim wrote: I see this mainly as a player preference issue. On rgf.advocacy, we hashed out a while back that some players preferred "Design-At-Start", while others preferred "Develop-In-Play". There's nothing wrong with mixing these, and indeed there are some benefits. Design-At-Start characters provide strong hooks for early adventures, because they provide a lot of details. Develop-In-Play characters help the campaign run more smoothly later, because they will evolve to fit the nature of the campaign, and can fill in roles that would otherwise be lacking.

As a player and GM, I'd like to have both methods in the one game.

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On 2/2/2003 at 3:53am, Jack Spencer Jr wrote:
RE: Useless Detail?

The thing about "extra detail" that always bothers me is that it is extra detail, not especially important of relavant. It also seemed like an almost despirate attempt to make things "work" in an RPG on some level. I'm not exactly sure what that means, but it seems to be something like "we need to have something happen, here's this detail. maybe it will be useful later...maybe.

If it's used, then great. If not, then why have it?

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On 2/2/2003 at 4:55am, Le Joueur wrote:
You Haven't Had My Players

Jack Spencer Jr wrote: If it's used, then great. If not, then why have it?

Um, because some players just can't stop themselves. I had one hand me a folder with 12 pages of detail on a character they wanted to play, history, descriptions, interests, and et cetera. What did I do with it? I graciously accepted it. I later gave it the equal amount of attention when developing the background for that game as I gave the one page writeup I got from another player. It was great for plot hooks when I needed them, but the player was so aggressive I never needed it.

Fang Langford

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On 2/2/2003 at 9:14am, Christopher Kubasik wrote:
Confused Guy Has a Question

Hi.

What are we talking about? I have no idea what we're talking about. What is this useless detail we're talking about?

If Little Red Riding Hood has an alergy to peanuts, why, for it's-an-imporovised-story-goodness sake wouldn't the GM take advantage of that fact. The only way a detail could be usless is if it's ignored. Why ignore it?

The only way I can see a detail being useless is if the GM already knows what skills/traits/whatever will be useful before the start of play and hews only to those. Is this true? Am I getting this right? Wouldn't that be a kind of willful persnickitiness lacking all sense of fun of building a story with fellow players.

In improvisation, you are taught during the first ten minutes of class to say, "yes, and..." when a scene partner tosses a new detail into the improvisation. You never contradict a new fact, you never deny. You build on it.

I may be odd in this regard, but I've always done this with my players in RPG games. If a player adds an alergy to a PC, it means he wants me to confront his PC with the implications of the allergy. Why wouldn't I?

Again: unless I know everything that's going to happen already, why not pick up fun leads from the players. Is this, then, a matter of GM style and technique: the plotted-it-all-out-won't they have fun being run through my adventure GMs on one side, and the well, here-we-go bass player GMs on the other.

Cause if not, I don't understand at all what's being said here. Please, for God's sake, help me.

Christopher

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On 2/2/2003 at 12:52pm, Cassidy wrote:
RE: Re: Useless Detail?

four willows weeping wrote: My question is, can they both be used in a game, simultaneously, without stepping on each others' toes?


From my experience I'd have to say no, I don't think so.

This issue cropped up recently. I'm running a short game, 3-4 sessions, based on The Pool. It is a very "detail lite" game wherein the scope of the characters abilities are largely explored and developed through continued play. From previous experience I knew in advance that a couple of the players would have problems with this approach and suggested they sit this one out. They would have just got pissed off by the looseness of the game much preferring to have virtually everything about their characters nailed down right from the start.

I have trouble seeing how a single game could accomodate players who are on opposite sides of the 'detail' divide.

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On 2/2/2003 at 2:05pm, Cadriel wrote:
RE: Useless Detail?

I think the problem with Useless Detail is not when it exists (read Egri; his dialectic method to character development for a play has you give a full physical, sociological, and psychological write-up), but when it has a cost in Currency. I think that just about anything paid for at character creation ought to be held to the "Loaded Gun Principle." If there's a loaded gun in the story, it should go off before the end. Does this put your typical Design-At-Start character generation methods, especially in a Sim game, at a disadvantage? Absolutely! I think the kitchen-sink method of developing a character's skills, as in say GURPS (where it strikes me as most severe), is just asking to make trouble - you've got all these capabilities saved up for a rainy day; the problem is, you paid for all of them and if one of them never gets used, the Currency is wasted!

Perhaps that's why I have a preference for games like Over the Edge and The Pool. Firstly, their "define your own stuff" categories escape the tedium of hundreds and hundreds of skill descriptions (again I turn to GURPS for an extreme example). But more than that, in a distinctly Nar game, I think the amount of Director stance that is appropriate goes a long way to ensuring that the character is useful, in that it takes the burden off only the GM's shoulders (it is likewise tedious to have to run everything so as to make certain that the player characters all use their capabilities).

I think it's a positive thing that game design is slowly moving away from the sort of roulette game that traditional Sim skill systems have you play with Currency: you're guessing, "Will this be useful, or am I just throwing points away?" That's a bizarre element of the metagame that I am personally more than glad to be rid of.

-Wayne

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On 2/2/2003 at 5:11pm, clehrich wrote:
RE: Useless Detail?

I think Christopher has hit the nail on the head here. Without wanting to turn this into a GNS discussion, I think that in both Nar and Sim games, an important part of the GM's job is to make use of whatever resources are available, and player-designed character detail is a crucial part of such resources. So if I design a character with a detailed background, I expect the GM to make it possible for me to draw on that background in play. (In Gamist play, one could perhaps argue that this is entirely the player's job, as a way of "beating" the scenario.)

Of course, it is also the player's job, no matter what the style, to try to draw on such detail to make the session more interesting and fun.

But Cadriel's point about Resources is essential as well. If I have to pay for my background, that encourages me either to spread myself thin (lots of things just in case) or to specialize wildly (I have a 100 in machine gun, but a 0 in breathing). I think, though, that there are really two different kinds of detail here: those paid for and those not, and both exist even in GURPS. For example, while I have to pay for my skill as a sharpshooter, I don't probably have to pay for having a brother who's in a wheelchair (I mean this not as a question of whether my brother is "powerful," but as an emotional issue for my character). The question is whether, having spent time thinking about my brother, I will ever see him enter the campaign, or whether he'll just remain entirely on my character background sheet. As to my sharpshooter skills, if I pay for them, the GM had better realize that I'm going to use them, like it or not.

Regardless of Resource expense, detail is "useless" when either (1) the GM makes it impossible to utilize in play, or (2) the player is uncreative about utilizing it. Both can occur, obviously. I was once in a campaign where everyone was told to develop detailed backgrounds, with lots of history and contacts and friends and whatnot, and then the GM took us to a foreign country with no links back home, and everything home-based in our backgrounds was simply irrelevant and couldn't be used. This sucked. But it sucked a good deal harder because we paid for this stuff. The effect was that players were rewarded for ignoring background and designing min/maxed skill monsters, while players who devoted a lot of effort to background (as requested) were simply weaker. Not that balance is always an important thing, but I think you can imagine that in a game where the GM doesn't care a damn about character background but makes you pay for it, roleplaying per se is often less important than skill numbers.

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On 2/2/2003 at 5:24pm, greyorm wrote:
RE: Useless Detail?

John Kim wrote: How can having a peanut allergy "deprotagonize" the character?

Excellent question, John.

It is if that peanut allergy never gets used.

Take, for example, the following typical scenario: I have developed boatloads of characters in traditional pre-play with all sorts of interesting tidbits and backstory and whatnot. Yet almost without fail, these tidbits never get used...and I feel rejected, abused and deprotagonized every single time.

Could I have voiced it like that before I came to the Forge? No. But the feeling was still there, the aggravation and disgruntlement with the situation.

When the tidbits are used in a game, I feel elated and interested in the game during their occurence, because I'm not searching for my motivation or my role -- it's right there in front of me, it's something so important to me that I wrote it down.

But those points of use occur only rarely, rather than being at the center of the game, so I end up playing to get to those points, rather than enjoying the whole experience.

It's rather like the GM throwing you a bone on occasion: it isn't what you really want, but it's something to gnaw on for a bit and forget about what you really want. But the question remains: I've got stuff, so why aren't we using it?

That, of course, is the key.
I write down or spend points on "a peanut allergy," and then it never gets used in the game; the point is that I might as well never have taken or created that item if it is irrelevant to play.

In fact, I've mentioned this topic before, about the way back-story is used in most games: it's casual toss-away fodder for "maybe later" rather than being the very stuff that's important right now.

In most games you play through the GM's scenario...you do not play through a scenario specifically crafted to deal with your character's conflicts and background. Those character conflicts only exist as backstory or loose motivation to the current events.

In fact, the backstory and its conflicts may as well not even exist! Such a game would (and does) flow more smoothly if the characters shoe-horn themselves into it during the game...creating their relevancy to the events of the scenario during play.

I'm going to posit something here about one of your statements, about characters who end up playing differently than they were developed: I'm going make the claim that many of these pre-developed-post-altered characters -- characters who turn out differently in play than in conception -- are suffering from a lack of the campaign speaking to the character as concieved, hence the character is altered to fit the game (rather than the game being altered to fit the character).

But what are we really talking about here, is it just about when you prefer to develop your character, given that either method works and often can work fine together in the same game?

I've been getting ready to release a rules-adaptation, and I'm readying myself for the outraged cries of certain of my fellow gamers, because I know -- KNOW, mind you -- that this very subject will come up on the relevant list and complaints will be filed about the lack of skill lists, multiple attributes and so forth, for I'm advocating ditching all the unecessary grit in the character creation system.

I will say, "He's good with languages, has a rank 5? So what? Is it relevant to play?" "But," a particular they will boldly state, "That extraneous stuff might become relevant! You never know! The GM could use it!"

Poppycock. This is just another turn of the old "we might get a story out of this someday" or "just stick around, it will all be cool later" tired schtick that has been around for years.

You may have noticed the keyword in there: could.
Unless the GM is definitely going to use it, the argument is no good. The GM could do anything; the question is what will she do?

Not using the stuff you designed your character with is deprotagonizing because it ignores the character as written, so your GM either must allow you to create the scenario by creating the character, or create the scenario himself and allow you to create your character from that scenario.

If the GM wants to run a game where the players do not have creative development of the scenario, then giving them the opposite, creative input into their characters during the scenario, is the best thing to do for the sake of a good gaming experience.

As I question above, the problem we're really discussing isn't characters being developed pre-play or during play -- that's so not the important or even relevant issue -- it's with how the game itself is played, with the understanding between player and GM about what each wants out of the experience and how the pieces of the game tie together to fulfill that for each individual.

If a player wants to develop a character pre-play, then the GM must be willing to create scenarios that highlight that character's story and conflicts specifically. If a player wants to develop their character in play, then the GM has to have a system in place that allows character creation on-the-fly.

It boils down to functional play...not just "play happening" but functional play happening.

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On 2/2/2003 at 5:45pm, Christopher Kubasik wrote:
RE: Useless Detail?

Hi All,

The comments about Currency cleared everything up for me.

At least in terms of mechanics. I still can't fathom why a GM would do the things to players described above, but that's a seperate issue.

I suppose, at this late stage of the game, where I can't imagine playing many of the types of games descibed above anyhow, why anyone *would* play such games when they seem to encourage such discord and potential frustration -- but, again, another issue.

Thanks for the replies,
Christopher

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On 2/2/2003 at 6:09pm, Andrew Martin wrote:
RE: Useless Detail?

I totally agree with Greyorm.

Christopher Kubasik wrote: At least in terms of mechanics. I still can't fathom why a GM would do the things to players described above,...


Because it's not in the rules of the game! :)

Christopher Kubasik wrote: I suppose, at this late stage of the game, where I can't imagine playing many of the types of games descibed above anyhow, why anyone *would* play such games when they seem to encourage such discord and potential frustration...


Because it's not in the rules of the game! :) :)

Basically the GM doesn't know any better. I know this because I played and GM-ed in the same way as Greyorm described. Background detail was nice (I did it as a player as well), but it never seemed to come up in play, and as GM I didn't know how to include it in play.

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On 2/2/2003 at 6:29pm, Christopher Kubasik wrote:
RE: Useless Detail?

Hi Andrew,

Yes. I even almost came back and edited my post to comment on this.

But I find I'm boggling boggling myself these days. This is a whole 'nother thread, but I'm getting really confused about this.

Back in the day, in High School using the three AD&D hardbacks and nothing else, we played a campaign that, apparently wasn't anything like most group's straightfoward style: I did think about why the monster were in the dungeon, the campaign was about a small village being threatened by the resurgance of an evil cult, as much time was spent in romance and intrigue in forest and towns as was spent crawling in dungeons, the story arc was these farm kids growining into heroes, the alignments (mostly good) encouraged tension in "what is the right thing to do?", PC dreams were interwoven with character bits created by the PC's players so they all felt the PCs were part of the fabric of a fantasy world -- in short, what I liked best, and what my players liked best, had almost nothing to do with what was in the rules, and certainly, apparently, not the way most people were playing the game.

Now, the rules were there, and we certainly weren't "rewarded" by the rules for this behavior.

Why did we play this way?

It seems to me I keep depending on some sort of aesthetic sensibility to carry the day (which, we all know doesn't make any sense, since System Does Matter). On the other hand, building the rules set that would Encourage GMs to Respond to Players Bits and all other items I think make a great session ad nauseum would be as clunky and patched at AD&D -- except with a Narrativist slant.

At some point isn't it on the heads of the players to have -- christ, I don't know what to call it -- Good Taste? Generosity? Creative Spirit?

I suppose this is where my concern about building a "game" slips away and I just want to hang out with fellow storytellers and go to town.

But I still think the question needs to be asked: Style and Technique counts for something, right? Do we need gerible feed as a reward for every choice. Or can we use words and action as players at the table to create more fun, more aesthetic pleasure, more generosity simply -- because we can?

Your in confusion,
Christopher

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On 2/2/2003 at 7:02pm, greyorm wrote:
RE: Useless Detail?

Christopher Kubasik wrote: Do we need gerible feed as a reward for every choice[?]

I know your post was directed towards Andrew, but I feel I've got the answer right here among the forums. Check out my latest thread in Actual Play: More Player-driven 3E and the links to the other threads in the series before that.

The simple answer to your question is: obviously not!
The more complex answer is to ask what you mean by gerbil feed?

If you are talking solely about the mechanical reward-aspects of a system, then my answer stands; if, however, you consider your own on-going, fully-engaged enjoyment to be gerbil feed, then the answer changes.

Functional play relies on gerbil feed...you've got to be getting something out of it regularly or continuously, you need to be recieving some sort of (non-mechanical) reward, or it becomes dysfunctional play.

In the campaign I reference above, we're playing that way because it's fun, and it's probably the most fun we've had as a gaming group in years. So that's our reward, and yes, that's important.

We're using the existing system as our base for adventures and scenarios, the system is integral to it: I'm focusing on the character aspects presented as obviously the important things to focus on.

So, since the characters have Skill X at Y, I'll use that information to run appropriate scenarios for them. Frex, a number of characters have ranks in Intimidation and/or Diplomacy...that gets used. If they didn't have such skills, I would avoid situations calling for those skills (since it isn't my job to point out what they should have taken or done, but work with what they did take or do instead).

Now here's my question to you: is that use of the system to facillitate better play gerbil feed?

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On 2/2/2003 at 7:25pm, Walt Freitag wrote:
RE: Useless Detail?

Damn, Christopher, that's a monumental post.

Should we take the question to another thread?

- Walt

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On 2/2/2003 at 7:36pm, Christopher Kubasik wrote:
RE: Useless Detail?

Hi Reverand and Walt,

I'll need to get to the 3E thread and read it through before I can answer. But thanks for providing the prep work on this discussion. (As it stands, I've got to get some writing done and errands now. I'll check in later tonight.)

What's spinning around my head right now is this idea of fun -- and even pleasure.

Chleric has split the thread already. (He seems to have knack for doing this.) There he chose to follow up on the term "good taste" -- which often suggests a kind of intellectualized knowledge of what is good and bad.

But we might consider it in a blunt, reversed understanding: responding postively to that which tastes good. So, yes, greyorm, that which gives us pleasure is our own reward. But where do we go from here?

Apparently to the new thread on Good Taste.

Back later,
Christopher

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On 2/3/2003 at 1:15am, Shreyas Sampat wrote:
RE: Useless Detail?

Ok, I'll have to jump in on Good Taste in a bit, but on Currency costs:

This is part of my issue, certainly an important part, but I don't believe that Currency is the only thing that creates deprotagonized detail.

There is a cost in energy and attention associated with creating any detail. This is monumentally more important than Currency; Currency should be a representation of the flow of attention anyway. So the question is about focus of energy and attention: Who has to write around whom, and do they do so in a rewarding way? How can we help them do so?

I see now that the two options are mutually exclusive, but this thread has helped me see the problem more clearly, and cleared the path for a solution. Thanks, guys.

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On 2/3/2003 at 6:09am, Christopher Kubasik wrote:
RE: Useless Detail?

Hi Greyorm,

First, congrats on getting your mojo back in your gaming.

And second: well, there it is. Your games are not more fun beause of specific reward mechanics in the game that are rewarding certain behavior. As Ron correctly, I think, pointed out on your threads, you've dumped certain rules that move things out of certain Gamist and Simulationist agendas.

But certainly no Narrativist bennies are on the table in terms of concrete mechanics. Not that they're needed for it to be Narrativist play. As Ron pointed out on your Actual Play thread, protaganized, Story Now play is a big chunk of Narrativism, and that's what you're doing. None the less, something "good" is happening, everyone playing is responding to it. What is it?

I think it's this:

The rules of improvisation.

From everything you're doing you are using (whether you know it or not), several primary "rules" form improv.

* You are saying "Yes, and..." or "Yes, but..." to suggestions from your scene partners.

* You are not contradicting, denying or ignoring scene or character "truths" introduced during "play"

* You are not presuming to know what the scene/(story) is going to be about, be willing to discover as details are added on the fly.

These are rules. By applying them, you get gerbile bennies. What are the gerible bennies? Good scene work and story.

There's no metagame score keeping or whatnot. But there is an aesthetic reward. It is the pleasure of watching coherent patterns grow on the fly.

So, I'd offer:

1) there is a kind of system/game being played

2) this system/game you've added to your AD&D game is time tested and provides rewards

3) the rewards transcend metagame concerns and are aesthetic

4) these rules are very soft and the reward (aesthetic pleasure) nearly impossible to quantify, and so often dismissed/ignored/denegrated by those who want things quantified

5) you've stumbled into them by accident (ie: hanging around at the Forge and hearing a lot of Narrativist talk)

6) the rules for this system/game have absolutely nothing to do with what most people think of as system or game when they talk about RPGs -- but nonetheless folks often grasp after these aesthetic pleasures after encountering them by accident -- but almost always by reworking mechanical rules and quantifiable details (character personality trait lists with dependents and allergies that might never get into play) that they think will bring them back to what they got by accident, but, in fact, have nothing at all to do with the pleasure they seek -- for it, in fact, cannot be measured

That's what I've got so far.

Christopher

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On 2/3/2003 at 6:25am, Christopher Kubasik wrote:
RE: Useless Detail?

Oh, one more thing.

Ron's work on Sorcerer turns a lot of the Imrovisation rules into game rules. Kickers for example, start the story off and make everyone aware: "This is what the story is about; every scene builds off of this scene."

Compare this to other styles of play (whether to gain competative advantage or experience the world), where there's no need to stay focused on *adding* to what has come before. With a Kicker, you start with a situation, add to that situation scene by scene, and finally resolve it.

That's good improv. But, again, the reward mechanic is simply "pleasure"; a pleasure created by that weird human desire for good storytelling, which is a matter of taste.

Christopher

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On 2/3/2003 at 9:28am, M. J. Young wrote:
RE: Useless Detail?

I don't know how much help this will be; but I think it's related to the question.

When we were developing Multiverser, we became more and more focused on getting characters as detailed as possible. After all, we were talking about a player representing himself, the person he had become, as a character, and real people are extremely complex with many and varied talents and abilities. We recognized that as they entered the worlds they would rely on things they knew, and couldn't really predict which things they knew would be relevant, even given knowledge of the worlds they entered.

As an example, we dropped three players into The Postman (the Costner film story). One of them, an engineer, couldn't avoid the draft, but once inside began using his skills to create an underground newspaper to undermine the authority of the command structure, until groundswell of opinion within the ranks tore the army apart. The second fell back on his skills as a hunter to stalk General Bethlehem and ultimately kill him, taking over the army from outside. The third used his diplomatic skills to organize townspeople in an effort to build a society strong enough to oppose the armed brigands who pretended to be government. Part of creating a world is presenting problems. Part of playing a character is figuring out how to use the abilities you do have to solve those problems.

However, character creation got rather complex and involving. Eventually we realized that we were overdoing it. We were working with conflicting objectives: streamline character creation and create detailed characters. Ultimately we went back to our roots, and devised an on-the-fly character creation system. In this, we ignored most of the spaces on the character sheet. That is, you've got so many attributes and any number of skills, but I really don't need to know that your character is of average strength and average agility and average intelligence when we start. Even if you're a bit above or below average, I don't have to worry about that. I don't need to know that you learned to ride a horse in summer camp, not right now. What I need to know is whether any aspect of your character is outstanding or extraordinary. Are you a genius? Are you a star athlete? Do you have professional level abilities in something? Did you study computer design, or genetic engineering, or astrophysics? Are you a blackbelt in some martial arts style, or a sharpshooter for the police force? Give me a list of the things that make you remarkable.

If during play you decide you have to swim across the river, and you didn't mention you could swim, that's not a problem. I'm quite willing to accept that you're an average swimmer if you say so. I'm even willing to accept that you're an above average swimmer if you earned your Red Cross Life Saving card or Boy Scout Swimming Merit Badge. What I'm not willing to do is allow you to win in a race against Mark Spitz because suddenly you happened to remember that you're an Olympic level swimmer who just didn't put it on his paper.

Of course, in this case we have an objective reality: we're assuming that the character can do everything the player could do at the start of play, plus anything learned during the game. The player becomes our reference template.

To do something similar in play, you'd need something of a character concept that has similar ramifications; you'd also need to be willing to explore those ramifications. For example, if the player wrote in background that the character spent summers on the farm, it's fair to assume that he's got a bunch of skills related to animals and plants. If such a character tried to ride a horse, I'd give it to him based on that farm background. Similarly, if he did a lot of camping in the mountains, I'd include such things as rope use and swimming and foraging as reasonably related to what he did. This means that you've got to create this sort of distinction between those primary skills at which the character is especially proficient, the ones listed on the sheet, and those secondary skills at which the character has limited but real ability, which are inferred from what is known about him. Such a system could do what you want, as I understand it: allow for both detailed pre-play character creation and creative expansion during play.

Is this what you're seeking?

--M. J. Young

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On 2/3/2003 at 10:53am, contracycle wrote:
RE: Useless Detail?

Christopher Kubasik wrote: Oh, one more thing.

Ron's work on Sorcerer turns a lot of the Imrovisation rules into game rules. Kickers for example, start the story off and make everyone aware: "This is what the story is about; every scene builds off of this scene."

Compare this to other styles of play (whether to gain competative advantage or experience the world), where there's no need to stay focused on *adding* to what has come before. With a Kicker, you start with a situation, add to that situation scene by scene, and finally resolve it.


Exactly. My proposition, and that of four willows I blieve, is that the former should be done even more vigorously, more completely, more overtly.

Useless detail is just that, useless. Worse, it is distracting. Therefore, for any given game event, which resolves A Particular Story, I would say that NONE of the characters should have any details which are not pertinent to THIS story.

If the detail is there, it is because (or, must be because) it WILL be used to give a thematic answer to premise. Systems should be built to make that happen; IMO, to express those things which focus on the resolution of whatever conflict drives the story.

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On 2/3/2003 at 12:51pm, Jack Spencer Jr wrote:
RE: Useless Detail?

Christopher Kubasik wrote: Ron's work on Sorcerer turns a lot of the Imrovisation rules into game rules. Kickers for example, start the story off and make everyone aware: "This is what the story is about; every scene builds off of this scene."

I was about to respond to this:
On the other hand, building the rules set that would Encourage GMs to Respond to Players Bits and all other items I think make a great session ad nauseum would be as clunky and patched at AD&D -- except with a Narrativist slant.

but then you said the above.

I mean that, I doubt if the rules to have the GM respond to player bits would be as clunky as you think. They would be, pretty much, "Have the players come up with interesting features of their characters and build the story around these." As opposed to "buy our adventure module," to use an extreme example.

I think what we're dealing with here, the daughter and parent threads, and several other threads that are going on right now is that there are many, many ways to play an RPG. Part of the problem with some of the early RPGs is that they were not very clear on exactly *what to do* when you played. What many game groups had learned, like Christopher's, is that if everyone was like-minded enough, it really didn't matter what the rules said. Use 'em when you needed 'em. Otherwise, just do what you like.

This is great for people who are lucky enough to find a group of a similar mindset. The rest of us are aptly described in the GNS essay:
My straightforward observation of the activity of role-playing is that many participants do not enjoy it very much. Most role-players I encounter are tired, bitter, and frustrated.

The tragedy is how widespread GNS-based degeneration really is. I have met dozens, perhaps over a hundred, very experienced role-players with this profile: a limited repertoire of games behind him and extremely defensive and turtle-like play tactics. Ask for a character background, and he resists, or if he gives you one, he never makes use of it or responds to cues about it. Ask for actions - he hunkers down and does nothing unless there's a totally unambiguous lead to follow or a foe to fight. His universal responses include "My guy doesn't want to," and, "I say nothing."

I have not, in over twenty years of role-playing, ever seen such a person have a good time role-playing. I have seen a lot of groups founder due to the presence of one such participant. Yet they really want to play. They prepare characters or settings, organize groups, and are bitterly disappointed with each fizzled attempt. They spend a lot of money on RPGs with lots of supplements and full-page ads in gaming magazines.

Last time I read that, I looked out the window where my group meets to see if Ron was sitting outside watching me like Jane Goodall.

It strikes me as odd that the idea of an aestetic reward is being made into a big thing, here and in the daughter thread Good Taste, because my response is "well, of course. What else?" This makes sense since I have some heavy leanings toward Narativism. Naturally I think that the story being told through play is its own reward. What else would be the reward? Experience points? Ha. That's just the mechanical reward and mechanical rewards are kind of like car bumpers made out of tempered glass. Eventually they won't do what they were meant to do.

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On 2/3/2003 at 1:34pm, Christopher Kubasik wrote:
RE: Useless Detail?

Listen guys,

I don't know if this is being treated as a "big deal."

I do know that I'm responding to Andrew Martin's post from the first page. There he suggests that the reason GMs might not know how to facilitate the kind of story the Players clearly wanted because of the rules didn't tell him how to do it, and because the GMs simply didn't know how to do it.

All I'm trying to do is tease out is how some GMs did it without being told, or, are doing it today after having picked up clues either from Ron's work or Sorcerer in general.

This bafflement and "Huff! What's the Big Deal?" response from folks like Ron and Jack seem especially strange since all one has to do is go look down at the recent Star Wars Actual Play threads and see plenty of people have no friggin' clue how to break out these idea and apply them to their play.

Am I after a whole new "Thing"? Um, no. I was doing it decades ago in High School. (Welcome to my club.). I'm simply trying to write about it from different perspective then is sometimes used here (using a different style of writing, a certain change in vocabulary) so that folks who may not have taken a logic class might still get a game closer to the style of play they want.

As far as I knew, we aren't scientists trying to get published first. We're trying to help each other play better. If I think that by being explicit about techniques borrowed from improvisation or writing will help a story go better for player who don't know these things yet, I'll do it. (Or, perhaps, in the future, not.)

Take care,
Chrstopher

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On 2/3/2003 at 2:33pm, Marco wrote:
RE: Useless Detail?

Christopher Kubasik wrote: It seems to me I keep depending on some sort of aesthetic sensibility to carry the day (which, we all know doesn't make any sense, since System Does Matter).
Christopher


It makes perfect sense to me. And I don't think system is all that important. It's like soylent green, guys, it's PEOPLE!

-Marco (spits the RPG book out of his mouth)

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