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Topic: Marco's View of Gaming
Started by: Marco
Started on: 4/9/2003
Board: RPG Theory


On 4/9/2003 at 6:57pm, Marco wrote:
Marco's View of Gaming

Marco's Gaming Manifesto
Here is my take on gaming. I'm not saying this is all it can be. I'm not saying this way or these terms are "the best" or "correct." I'm not suggesting you "do it" this way. None of that. Here's how it usually works for me.

About the only claim I make is that In My Experience(TM) most people I've met would find themselves in general agreement with this description.

DEFINITIONS
1. Definition of REASONABLE: I use reasonable in something approximating the legal sense (as in "reasonable doubt"). If (and this is Valimir's example) a player says "I go to the bathroom and get a hairbrush" if the bathroom belongs solely to a bald man, it is REASONABLE that the GM says "there isn't one." If it belongs to a woman, it is REASONABLE that there is one. If it belongs to a male bachelor, it is REASONABLE for the GM to make a decision (rolling a dice would suffice with maybe a 50-50 split)—but neither outcome is unreasonable.

2. SITUATION: start conditions. These include NPC's with plans in motion. There is no concept of "fair" here. If Lecter is the only reliable way to catch Buffalo Bill (another serial killer), you may have to choose between playing his twisted mind games or letting the Senator's daughter die. You don't have a bitch that you are being railroaded—it’s SITUATION.*

SITUATION will necessarily evolve (in a REASONABLE fashion). That's okay.

3. The GM provides the GAME WORLD (acting as an agent for laws of physics, the character's senses, etc.) This is not the same as the "real world." If the GAME WORLD is one of omens and specters then it is REASONABLE that the GM describe/include/adjudicate these things. The GAME WORLD is expected to be defined in SITUATION (i.e. the nature of the world is a start condition).


4. BASIC POWER SPLIT also TRADITIONAL POWER SPLIT: this is how (IME) the vast majority of gamers would describe the split of power between GM's and players. In other words, if I came to them and said "it's like this?" They'd say "yes, it's like that." They might not always play that way—but they'd agree to it in theory.

GM: The GM sets up SITUATION
PC: The Players take ACTION
GM: The GM adjudicates RESULTS (of Actions) —also RESPONSE(same meaning).

This assumes no "isms" are in effect (illusionism, participationism, railroadism, consumerism, whatever). If they are, throw this whole thing out.

The GM does NOT "adjudicate" RESOLUTION (of scenes or problems)—that'd be, maybe, illusionism or something else. That is, the GM doesn't determine how the whole thing plays out.

RESOLUTION here means "how the problem got solved" or "how the scene played out." Nobody adjudicates it—it is simply a sequence of ACTION and RESULTS. In the case of what might be called illusionist play RESOLUTION might be pre-determined by the GM.

The GM is expected to be REASONABLE in all adjudication. This is important—if the GM is not behaving reasonably, he or she is violating these precepts. Since it's obviously a judgment call, you get to vote with your feet.

DRAMATIC TIMING/EDITING
When the GM is making a decision, so long as it is REASONABLE, he or she may or may not choose to exercise DRAMATIC TIMING or EDITING (as it can deal with things other than timing). For example, when choosing between two likely outcomes, the GM may choose the more dramatic/thematic of the two if he or she chooses. This doesn't violate the precepts here.

It is through the use of DRAMATIC EDITING the GM can introduce theme (recurring patterns in the game that reinforce an atmosphere). The GM can use FORSHADOWING (but the events foreshadowed are not necessarily destined to come to pass), etc.



CONCLUSION
I conclude that the combination of SITUATION (mostly), RESPONSE (not so much) and DRAMATIC TIMING/EDITING (varies) are in the media of RPG's the GM's "Story."

The PC's ACTIONS can have dramatic, influential effects and change the course in ways the GM did not foresee. The players ACTIONS may be taken in such a way that the Player is addressing a theme or tackling a problem—or they may not. It's up to the player(s). The players are the main characters, (usually) the focal point of the conflict (opposite the antagonists) and therefore are the Protagonists.

"Story oriented GM's" operating under these rules will probably want to construct adventures along the lines outlined in the editorial on our site. An example of this play is posted on the board.

END.

* If, on the other hand, you DO find a clever way to catch the guy and the GM unreasonably stops you, he's violating the contract.


Essay on Fault Tolerant Scenario Design that goes with these precepts
http://jagsgame.dyndns.org/jags/viewMessage.jsp?message=178&thread=73&forum=3

Examples of such scenarios.
http://jagsgame.dyndns.org/jags/viewMessage.jsp?message=179&thread=74&forum=3

-Marco

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On 4/9/2003 at 7:45pm, Mike Holmes wrote:
RE: Marco's View of Gaming

I assume that this is not intended to solicit feedback of any sort (just a reference thread)? Just trying to be clear, and avoid people posting where it's not suitable.

Mike

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On 4/9/2003 at 8:01pm, Marco wrote:
RE: Marco's View of Gaming

No--feedback's fine. I posted this, really, on request from Gordon Landis. In articulating my views to Ralph, some of this got put on paper (PMs, really ... bad metaphor again).

Ron said he thought my view of protagonization might be faulty even within my framework. This is my framework.

If you have comments, fire away, I'd be interested to hear 'em.

-Marco

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On 4/9/2003 at 8:05pm, Mike Holmes wrote:
RE: Marco's View of Gaming

Well, I'm not sure what would be appropriate. I mean this is a statement of how you play, and/or think is a good way for people to play. And it seems to me that it's entirely functional and all. What is there to say?

Mike

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On 4/9/2003 at 8:14pm, Marco wrote:
RE: Marco's View of Gaming

Dunno. Gordon asked for it. I wrote it. If you think it seems functional then cool.

I do have one suggestion: we might do some observation and see if my terms are as widely accepted outside indie RPG's as my experience indicates. If you, for example, see this as the traditional role-playing mode, say so. If you think, for example, that strong illusionism is more the norm, say so.

Whatever the case, a base-line of terms that are general enough to describe traditional roleplaying would be very helpful in analyzing future jargon.

(I have little problem with Jargon: so long as it's in the glossary, at least moderately intuitive, and used consistently and (mostly) correctly.)

-Marco

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On 4/9/2003 at 8:21pm, Valamir wrote:
Re: Marco's View of Gaming

I hope I'm not derailing where you're looking to go with this, but I thought that I'd offer some of my commentary that derived from our PM exchange with these items.

BTW: Valamir...with an "a" ;-)

Marco wrote:
DEFINITIONS
1. Definition of REASONABLE: I use reasonable in something approximating the legal sense (as in "reasonable doubt"). If (and this is Valimir's example) a player says "I go to the bathroom and get a hairbrush" if the bathroom belongs solely to a bald man, it is REASONABLE that the GM says "there isn't one." If it belongs to a woman, it is REASONABLE that there is one. If it belongs to a male bachelor, it is REASONABLE for the GM to make a decision (rolling a dice would suffice with maybe a 50-50 split)—but neither outcome is unreasonable.



My difficulty with this is as stated is that it is as follows:

Reasonable is a pretty vague and subjective thing. It takes a judge, 12 jurors, a team of attorneys, and several hours to come to a conclusion on what is or isn't reasonable in a legal sense...how does one expect to go about this determination on the fly in a game setting among peers? Note that isn't rhetorical sarcasm...that's the key...how do you as a play group actually expect to arrive at this determination in the game? What is the mechanism by which this gets decided...not in theory, but in actual instances of play...when the rubber hits the road...who defines "reasonable".

This really, for me, is the key sticking point we went around...because how what is "reasonable" gets determined in the game circles right back to the control issues (authority / contributary / whatever) we've been discussing.

In this example you are cedeing 100% of the control for making the determination of what is and isn't reasonable to the GM and relying on the group having a developed enough social contract to handle this. In my experience, I've found that the social contract (or the "shared genre expectations", etc.) is often not strong enough to support this sort of power structure without friction.

Let me see if I can frame this example in an illustrative way. The above division of power is consistant with the standard gaming text of the GM setting up the world/anything external to the characters. What if the apartment is mine (as in my PCs) and I say I go into the bathroom to get a hairbrush. We've never taken an inventory of my apartment and I've never identified whether my character uses a brush or a comb (or even what style hair my PC has). Is it still the GM's perogative to determine whether my request for a hairbrush is reasonable or not? Now I don't mean that the GM will probably say "sure its your place, you can have a hairbrush if you want"...no...I mean does the GM even have the right to make this determination at all...or is the player given this right by way of the hairbrush relating to his character.

Is it still the GM's call, but the player has sufficient evidence to demonstrate that it is in fact reasonable; and the player is hoping and expecting that the GM will take this into account and agree with him (and what happens if the GM doesn't).

Or has the issue now crossed the line into the player's realm; that being that the issue is one of the player playing the role and controling his character. As the text gives this right to the player is it now up to him to decide if it is reasonable or not and the opinion of the GM on the matter is completely irrelevant and able to be ignored.

The fact that there is no explicit mechanism in most texts for identifying how to determine where 1 person's ability to decide what is reasonable ends and another persons ability to decide what is reasonable begins, is central IMO to the overall paradox. And this text, as worded, doesn't really address this issue at all.



2. SITUATION: start conditions. These include NPC's with plans in motion. There is no concept of "fair" here. If Lecter is the only reliable way to catch Buffalo Bill (another serial killer), you may have to choose between playing his twisted mind games or letting the Senator's daughter die. You don't have a bitch that you are being railroaded—it’s SITUATION.*

SITUATION will necessarily evolve (in a REASONABLE fashion). That's okay.



This is very strongly a sim assumption...and here I don't mean GNS sim, but rather the more broadly accepted sense of "Conflict Simulation". Players agreeing to accept certain preconditions as a starting point is VERY VERY much rooted in the wargaming history of the hobby. "Fair" is not nearly as important a consideration as "Is it an interesting/educational place to start from to see what happens" Wargaming the battle of Kursk for example comes with the willingness to accept a very lopsided starting situation.

I understand you very clearly stated that this is how it works for you --and indeed, works for me much of the time also...despite having co-created Universalis, most of my gaming history likely resembles your own (or at least what I percieve as being your own).

However, you go on to say that most people would agree with the description; and while you did caveat that with being people you've met, I think the statement is somewhat misleading. There are a host of gamers who would not accept that the GM gets sole purview over setting up this starting situation in such a manner and would balk strongly at the "play Lector's game or the girl dies" choice that established as being part of that situation.

I'd venture to say that Kickers in Sorcerer represent very clearly a style of play that INSISTS that the key components of the starting situation are established not by the GM but by the players (or at least a collaboration).

I would also contend that the statement that "most gamers would agree with this:" is pretty unhelpful as a measuring stick. IMO most gamers have never thought critically about why they play the way they do and so are ill equipped to address the issue spontaneously. What you're really saying is that "most people would recognize and be able to regurgitate that this sounds alot like the text at the beginning of the games they've read"



One final comment:

This entire section (snipped for space):
DRAMATIC TIMING/EDITING
When the GM is making a decision, so long as it is REASONABLE, he or she may or may not choose to exercise DRAMATIC TIMING or EDITING
It is through the use of DRAMATIC EDITING the GM can introduce theme...


seems to me entirely at odds with:


The PC's ACTIONS can have dramatic, influential effects and change the course in ways the GM did not foresee.


If the powers of Dramatic Editing reside with the GM (You were pretty clear that this applies when the GM has a decision to make) how are the PC's actions dramatic and influential? Before you answer consider this next quote...

The players ACTIONS may be taken in such a way that the Player is addressing a theme or tackling a problem—or they may not. It's up to the player(s).


How is this being left up to the players? It seems to me that Dramatic Editing as you've described gives the GM the ability to decide
when choosing between two likely outcomes, the GM may choose the more dramatic/thematic of the two if he or she chooses
what actions a player takes are addressing a theme or not.

Note: these last points should be taken as only 1 part "challenge" and 2 parts "request for further explanation".


Edited to clarify a run on sentence or two.

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On 4/9/2003 at 8:27pm, Mike Holmes wrote:
RE: Marco's View of Gaming

Hmm. Well, I'd agree with you that most people would use the particular terms that you do. But they'd all mean 100 different things by it. What you describe could even cover Gamism, as long as the GM interpereted "dramatic" as "challenging to the players". Which many do.

So, your description seems to cover two thirds of gaming to me. Well, maybe only half, as you dis-include potentially half or so of Sim by declaring Illusionism to "not be it".

None of us have any facts, really that can tell us how many people play what way. Even worse, I suspect that there are a lot of people out there playing in fasions that are not really what they prefer because they've not seen anything else. So, while this might be common or not, that doesn't say anything about player preference, really. Especially not in terms of Narrativism.

But that's exactly why we have all the Forge Jargon. Because it does indicate the exact differences that commonly used terms do not. It's precisely this manifold interperetation of terms that leads to TITBB. I will go out on a limb and say that you overestimate how many people would agree with your precise definitions of your own terms.

Mike

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On 4/9/2003 at 8:33pm, Ron Edwards wrote:
RE: Marco's View of Gaming

Hi there,

Marco wrote,

Ron said he thought my view of protagonization might be faulty even within my framework


I did?

If I'm thinking of the same thread/post you are, then I believe that I said that the Impossible Thing was impossible for anyone, regardless of GNS orientation. I did not provide support for this statement, but expressed hope that I could manage to articulate why I think so in a later essay.

All of this was in support of the ideas that (a) Marco's play style produces stories and (b) the player-characters in his games are protagonists. Neither (a) nor (b) refutes my claim regarding the Impossible Thing.

Best,
Ron

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On 4/9/2003 at 8:40pm, Gordon C. Landis wrote:
RE: Marco's View of Gaming

Marco wrote: Dunno. Gordon asked for it. I wrote it. If you think it seems functional then cool.

And I really appreciate that you did. I'd suggest that comments in THIS thread would best be about things that people don't understand about what you wrote, as opposed to what they disagree with in what you wrote - but the two can be hard to tell apart sometimes.

I'll be reading to make sure I understand ASAP . . .

Gordon

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On 4/9/2003 at 8:55pm, Marco wrote:
RE: Marco's View of Gaming

Ralph,

I'll get back to all that later (got stuff to do)--but I'll rescind the whole players-making a theme thing. It's not clear. I think it's possible for a player to make a character with intent to play out a redemption story and then do so in the game. The GM can *prevent* this (sure)--but it's terrible form.

So I'm gonna have to address my thoughts on that in a separate section.

I also didn't put in some suggetions about cooperation that I think are pretty imparative to functional play.

Ron: Sorry man. I guess I misread you. Maybe it was the texts/text thing. I've been replying to a lotta threads.

Mike: By having a clearer interpertation of how people will react to certain terms the Jargon can probably improved. Maybe not. I dunno for sure.

-Marco

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On 4/9/2003 at 9:01pm, Mike Holmes wrote:
RE: Marco's View of Gaming

Marco wrote: Mike: By having a clearer interpertation of how people will react to certain terms the Jargon can probably improved. Maybe not. I dunno for sure.

Certainly, but then we're back to the debate about whether it's better for understanding to stick to old, less intuitive terms, or to change them and risk people becoming disaffected because they have to learn new terms all over again.

"What are we calling TITBB today? Narrativist Paradox? Wouldn't it be better to call it the Conflicting Interperetation of the Classically Defined Power Split (CICDPS)? No, that was last week, now it's the Nar/Sim Differentiation Principle (NSDP)."

It's a slippery slope.

Mike

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On 4/9/2003 at 9:18pm, Walt Freitag wrote:
RE: Marco's View of Gaming

Another consideration: it appears to me that railroading can be thoroughly accomplished without ever violating these principles of play. As a GM can always come up with a reasonable justification for ruling in such a way that any player action whose results I deem harmful to my railroaded plot will always fail.

It's the "sovereignty of Situation" principle that ultimately gives me this power, because I can, whenever necessary, represent my railroady rulings as (hitherto unrevealed) aspects of Situation. I can do this in many different ways: by writing a huge amount of situation details in advance, or by instantiating general facts that are part of the situation, or by refining the situation on the fly.

An example of each: one of the characters trying to rescue the Sentator's daughter decides to use a psychic clairvoyant power to try to discover the girl's location.

-- Pre-written: Knowing that this character would be in the game, I wrote down somewhere in the Situation text that Buffalo Bill knows of the danger of psychic detection and has placed psychic shielding around his location. (Or perhaps, I decided this in advance but didn't actually write it down; does that make a difference?)

-- Instantiation of a generality: I didn't write down anything about psychic shielding, but I did write down that "no other way exists to catch Buffalo Bill." From that established situational "fact," I can reasonably conclude that psychic powers, being an "other way," cannot work, and therefore Bill must have placed psychic shielding around his location.

-- Refining on the fly: I didn't write down anything, but when the player tries to use the psychic power, I decide on the spot that Buffalo Bill's location is psychically shielded. Note, this is not the same as "Buffalo Bill detects the psychic effort and responds by putting up shielding against it," which would be evolution of situation, whether reasonable or not. It's I, the GM, alter the situation in play... but does Marco's manifesto permit me to do this?

The interesting question is is there any real difference between these three cases? In other words, does Marco's manifesto permit the first (and perhaps the second) while ruling out the third (and perhaps the second)? The first might seem more "fair" than the latter two, but the resulting play in the first case is no better (certainly no more protagonizing for the player-character) than the others. It's arguably more "fair" at the cost of being more adversarial, implying that it's OK for the GM to railroad as long as he makes the effort to do it the hard way, and that the players, if they wish to break the GMs plan, must earn the right to do so by being clever enough to think up something the GM didn't think to write down in advance.

I can also point out that altering or augmenting the situation during play is not at all unusual and is done for a variety of reasons and under a variety of circumstances, most of which are considered reasonable GM conduct by most players. For instance, recently Fang used the example of the German submarine that intercepts Indiana Jones' ship in Raiders of the Lost Ark as something he might introduce in play on the fly. The discussion was about how the play of subsequent events might be made railroady or not railroady... but no one questioned the appropriateness of the GM introducing the submarine in the first place.

I'm not saying that the principles Marco enumerates necessarily lead to railroading or even encourage it; only that they don't rule it out either.

- Walt

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On 4/9/2003 at 9:23pm, Marco wrote:
RE: Marco's View of Gaming

Walt--

No, I don't think they "rule out" railroading. That's where the REASONABLE clause comes in. If the GM lets in claravoiance and then determines the guy is shielded, he's (I'd say) railroading. If the game is full of cat-and-mouse claravoinat crooks and cops then it's pretty REASONABLE to suspect a killer might wear the tin-foil hat (or whatever).

That's why you vote with yer feet.

And yes, I expect to have to deal with tricky situations concocted by the GM. For me that *is* part of the game. I also expect creative solutions to work.

-Marco

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On 4/9/2003 at 9:36pm, Mike Holmes wrote:
RE: Marco's View of Gaming

Marco wrote: That's why you vote with yer feet.


I see a lot of potential voting going on if these things aren't set out a bit better in advance.

Mike

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On 4/9/2003 at 11:46pm, Marco wrote:
RE: Marco's View of Gaming

Mike Holmes wrote:
Marco wrote: That's why you vote with yer feet.


I see a lot of potential voting going on if these things aren't set out a bit better in advance.

Mike


What's the alternative? Ya game with people tied to their chairs?

See, there's the implication of trust and quality that I didn't write about. I'm lookin' for quality in a GM--Dan Simmons (one of my favorite authors) doesn't hit a home run with every book he publishes, but I keep coming back 'cause I like him. Same with my gaming.

It isn't always gonna be perfect but explicit contracts are only *necessary* when there's no trust. If there's no trust and they aren't happy with what I'm doin' as a GM I would expect people to leave: I don't have enough rope to tie down my gaming group.

-Marco

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On 4/10/2003 at 3:34am, Marco wrote:
RE: Marco's View of Gaming

Valamir,

First the REASONABLE thing: you as a gamer get to make the determination. You can take hours and weigh evidence. You can make a snap decision. But it's you man--it's always you. They're your feet.

If the GM makes a call you feel is unreasonable, you argue it (hell, you think after a day or two here I'd expect ya not to?). It's all about cooperation. See--I expect (and I stated) that clever ideas oughta work--now, there may be situation the player isn't aware of that stymies the clever idea--and as Walt said that can lead to feelings of being railroaded.

If you think the GM is doin' that, then you make a decision--like it, lump it, or leave. Whatever you do, you take responsiblity for it. You don't stay there and grumble.

Personally, as the GM, if it was the character's own apartment I'd assume the player's perspective was the REASONABLE one as to whether a hairbrush exists (an Astin Martin in the tenement parkinglot is another matter). If the player walked over my decsion that a bachelor guy didn't have a hairbrush, I'd call it even.

So keep the take-responsibility-for-what-you-do thing in mind when reading REASONABLE.

As for the theme thing--that needs a lot more work before I can even discuss it well. Where I was goin' was that a character can be built with an arc in mind. You okay that arc with the GM--if he says 'no' you keep working until yer both happy. If he says 'yes,' he agreed to it and it's a deal.

How exactly that gets reflected is foggier. I've never had a problem with it. The GM is certainly free to ask. If it's sticking for ya, then you and the GM should go into detail about that.

I would expect the player to say "My character, at this stage as a violent thug, gets into a lot of bar fights--I go to a tough bar where the cycle-gangs hang out and they're always looking for trouble."

Is it REASONABLE that there should be one? For most places yeah. If the character lives on the planet "Utopia V" then as the GM I'd rule "no--no such place" and the player would have to argue it, accept it, or leave. But it'd have to be pretty extreme for me to rule there was no cycle gang and no seedy bar.

And if I did that and hadn't discussed that with the player before hand, I'd probably be in violation of the agreement (sure, you can play a violent thug who fights with other violent thugs ... except there are none on this planet ....)

As for the turning point? A moment of thematic climax? Well, it's best to work together--I've seen it work together. I've also done it internally. Just shifting the way my character played over time--or saying "my character was deeply affected by that and now does 'X'"

Man, this is long.

Anyway, it's not a science. And what I mean by exploring a theme is pretty damn unclear--so I can't really "debate" it--just clarify it. Honestly, it's never been a *big* problem for our group(s).

-Marco

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On 4/10/2003 at 4:04am, Marco wrote:
RE: Marco's View of Gaming

Walt,

I expect the GM to do the work for the background. Hell, I expect the GM to do *research* for the background situation. Just as I don't expect simple gaping logic holes in books or movies, I don't expect them in gaming. If the GM's scenario *does* have a gaping hole then It's like ... a blown "GMing" roll or something.

I mean if I have a way to catch the murder that doesn't involve talking to Lecter then bang--I should get him.

Someone said a player might be real pissed about having to visit Lecter in his cell and talk to him. You know I'm talking about Silence of the Lambs, right?

I mean, of Thomas Harris (who bloody well does his reasearch) offered to run ya through a game and at the start the FBI director came to your character and said "We have no leads--he'll kill again--and we need you to talk to the world's smartest sociopath--" you think they'd walk on him? I'm not talking about petty GM abuses of power or doing things to squash players.

What's the alternative? The set up is the ultra-cool silence of the lambs and this hypothetical guy looks levelly at Harris and says ... what? "I made a great detective roll--I catch him."? I don't wanna put words in this guy's mouth--but I'm confused.

You gotta put this in *perspective.* If the GM starts your characters in jail, there better be a good reason for it. And if it starts not-being-fun you know what to do: tell the GM--and if it doesn't get fixed--walk.

I was too strong when I said the player's don't "have a bitch"--they *always* do (it's like a right). But mostly I'd want to play with players who *trusted* me before I plunked them down in a scenario that looked like a no-win.

So add to the above that if the game's more of a negative than a positive you have the right to leave--even if the GM is behaving reasonably (same as you don't have to play in *any* game the GM runs).

-Marco

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On 4/10/2003 at 4:21am, Valamir wrote:
RE: Marco's View of Gaming

Marco, I want you to know that I hear what you're saying, and I understand what you're saying.

But I don't think its enough. Basically your entire post boils down to "Can't we all just get along". That's no better than the text we have now that purports to divy up control but in reality just leaves it up to the players to figure out.

If you have a group that really good at "getting along"...they don't even NEED rules. That's where all of the stories about "my GM is so good he can run anything...the rules don't matter" comes from.

If your group is like that, fantastic. I envy you. But you need to realize that you are then a member of an exceptional group...not a typical one, and IMO, this outline is insufficient.

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On 4/10/2003 at 6:13am, Bruce Baugh wrote:
RE: Marco's View of Gaming

Marco, I like this a lot.

And I like it partly because you are not trying to produce a system or set of guideliness that would guarantee good results. (Where "good" is the basic sensible thing of "satisfies the participants", with anything else as desirable fringe benefits.) I disbelieve in such things, and I take their absence as a good sign as to the writer's experience and judgment.

The last time I wrote character creation rules (For Dark Ages: Vampire) I put in a declaration about how it's very easy to build a character that is mechanically correct and totally in tune with the overall themes of the game, andyet wildly unsuitable for a particular series, like an obsessive stay-at-home in a game intended to include pilgrimage or crusade, ra devout Zoroastrian in a game about clerical politics in Rome. "Don't be a putz about this," I wrote, and developer Phil Boulle left it in, rather to my surprise and delight. I think that applies to everything in gaming. Everything has to get filtered through judgment. One reason to keep the terminology as simple and clear as possible is precisley to increase hte chances that more gamers will use it so as to figure out what they like or dislike and how to make those fit together for a mutually satisfying game.

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On 4/10/2003 at 12:04pm, Ian Charvill wrote:
RE: Marco's View of Gaming

I'd like to chime in alongside Marco's and Bruce's posts here. For the vast majority of people I've gamed with, Marco's text would describe an enjoyable play.

I don't think it's sufficient to be a "How to Roleplay" guide, but I'm not sure Marco ever intended it that way.

I'm not sure you can ever give advice sufficient to avoid dysfunction is all cases. Some people just don't play well with others.

For me, the useful and interesting discussions have been about dealing with certain dogmatic assumptions about roleplaying, which tend to promote bad role playing.

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On 4/10/2003 at 12:05pm, Marco wrote:
RE: Marco's View of Gaming

Ralph,

This wasn't supposed to be sold as Marco's recipie for *success;* it was 'the social contract Marco assumes is in effect as a standard form.' It has the added supposition that the players and GM will try to cooperate and that people will mo-o-less be mature about it (and that holds true for moderate amounts of less--I'm not always at the top of my game either).

It's been my observation that at least some of this behavior is *infectious.* I mean, show up for games you like, check out the group to see if you trust the GM. Talk about what you want ... and if you *don't* like what the GM is doin' and the way the GM is doin' it, at very least don't show up and then complain like hell all night.

Our editor in chief (in NYC) walked into a brand new group--one that had a fair amount 'a infighting going on, was handed a new game (Mutants and Masterminds), handled *one* serious player-player conflict (and it was a good one! He's-a-Munchkin-out-of-character-bad-for-the-plot vs. 'I'm a story oriented guy and he's hurting my experience and *attacking* my character' other player) and it's been week after week of great gaming. I'm *envious*--and it's not even a system I like much (nor he, especially).

So I don't see how it can be a certain magical group: *I* just started with a new group, with a GM who's a real novice and a few players who are new--and whose play *totally* differs from what I'm used to, playing D&D 3-frikking-e, a system that doesn't excite me ... .

It's doesn't look like the group. It doesn't look like the game. What's left?

-Marco

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On 4/10/2003 at 12:17pm, Marco wrote:
RE: Marco's View of Gaming

Ian Charvill wrote: I'd like to chime in alongside Marco's and Bruce's posts here. For the vast majority of people I've gamed with, Marco's text would describe an enjoyable play.

I don't think it's sufficient to be a "How to Roleplay" guide, but I'm not sure Marco ever intended it that way.


Right on, man (and to Bruce too!). Who here has a *different* expected social contract--Mike? Val? What do *you* assume the power split is/should be when ya get to the table? I'm talking about moderately 'simulationist' gaming--I know that for other GNS values it can be *way* different.

Do you assume, for instance, that the GM will behave in an illusionist style and/or handle what I called RESOLUTION? And I don't mean "I know Joe plays Illusionist so that's what I exepect from him"--I mean that as 'thats what these games are all about' or 'thats what *everyone* does.'

-Marco

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On 4/10/2003 at 1:30pm, Matt wrote:
RE: Marco's View of Gaming

Damn, had a nice reply that got eaten by an invalid session error.

Anyhow, Marco I think your summary is useful, it tells people exactly what you expect and what you enjoy. A very useful tool if you should ever try and bring new people into your group. Much more useful than many gamer's "I like fantasy games", which only tells us setting colour, and nothing about play style.

For me the execrise would be problematic, because I don't have a prefered play style, it changes based on the game, who I'm playing with, my mood, and so on.


-Matt

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On 4/10/2003 at 2:18pm, Valamir wrote:
RE: Marco's View of Gaming

Ok, first let me say that I'm not in any way against what Marco has written or opposed to the ideas it espouses in any way shape or form.

As a text that highlights Marco's solution (his game plan, his social contract summary) for getting around the issue of the Impossible Thing, I think its a great start. For a group that already has a tendency to play the same way and prioritize the same thing is is likely completely sufficient.

BUT, here's what I don't like about it.

1) If you have a group who already tends to play the same way and prioritize the same thing...you don't need a write up like this at all. The players would take it, read it, say "yup, whatever, isn't this how we've always done it" and never give it another thought. I mean really the vast majority of groups out there have been able to muddle their way to an agreeable solution since groups started playing together.

2) But, for players who aren't already of the same mindset. Its missing key pieces, a couple of which I elucidated above.


Which leaves me with the following.
I happen to be a fan of exploring the ideas of explicitly stated social contract...one of the reasons why I included it in Universalis. Have I done alot of this in the past...not really...I muddled through it to some mutally acceptable (often mutually tolerable) place just like everyone else.

Call it the benefit of setting everyones expectations properly up front, so they know exactly what they're getting into...rather than assuming that this group will play the same way as their last group and then being disappointed.

So. As a text which helps all of us to get a better glimpse of how Marco plays, this text is pretty good. I'm glad he shared it because its good to know where fellow posters are coming from. But beyond that, its would just be a testimonial...can't really critique a testimonial, so if that's what this is, there isn't much more to say about it.

As a text which a perspective new member of Marco's group might use to decide if he'd enjoy playing in one of Marco's games...its missing significant pieces. One can critique its effectiveness at performing this function. I'd give it high marks for attempting to lay out in writing something that most groups in fact just muddle their way through without much thought, an idea I applaud. But I'd deduct points for areas where I think its lacking (noted above in my post). If this were a text to be used in this way, I'd like to see much more clearly defined guidelines for what (if anything) and when (if ever) the player gets to make assertions that the GM is prohibited from interferring with. And what / when the GM gets to make assertions that the player is required to accept as fact without questioning. I submitt there is a HUGE range of possibilities here and since this is one of the biggest sources of in game friction it should be addressed.

How does this apply to game design. Because I think that the game designer should be upfront about the expectations he designed the game with. There is no "one true way" to roleplay. But there very likely is the "way I envisioned when I designed this game" from the designer. RPGs are usually completely devoid of clear explicit text describing the gaming assumptions the designer was operating under when they wrote the game. As we've discussed ad naseum in a few recent threads...this is where the Impossible Thing text falls far short.

This is one reason why Ron and I really like ArrowFlight as a game design. The designer makes it pretty clear how he plays. While the text dips too much into ranting and mocking it least makes it obvious what set of assumptions the designer was starting with when he wrote a particular rule the way he did and how he'd expect to use those rules himself.

Not only does such text make it easier to evaluate how good a job the designer did at creating a game that fulfills that style of play (even if its not a style we like), but it also is useful to prospective players to understand what they'd be getting into and how much they might have to drift the rules into something they'd like better.

So as text found at the beginning of an RPG book where the designer is explaining how he and his group play the game I think what Marco has above is about 100 times better than the usual schlock that passes for a "how to roleplay" section. But its still missing pieces. Rather than filling in those pieces absolutely (as above) for THIS use those pieces would need to be raised, with some of the different possible approaches touched up, rather than delivering "my way is the right way" (unless the point of the design was to be very specific in this regard.

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On 4/10/2003 at 3:36pm, Mike Holmes wrote:
RE: Marco's View of Gaming

No surprise, I agree with Ralph in toto.

I'd add some points, however. It isn't so much that the rules are there to resolve conflict between players ideas of how stuff sohould work. Ralph probably overstates the idea that your group must be ideal for this to work. But the point is that with a more tightly written framework, you can make it work better.

No, Bruce, we're never going to have the perfect game where one dilineated method will both serve all players as they'd like, and create a gaming experience free from conflicts of interest. And further, there's nothing wrong with refering players to the Social Contract level when the rules fail to provide further guidance. But (there's always a but, isn't there) that doesn't mean that we can't try to do better in creating rules and text that clarify how the game might best be played.

What you guys, Bruce and Marco, are saying is dagerously close to "System Doesn't Matter". That when all is said and done that it all hinges on come common understanding of players that underlies "common" play. Well, I think system matters critically, and that it's the reliance on such traditions that is the most common problem encountered in gaming groups.

Further, as Ralph points out, if you have a group that does have a common and functional way to play, and it doesn't happen to match the game in question (which I can only assume is the fear here), then we're all aware that it's a simple matter to drift the game to that mode in most cases. Or, in fact, if that's too hard, then, yes, play another game. As were all aware, no game is for everyone, and attempting to create such a game is fraught with potential problems that come, at their root, from trying to allow an open-ness to all modes when we know that many conflict.

So, no, Marco, nobody is advocating tying players down. Your exaggeration does your argument no good. There is a spectrum here from no statement or rules on the subject of Control in games to saying something like, "The GM tells the whole story, the players sit and listen." Nobody is advocating either extreme end of this spectrum. What they're advocating is slightly more information on how power is split between the participants of RPGs, and, perhaps, doing so in creative ways intended not to alienate anyone, but instead to bring them to a better understanding of different sorts of functional play.

Ironically, one of your biggest allies here is Ron. While he supports looking into games that have unique and rigid control structures, he's also said that he likes "vanilla" games a lot, and would like to see more of those. Included in this statement is the idea of designing games that are more like what you describe than some of the more extreme examples here (Universalis almost being the poster child for a non-vanilla game).

In any case, nobody is saying that the level that you've posted is non-functional. It's just less that what some of us here would like to see in a game. To the extent that it is traditional, though, it is a framework that I think we can improve upon over time. Even if only incrememntally for those who want to keep their games suitable for the (possible apocryphal) traditional gamer.

Mike

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On 4/10/2003 at 4:15pm, Walt Freitag wrote:
RE: Marco's View of Gaming

Hi Marco,

My reaction here is similar to Valamir's. There's nothing wrong with the way you've described play. In fact, the same framework describes much of my own play as well, though I believe my style is different from yours in key aspects of execution. (More on that later.)

I guess I thought from the context of this discussion was that you were trying to exhibit a style of play that (1) fulfills a reasonable gamer-on-the-street interpretation of The Impossible Thing" as it is actually typically stated in game text, and (2) avoids the consequences that Ron's essay goes on to describe as resulting from The Impossible Thing (the three most likely possibilities being drift to full-blown Narrativism, illusionism, or an ongoing power-struggle between "my guy" players and "my story" GMs.)

In other words, I guess I was looking for a recipe for "success." But the power struggle is still there, in full bore: the arguing about what's reasonable, the voting with your feet (or, the unspoken corollary to that, the threat of doing so used as a club in the struggle), the confused disbelief that "this hypothetical guy" (that is, a player's character) might do something so rude as to mess up a respected GM's "ultra-cool" set-up, juxtaposed with the insistence that players' clever unforeseen solutions must be respected.

That doesn't mean that your play isn't functional, it means that what makes it functional has almost nothing to do with your principles of the Basic Power Split, Reasonable Resolution, Dramatic Timing and so forth. It has far more to do with the processes of group selection, negotiation, and social etiquette for resolving differences that you describe in your subsequent posts, as well as on a lot of GM judgment calls to be made based on style, instinct, and player preferences.

Let me point out that I am far from an acolyte of Impossible Thing. In fact, though I chose not to participate in the most recent flurry of discussion, I've been one of the most outspoken skeptics of the Impossible Thing, because I too have a play style that (IMHO) is functional and yet is arguably accurately described by the game texts that state the Impossible Thing. In terms of your common framework, I avoid as much as possible using Dramatic Editing (I'm a Simulationist!), but instead take a reality-in-flux approach in order to use my privileges over Situation to maneuver the players into progagonizing situations and confront them with moral and ethical issues in order to create a good story. (I'm a Narrativist!) This essentially requires that I follow the players' lead, picking up their cues for how they want the story to develop and what sorts of challenges they want to confront. Others find this style of play creatively unrewarding for the GM, but I enjoy the challenge of it. (I'm a Gamist!).

Here's the same pattern again. My play is functional. But what makes it functional has almost nothing to do with the framework of the Basic Power Split, or with anything else that's written in the game texts.

This is why the Impossible Thing is important, even if it's not exactly always impossible except in the most rigorous technical sense. The game text says to do the Impossible Thing, but it doesn't give you the tools you need to do the hardest parts -- whether you're doing them your way, my way, or some other way. The system doesn't help you negotiate what's reasonable or to work out whether your version of what's reasonable is compatible with somebody else's version of what's reasonable when forming a group. It doesn't tell players when to respect the ultra-cool set-up and when to try clever alternative solutions. It doesn't help GMs get the most out of dramatic timing, or tell them how much dramatic editing is too much. It doesn't help GMs to prevent players from by-passing three quarters of a module without stepping on their autonomy, or help them judge when to let those three quarters of a module go. It doesn't mention that gamers generally recognize and agree that modules are usually a less satisfactory way to play. It doesn't cover the reality-in-flux techniques I use, or tell you how to prepare a session using flexible repurposable plot elements instead of a rigid world-description. It doesn't help GMs improvise after unplanned turns of events (except perhaps by providing random event or encounter tables hopelessly inadequate for that purpose) thus making unplanned turns of events something to be feared and avoided.

Instead, the system covers easy stuff, like how to estimate how much damage a guy takes from falling different distances.

You know those blister packed tool kits in drug stores? The ones with two screwdrivers, a small adjustable wrench, a four-ounce steel hammer, a can opener, and a paper clip? They're always called something like "Mechanic's DELUXE Tool Set" and have a picture that shows some guy overhauling a race car or building a house. I have the same "get real" reaction when I read a game text that says I should do the Impossible Thing using the rules the game provides.

- Walt

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On 4/10/2003 at 4:42pm, Harlequin wrote:
Response and challenge

Okay. Since it looks like I'm getting few or no responses to this thread, I want to thank Marco for posting one possible reply to it - his Social Contract "template". It's pretty close to how I usually game, although my GMing sometimes flirts with illusionism (and my players are used to, and like, the style), but more importantly it flags the issues of control and so on in a way that (modified to turn it into more open "decide how your group feels about this" text) would work in a game book. Ordinary language is so important.

So my challenge, on behalf of my poor unresponded topic (grin), is to the others reading here. Rather than talking about where Marco's text might be making assumptions and so on, try and put down your own version of his text. I'm sure the exercise of writing it was somewhat clarifying to him, and might be for the rest of us, too. I'll certainly try, though I may not expose the result to the light of day. I recommend doing so without direct reference to Marco's version, so that it's maximally in your own words. Feel free to use the linked thread above to hold it, I'll consider any and all examples to be germane to the exercise of constructing "how to build a Social Contract" and therefore on-topic, or else (as Marco did) start it at the head of its own thread so that we can do similar discussion of points it hits or fails to hit on.

I'm sure these will always be true. As I said in the linked thread, the Nobilis section failed to thrill me because it's obvious that Bergstrom and I have different sections of the social contract which benefit from some attention; her text just didn't talk about the right issues, for me. For some of you, Marco's assumptions about the reasonableness of his playgroup are obviously a possible sticking point; he doesn't consider it an issue. Same basic disconnect.

Any takers?

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On 4/10/2003 at 5:13pm, Valamir wrote:
Re: Response and challenge

Harlequin wrote: Any takers?


Difficult task. I imagine that half the reason why the current text is so lacking is that every one whose given it serious thought (rather than just copying what someone else said) decided to punt.

I hope to address this in my next game. No doubt that as a first attempt it will be lacking, but that's where I'll be putting my energies to write it.

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On 4/10/2003 at 5:36pm, Paul Czege wrote:
RE: Marco's View of Gaming

This is why the Impossible Thing is important, even if it's not exactly always impossible except in the most rigorous technical sense. The game text says to do the Impossible Thing, but it doesn't give you the tools you need to do the hardest parts...

Nicely put.

Paul

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On 4/10/2003 at 5:38pm, Marco wrote:
RE: Marco's View of Gaming

Hey guys,

1. The recipie for success is the same as everywhere else: take responsibility for what you do.

If what you want to do is power-struggle, well, there you go. Voting with your feet isn't power-struggle. Sure, you can be real *dramatic* about that--but if you're not, it's just treatin' yourself good.

2. If I'm coming close to saying System Doesn't Matter, that's cool with me. Maybe the above description takes a lotta SDM out of the equation?

3. Ralph, I think a lotta games *are* designed to be played the way I play them--the vast majority, actually. I think it's inherent in the basic 'simulationist' RPG design.

4. Walt, don't get hung up on the Dramatic Editing business. It's not *germain* to the document (no more than a player 'exploring a theme')--what I was sayin' was that if a GM has a submarine show up and it's REASONABLE that it might be there, even if it's also DRAMATIC, I wouldn't complain. Dramatic coincidences that I find REASONABLE (maybe I mean "don't deprotagonize me?") don't bother me.

-Marco

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On 4/10/2003 at 6:14pm, Mike Holmes wrote:
RE: Marco's View of Gaming

Marco wrote: Hey guys,

1. The recipie for success is the same as everywhere else: take responsibility for what you do.
Nobody is arguing, or would argue otherwise. The Social Contract level comes first and formost in every model I've ever seen. But that's not something that the game text can control. We can encourage it, but when it comes down to it, we as designers have to assume it's true.

But this does not mean that the rules aren't important. By this logic we don't need laws. As long as everyone does what they're supposed to, then there won't be any problems? You use rules in your games precisely because they are there to determine "what happens" in game. The players agree to abide by them. All we're proposing is that a ruleset can be created that helps responsible people disagree less often, and reduce the need to "vote with one's feet", which is, after all, a failure.

If what you want to do is power-struggle, well, there you go. Voting with your feet isn't power-struggle. Sure, you can be real *dramatic* about that--but if you're not, it's just treatin' yourself good.
This assumes that two responsible people will rarely, if even disagree about what is reasonable. Which is just not true (in fact some waould argue that it's a problem of epidemic proportions in gaming). You admit problems will occur. All we'd say is that we want to reduce (not eliminate, which is imposible) problems. What's so bad about that?

2. If I'm coming close to saying System Doesn't Matter, that's cool with me. Maybe the above description takes a lotta SDM out of the equation?
Not at all. SDM was written in respose to the idea that relying on Social Contract alone is not as potentially powerful as having a system to support. The better the system for the task, the better the play. If that doesn't make sense to you, then I wonder why you design?

3. Ralph, I think a lotta games *are* designed to be played the way I play them--the vast majority, actually. I think it's inherent in the basic 'simulationist' RPG design.
Totally disagree. GURPS, which your game JAGS derives from somewhat mechanically, is seen to obviously promote Illusionism as in the recently quoted text. I've peraonally played with jillions of players, and if there's one thing that I've found it's that there is NO common "way to play". Which is to say that many, many players who would agree with your terms play differently enough from other players who would also agree with your terms, that this is the reason for much of the dysfnctional play that exists out there. It's not, maybe, the "norm", but as long as we're speaking from personal esperiences here, I can tell you it abounds.

4. Walt, don't get hung up on the Dramatic Editing business. It's not *germain* to the document (no more than a player 'exploring a theme')--what I was sayin' was that if a GM has a submarine show up and it's REASONABLE that it might be there, even if it's also DRAMATIC, I wouldn't complain. Dramatic coincidences that I find REASONABLE (maybe I mean "don't deprotagonize me?") don't bother me.

Can't you see that what you're doing here is interpereting your own text? How many other interperetations will you have to make to make it work for the totality of the "common gamer"? In doing so, you're just moving to where we'd like you to be, anyhow.

Mike

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On 4/10/2003 at 6:44pm, Valamir wrote:
RE: Marco's View of Gaming

Marco wrote: 3. Ralph, I think a lotta games *are* designed to be played the way I play them--the vast majority, actually. I think it's inherent in the basic 'simulationist' RPG design.
-Marco


<sigh>

But you haven't said "how you play them" except in general terms.

Questions:

Is there any point in games you run where players have the ability to make an assertion that the GM cannot alter, or that the GM is expected not to alter without very good reason. If so what sort of things fall into this category and when. If the GM does alter or deny a players assertion in such a situation, how does this happen? Are players expected to appeal the ruling or must they accept it and wait until after the game to present their case. If the rest of the players agree with the player and disagree with the GM, is the GM expected to bow to the collective will of the group, or can he still exercise absolute authority.

What types of things in games you run are completely within the purview of the GM. You've mentioned the initial situation. What else in your games is the GM allowed to do or say that players are expected to accept without question. What sorts of things (and when do they occur) are the only 2 options for the player to accept them or leave.

When describing what the characters detect with their 5 senses how much editorializing with regards to their reaction to it is the GM permitted. Can the GM describe a scene of bloody butchery as "You come upon a gut wrenching nauseating scene of carnage?" Or would players response to this be "just stick to the facts, I'll decide what my character finds nauseating thank you". What about involuntary reactions? If its cold outside is the GM permitted to describe the character as shivering? Or is that deemed to be invading the player's space and taking control of the character away from him? Would a roll be called upon to see if the character gets nauseated or shivers? Would this roll be framed as a check by the players to attempt to avoid haveing the GM control his character? Or would they be framed as check by the GM to ensure the player is portraying his character reasonably?

When its cold outside and the players decide to make camp, does the GM make everyone roll for frostbite the next morning because they forgot to add that they're making a fire, or does he assume that "making camp" includes the normal assorted actions? If the GM does assume that they made a fire, is he then permitted to use that fire as attracting the attention of the group's enemy's? Or would the players balk at this claiming that they never stated they were making a fire?

Are various PC related toggles dependent on the player's explicit decisions or on the GMs assumptions about whats reasonable for the character? If a warrior is ambushed in a catacomb while looking for gouls but the player hasn't explicitly stated "I ready my sword", does that mean he doesn't have it ready? Or does the GM rule that it is reasonable to expect that a trained warrior would be smart enough to pull his sword in a dangerous circumstance even if the player didn't mention it? What if the GM declares a surprise attack from ambush that disarms the character? Is the player able to say "but I never said I had drawn my sword, so he couldn't have disarmed me"?


Clearly I could go on like this for pages and pages. What should be obvious is that what you've written doesn't give ANY guidance at all as to the answer. I can't tell from what you've written what your response to any of these issues would be. "Act reasonably and responsibly" quite frankly doesn't cut the mustard because both sides of the above questions can be the source of in group hostility even though both sides are quite reasonable and responsible. Quite frankly its a completely useless standard without guidance as to what is considered reasonable and what isn't.

Courts of law get the benefits of decades of precedence to help decide what should and shouldn't be considered reasonable. Are we to expect players then to have to figure out what is reasonable on their own over the course of many sessions of trial and error until such time as they have a suitable body of precedence to draw from? Or is there perhaps a better way than this.

That's why I've repeatedly said it is incomplete and missing key information. These are the hard questions that can cause friction and dysfunction within playgroups. These are the questions that the current state of game text just assumes will magically work themselves out. Yet I would argue that any one of these things is a hell of alot more important to successful gaming than knowing how much damage is incurred from a 10 foot fall.

Is it plausible to specifically address every single one of these issues within a game text...obviously no (although a PDF with prodigious use of hyperlinks at key points in the text might come close). But many of these are related to certain basic principles of GM / player power distribution, and a discussion of those issues as they apply to a given game (as the designer would handle it in his own games) would provide alot of helpful principals to guide individual groups. Even a discussion that did no more than raise the above issues and instruct the group to discuss them amongst themselves and decide how to handle it would be preferable to simply pretending the issues don't matter (which by ignoring them is what most rules defacto do).

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On 4/10/2003 at 8:43pm, Gordon C. Landis wrote:
RE: Marco's View of Gaming

OK, I'm gonna try and keep this short and simple - Marco, I think you're right, something like your manifesto forms the basis of a a whole lot of gaming design, assumptions and actual play.

What I have found is that a lot of the time, it leads to everyone involved going "hey, that didn't work out as well as we thought it would. I'm kinda dissatisfied by that." As I see it (correct me if I'm wrong), your answer as to why that happens is that there was a breakdown in being REASONABLE at some point along the line.

Nowadays, I'm attributing it (the dissatisfaction) primarily (once you get outside the purely dysfunctional realms) to the fact that an ongoing accumulation of adjudicated RESULTS/RESPONSES becomes, almost regardless of whether the GM/group wants it to or not, the same thing as adjudicating the RESOLUTION (somewhere around there is where the Impossible Thing would fit in your model/analysis, but I'm not sure exactly how it fits, so - having made note of that, I move on).

At some point, you (or at least I) start believing that "just do a better job of being REASONABLE" is not a sufficient response to the problem. There're two avenues I see to explore - tools that actually make REASONABLE easier to acheive, and the possibility that REASONABLE isn't actually the core issue (in at least some cases).

Forge discussions, System Matters, and GNS all touch on both the "how to acheive REASONABLE" and the "what else is involved besides REASONABLE" issues, so I get kind of excited about 'em.

Let me know if my understanding of what you said is somehow off, and I hope I was able to use the language you proposed to describe MY viewpoint/issues,

Gordon

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On 4/10/2003 at 8:50pm, Gordon C. Landis wrote:
RE: Marco's View of Gaming

A bit of an aside: "The integrity of the Sim" is a GREAT thing to have everyone cue off of in establishing boundries and shared understandings of what is REASONABLE, so that may be one reason why a) this manifesto works really well for Sim games, and b) Sim designs can get so fanatical about the consistency, "realism" and etc. of their imagined worlds and rule structures. Take that away, and it gets harder to establish a shared understanding of just what is and isn't REASONABLE.

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On 4/10/2003 at 10:46pm, Marco wrote:
RE: Marco's View of Gaming

Mike Holmes wrote:
Marco wrote: Hey guys,

1. The recipie for success is the same as everywhere else: take responsibility for what you do.

Nobody is arguing, or would argue otherwise. The Social Contract level comes first and formost in every model I've ever seen.


I think that's what's happen'in when ya blame the game text and the game designer for your power struggle: not takin' responsibility.

"Can't we all just get along," while woefully inadequate for the LA Riots is (IMO) pretty good protocol at the gaming table.

If two people don't agree on what's reasonable--even generally--when both have something to gain--they probably should NOT be married, live together as roommates, or game together. When I game with people I wouldn't accept at room-mate level of company I usually don't have too good of a time. So, no, REASONABLE is a personal metric--not an excuse for power-struggle. You can still debate if you want, but once it becomes an *argument*, "The book said so," ain't gonna absolve ya.

Observe: if you, a reasonable person, are arguing with an unreasonable person (a GM who's screwing you badly), yer still responsible, man. It don't go away because you can show him a page where you're right and he's refusing to acknowledge it--your choice to be in that argument is *your* choice. The whole GNS power-struggle issue is, ultimately one of personal responsibility.

I'm pretty sure that GURPS, Hero, VtM, and all those other games are designed to adequately support my play mode. Even if a line of text written by someone 10 years ago says "be illusionist," the game runs fine as non-illusionist-sim (and it should: illusionist is a sub-set of sim, no?).

I design because I find "broken rules" ('Whirlwind' in GURPS Supers) to be more damaging to my experience than the philosophy stuff.

-Marco

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On 4/10/2003 at 10:56pm, Marco wrote:
RE: Marco's View of Gaming

Valamir,

That was a long post--I'll address what I can with the time I've got.

1. "Gut Wrenching:" Not a hot button issue for me, particularly. I dunno--if the party walked in on a grizly murder scene and I said "make willpower checks for gut-reaction" and the guy playing the grizzled homicide cop said "I've seen this stuff before," I'd probably go "yeah, I can see that." If the person playing the suburban housewife said "my stomach's too strong to be turned by a grizly disembowelment," I'd probably go "Really? Why?" (honest surprise). If it kept happening that the person was playin' nerds who talked like Clint Eastwood characters with no real explanation I might talk to 'em. I might, you know, deal with it--okay, that's Tom. I might not invite the guy back or drop out if he was ruining my evening.

I'd really try not to argue about it.

2. The Fire. If enemies were searching, I'd ask 'em. I wouldn't do the frost bite thing: seems ludicrous--you're *really* really cold--but because of a scene-cut you get frostbite? If a GM kept doing that to me, I'd talk to him ... and then maybe drop out ... or play more carefully if I really liked the game otherwise.

3. I think the GM has veto power (kinda like the US President)--and, like the US President, he can be voted out.

This is all simple stuff, really. I mean, do you have a social contract that spells this all out? If so, post it--I'd love to see it (not meant scarcasticly!)

-Marco

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On 4/10/2003 at 11:00pm, Gordon C. Landis wrote:
RE: Marco's View of Gaming

Marco,

You've never seen the case where everyone is being REASONABLE, but the resulting game is consistently NOT what everyone (or most everyone) wanted it to be? That's what I meant when I talked about putting aside pure dysfunction in my other post - REASONABLE just isn't getting the job done.

Now, one response is "add more REASONABLE, you dont have enough" - but I personally am just not seeing that as a real solution.

Gordon

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On 4/10/2003 at 11:00pm, Marco wrote:
RE: Marco's View of Gaming

Gordon C. Landis wrote:

What I have found is that a lot of the time, it leads to everyone involved going "hey, that didn't work out as well as we thought it would. I'm kinda dissatisfied by that." As I see it (correct me if I'm wrong), your answer as to why that happens is that there was a breakdown in being REASONABLE at some point along the line.

Gordon


Dissatisfaction could come from *anywhere* man. If there was an *argument* (especially a bitter ongoing one) it wasn't because of the REASONABLE clause--it was because someone decided to be in "power struggle" rather than out of it. Because everyone involved did, actually.

If I run ya a game and it turns out it's a victorian murder myster and the buttler did it you could be dissatisifed for reasons that have nothing to do with that.

If I run ya a game and you don't like Sim gaming and prefer narrativist gaming it's not because of a REASONABLE issue.

If something bad happens to your character and you concede it's REASONABLE but don't like it anyway, that's just life (and you can quit if you want to--always your choice). If you think, though, even for a second, that I was *gunning* for your character (the Liche shows up JUST AFTER you took the last slice of pizza!) then that's clearly *unreasonable.*

-Marco

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On 4/10/2003 at 11:20pm, Valamir wrote:
RE: Marco's View of Gaming

Marco wrote: Valamir,

This is all simple stuff, really. I mean, do you have a social contract that spells this all out? If so, post it--I'd love to see it (not meant scarcasticly!)

-Marco


See, now we're back to talking in circles again...the specifics of the questions weren't important, of course they were simple...they were examples. Did you not get the point.

And no I don't have something that spells this out. No one does (that I know of) we've all just been muddling through since this hobby began. Game text doesn't help. It doesn't even acknowledge that we need to muddle through it, it just assumes that understanding of what to do in these situations is somehow innate to all roleplayers.

This is the whole POINT. At best your response amounts to "muddling through has got us all by so far...why bother changing how its done"

Why bother indeed.

Maybe you've never had the misfortune to be in a group where even the above simple situations resulted in collosal dysfunctional play. But I have. If you haven't then perhaps you truely can't see why "can't we all just get along" just doesn't cut the mustard.

My point is that discussing these issues, talking about possible solutions, talking about the way the game designer thought about the issues when designing the game, and talking about the issues specifically relate to the particular design in question and how different approaches will result in different play experiences is exactly what the "how to roleplay" sections of RPGs SHOULD be talking about and don't.

Being a game designer and thinking about these issues, how they interrelate, what they say about intragroup dynamics, and how to incorporate them directly into the design is IMO a good thing.

IMO any designer who does not take these issues into account when designing a game today (either through explicit divisions of power, actual mechanics for sharing and resolving issues, or at the minimum putting some forethought into how these issues will impact and be impacted by the game rules) is missing a huge opportunity to advance the hobby beyond where it is.

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On 4/11/2003 at 2:23am, Marco wrote:
RE: Marco's View of Gaming

Val,

I didn't miss the point--but I didn't illustrate mine well. My thought was that all of those issues have been non-issues for me. I thought about why. If you want my "rules for success", here they are:

1. Take responsibility--if you're arguing, yer responsible--not the game rules, not the how-to-text, not nothing else. The other guy's responsible to himself too--but regardless of how obnoxious, thickheaded, or whatever *he's* being, you're responsible for yourself--for being in the argument at all (within the argument space I include the Impossibe Thing power-struggle).

2. If you're adjudicating, strive to be REASONABLE. only you know if you're being reasonable. That's enough for my precept.

3. Cooperate as much as you can while still having fun. Compromise and Consensus (reaching a consensus) are just two of the tools you got to work with--use 'em (this is the more complex form of can't we all get along). Trust is good too--try to play with people you trust. If you finally run out of road on all of this, it's probably time to go home.

My answers above stem from these.

-Marco

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On 4/11/2003 at 5:28am, cruciel wrote:
RE: Marco's View of Gaming

Valamir wrote: When its cold outside and the players decide to make camp, does the GM make everyone roll for frostbite the next morning because they forgot to add that they're making a fire, or does he assume that "making camp" includes the normal assorted actions? If the GM does assume that they made a fire, is he then permitted to use that fire as attracting the attention of the group's enemy's? Or would the players balk at this claiming that they never stated they were making a fire?


I found this a superb situation to locate Marco's PoV with. What I think is so great about it is that, as GM, you're screwed no matter what you do - forcing you to draw the line somewhere and make a concession.

Marco wrote: 2. The Fire. If enemies were searching, I'd ask 'em. I wouldn't do the frost bite thing: seems ludicrous--you're *really* really cold--but because of a scene-cut you get frostbite? If a GM kept doing that to me, I'd talk to him ... and then maybe drop out ... or play more carefully if I really liked the game otherwise.


Yeah, maybe the frostbite thing is silly, but as I see it the point is to solve the situation presented. To me, the frostbite bit is implied as a system mechanic.

So, Marco, you choose to ask them. Seems like the best solution. But now, simply by asking, you've given away to any mildly intelligent person that something is going to see the fire. The players either say 'Yes' and the suprising event ain't so suprising, or they say 'No' because they don't want to be found. If they don't build a fire, you're right back at the beginning rolling for frostbite.

It's a circle of doom, Doom, DOOM...your play style will determine when you stop running around on the little wheel and sacrifice game rules, a dramatic event, Immersion, player power or GM power.

(My personal method would be to state the most reasonable option mixed in with normal seeming description 'So, you're setting up camp, you build a fire, ...', insert properly timed pause for objections to surface "...and as you're setting in for the night...' Though, that still isn't a perfect solution to the riddle.)

This is a bit of a non-post, but I just wanted to point out how interesting that was to me.

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On 4/11/2003 at 12:14pm, Valamir wrote:
RE: Marco's View of Gaming

Thanks Jason, that's exactly the point I was trying to make. Allowing the GM to take control over certain seemingly mundane character actions has its pros and cons. Forbidding the GM to ever even suggest what the characters are and aren't doing has its pros and cons.

Very different play experience. Very easy to wind up fighting over. And there's no help from the game rules except to say "they're both right".

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On 4/11/2003 at 1:30pm, Marco wrote:
RE: Marco's View of Gaming

cruciel wrote:
I found this a superb situation to locate Marco's PoV with. What I think is so great about it is that, as GM, you're screwed no matter what you do - forcing you to draw the line somewhere and make a concession.

Marco wrote: 2. The Fire. If enemies were searching, I'd ask 'em. I wouldn't do the frost bite thing: seems ludicrous--you're *really* really cold--but because of a scene-cut you get frostbite? If a GM kept doing that to me, I'd talk to him ... and then maybe drop out ... or play more carefully if I really liked the game otherwise.


Yeah, maybe the frostbite thing is silly, but as I see it the point is to solve the situation presented. To me, the frostbite bit is implied as a system mechanic.

So, Marco, you choose to ask them. Seems like the best solution.


Yah, I hear ya. As the GM I'd say "It's cold, there's a north wind blowing and the sky is getting gray. You move off the path--what's your protocol for camp? (watches, guards? trip-wires? camouflage their gear?Whatever)." If they mention no fire, I *might* ask. I *might* not. If that sets off the PC's, then I think they're being paranoid enough to avoid the armed company.

Here's the thing: if they're army rangers in disputed or enemy territory, I *know* how they sleep: find the most *disgusting* terrain to hide in, no light, no noise, every reflective surface covered with black tape, etc. If they're a bunch of campers, I'd ask 'em if they want toasted marshmallows with their dinner. A lot of what's REASONABLE is *based* on the specifics.

Where I'm goin is that while yeah, GMing can be sticky--but even if they cued off of my questions and avoided the army that shouldn't ruin the session for me. If it does, that's *my* fault.

My essay was about my percieved generic social contract--not Marco's GMing tips. My formula for success was kinda a more concrete layout of "be reasonable, be good to each other, and take responsibilty for ya actions."

Those two linked essays are the finest I've seen for construcing sim-campaigns that tend to play a certain way. The three posted games I have done in Actual Play follow those guidelines.

That's all so far--I agree there's no right or wrong, just what works for *you*--and I don't think a game can tell you that reliably (no doubt, Sorceror hits some home runs for a lotta people--and I'd it for that--but Sorceror's also a pretty inventive example of game design--and I wouldn't approach it with the same expectations of Social Contract I outlined. Those are just how I'd approach, like, a GURPS session (and the GM told me she was illusionist, I'd change my expectations then too).

Hey, all, I was pretty happy with how this went. I'd like to see someone else go into what base-line expectations other people bring to a game.

-Marco

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On 4/11/2003 at 1:49pm, Le Joueur wrote:
One Moment Please

Hey Jason, Ralph,

See, I've been sitting back and watching this thread once I noticed that Marco pretty much stated the impossible thing up front. I've been following it really carefully since Ralph posted his list of 'tough questions.' The problem I've had is one unspoken assumption and some really easy (well, I thought so; I put it into Scattershot, too) solutions.

cruciel wrote:
Valamir wrote: When its cold outside and the players decide to make camp, does the GM make everyone roll for frostbite the next morning because they forgot to add that they're making a fire, or does he assume that "making camp" includes the normal assorted actions? If the GM does assume that they made a fire, is he then permitted to use that fire as attracting the attention of the group's enemy's? Or would the players balk at this claiming that they never stated they were making a fire?

I found this a superb situation to locate Marco's PoV with. What I think is so great about it is that, as GM, you're screwed no matter what you do - forcing you to draw the line somewhere and make a concession.

Marco wrote: 2. The Fire. If enemies were searching, I'd ask 'em. I wouldn't do the frost bite thing: seems ludicrous--you're *really* really cold--but because of a scene-cut you get frostbite? If a GM kept doing that to me, I'd talk to him ... and then maybe drop out ... or play more carefully if I really liked the game otherwise.

Yeah, maybe the frostbite thing is silly, but as I see it the point is to solve the situation presented. To me, the frostbite bit is implied as a system mechanic.

So, Marco, you choose to ask them. Seems like the best solution. But now, simply by asking, you've given away to any mildly intelligent person that something is going to see the fire. The players either say 'Yes' and the surprising event ain't so surprising, or they say 'No' because they don't want to be found. If they don't build a fire, you're right back at the beginning rolling for frostbite.

It's a circle of doom, Doom, DOOM...your play style will determine when you stop running around on the little wheel and sacrifice game rules, a dramatic event, Immersion, player power or GM power.

The "unspoken assumption" is what I've been calling the 'myth of reality.' That's the idea that the game world, this "imaginary space" being shared, the Context of the game, is somehow a contiguous, independent entity. It isn't; it never was and won't ever be.

Think about it. Remember those "enemies?" Did you stat them up when the game started? Do you have their histories, families, relationships, and what they might reveal if questioned or tortured? Probably not. Does this mean you'll take special pains to prevent any of that coming up? Again, probably not; you'll improvise.

You make nothing into something. Do it right and it looks like it was there the whole time. Forget that it wasn't there before or you'll start to fall into the 'myth of reality.'

How does that apply here? Well, first of all, one has to ask 'why now?' Why are you choosing to harass the characters on this particular evening? (The specific reason doesn't matter in this forum, but means everything to how you solve the above dilemma when it happens; I'll speak broadly about what to do without going into the specifics.) See, the point is you have a reason. Okay, that works and you know what it is; fine.

Now, what about the fire? Well, Scattershot explicitly says, 'whosoever creates it, owns it.' They 'set up camp;' the details of the camp are theirs to decide. None of this coercing them into creating a fire or depriving them of it by omission; it's really up to them and they don't need to specify it 'up front.' Why? Because there is no 'reality' to it. The fire is irrelevant when they 'set up camp;' it only becomes relevant because you 'have a reason' to harass the characters that night.

When you make that call, to harass the characters for whatever reason, then the fire becomes relevant, but not really. Y'see, it's a little like Schroëdinger's box; if the cat makes a fire the enemy spots them, otherwise it freezes. I mean, in the example, I don't remember the bad guys having to make a perception roll to 'spot the fire.' The fire is just an excuse, either way.

I'd say it's clear that the gamemaster needs to bring home the point that where they are 'is dangerous.' One mistake I've seen time and again is when a gamemaster makes exactly this decision, for whatever reasons, it 'gets out of control' and lays waste to the party and the game. All because he wanted to make a point and fell prey to the 'myth of reality.' Granted this is the point being made, the game's rules (the engine of play) kicks in; but does it have to actually be lethal? I'd say, since only a point is being made, the system ought to simply 'create information,' not 'decide what happens.'

So the time comes for the Complication to be introduced. The gamemaster doesn't really need to pick one; he only has a certain point to make. (That doesn't mean that the scenario will not limit his choices; I like to think the scenario is focusing them.) Without falling for the 'myth of reality,' the gamemaster simply asks about the presence of fire. Heck, he could even discuss the pros and cons of it with the players (this goes a long way towards 'making his point' even without resorting to Complications). It is their choice that decides what the Complication is; fire means enemies, darkness means exposure (the players 'lose' either way).

Now, here is where it becomes difficult. If the players chose fire and got 'the enemy,' the gamemaster must be careful not to slaughter the characters. Is that fair? No, but neither was choosing to Complicate the game at that point; I don't see why you can't be arbitrary both times. If the players chose darkness and got 'frostbite,' the gamemaster must just as well, be careful not to do the same. This is where I mean the rules create information instead of lethality. Frostbite is rolled for, this gives 'how bad' it is; if the rolls are terrible the gamemaster can do an 'oh yeah' and say that he forgot the temperatures were milder (adjust the rolls). If the enemies turn out to be too tough, the gamemaster can invent just as many reasons for the enemies to 'run off' as he did to have them 'attack.' Only when you subscribe to the 'myth of reality' do you decide events inflexibly up front and leave it to the dice to save or destroy the game.

So that's how it works. The gamemaster 'has a reason' for Complicating the characters lives; he must not lose sight of that through the entire Scene. (Trust me, this works no matter what your group's GNS orientation.) The players (however indirectly) choose the character of that Complication, firstly because it is their campsite and secondly because it puts them into the driver's seat. As long as the gamemaster doesn't lose sight of why he introduced the Complication, he 'stays in control' of how tough it is. (Aren't the real reasons this is a conundrum because it 1) takes 'control' away from the players and 2) could potentially destroy the game?)

This kind of methodology alleviates most of the "circle of doom" by eliminating the 'myth of reality.' Because you aren't trying to protect the 'wholeness' of the 'reality,' you can spend more time making it seem 'more real.' No sacrifice to game rules, dramatic events, verisimilitude, or player and gamemaster power. Identify the purpose of the Complication, stick to it, and invent details that both answer that and rise to the expected level of [immersion/realism/verisimilitude] that you require; this is not so hard at all.

Valamir wrote: Thanks Jason, that's exactly the point I was trying to make. Allowing the GM to take control over certain seemingly mundane character actions has its pros and cons. Forbidding the GM to ever even suggest what the characters are and aren't doing has its pros and cons.

Very different play experience. Very easy to wind up fighting over. And there's no help from the game rules except to say "they're both right".

Ralph, aren't you being a bit extremist here? How about the middle ground, where the characters belong to the players, but certain assumptions can be made short of ratification/veto? That's what I'm getting at with Proprietorship in Scattershot; I can just assume things about a game (based on its Genre Expectations) or someone's character (based upon their Sine Qua Non), if the Proprietor disagrees, it is their call in the end. I've even developed a Technique for settling disagreements with a rewards-based Auction. Yes the game requires a certain acceptance of minor retcon, but most social contracts support that simply as a feature of communication ("That's not what I meant!" "Oh, okay, then this.").

So there is at least one game that doesn't say, "They're both right," yet answers these questions. I don't want to derail the thread, but I looked over your list of conundrums and saw that every one had an explicit solution in Scattershot. I maintain that a game designer can (and did) create a game that can handle these issues without creating all kinds of special situation rules.

Fang Langford

[edited to correct my negative contractions]

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On 4/11/2003 at 2:59pm, Valamir wrote:
Re: One Moment Please

Le Joueur wrote: So there is at least one game that doesn't say, "They're both right," yet answers these questions. I don't want to derail the thread, but I looked over your list of conundrums and saw that every one had an explicit solution in Scattershot. I maintain that a game designer can (and did) create a game that can handle these issues without creating all kinds of special situation rules.

Fang Langford


Fantastic stuff Fang, I'm really looking forward to seeing scattershot because this is EXACTLY my point.

The questions were not presented as being unanswerABLE, but rather unanswerED.

The text Marco provided did not offer any guidance as to how players should expect to see these issues dealt with in the game. That was my problem with it.

Your text gives some really good specifics.
it's really up to them and they don't need to specify it 'up front.' Why? Because there is no 'reality' to it.


Here you are clearly saying that "The camp is entirely owned by the player, they can have or not have a fire as they choose, and that doesn't need to be determined in advance, it can be retconed in later"

Thats FABULOUS stuff.

Note: I don't mean Fabulous as in "that's the right answer". I mean Fabulous as in "that's an explicit answer".

If instead it read "It's up to the players to decide if they're going to set a fire, but they must make this announcement in advance of any action regarding the presence or absence of fire by the GM. If the players do not specify whether they do or don't have a fire, the GM is free to interpret what he feels is the most reasonable based on the nature and capabilities of the parties characters"

That would be equally Fabulous from my perspective, because it is equally clear and forthcoming with where this division of power lies.


To bring this full circle, the above is always answered somehow. Every group must always come up with a solution for how to deal with these types of situations at some point (often not until they've come up). It is impossible to play an RPG without issues like this coming up and requiring a way to resolve them.

This is why, for me, the "Impossible Thing" is impossible. Because it pretends that the answers to these questions aren't necessary and that the "traditional split" is sufficient.

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On 4/11/2003 at 6:03pm, cruciel wrote:
RE: Marco's View of Gaming

Fang,

Good answer, but the situation still got you.

You've chosen to give up a little Immersion to preserve as much GM and Player power as you can. The concensual/player decision about how the Complication should effect the characters requires a shift from Actor Stance to perfom. Buying into the 'myth of reality' can be part of the fun ("I'm really there and that fire really has been there the whole time.").

Marco's chosen to preserve the players' rights to Immersion, but taken away a little of their authorship rights.

There's always that trade off between Immersion and authorship rights.

You both chose to accept the loss of the dramatic event (whatever was coming to get the campers) to preserve player power. Meaning, you wouldn't take the Illusionism approach and do it no matter what.

You also both chose to sacrifice the game rules to preserve GM/player power (you'd let the frostbite roll go if no one liked it).

Though my GMing preference is more similar to Marco's, I'd play in either game - both are functional and I think would be fun for me. The differences between approaches, as they would play out in game, seem pretty minor even though the fundamental philosophy behind either approach is radically different.

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On 4/11/2003 at 6:08pm, Mike Holmes wrote:
RE: Marco's View of Gaming

cruciel wrote: There's always that trade off between Immersion and authorship rights.


He's talking specifically of that certain brand of Sim Immersion that's circularly defined as "that form of Immersion that is reduced by authorship".

Just to head off the whole Immersion debate.

Mike

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On 4/11/2003 at 6:11pm, cruciel wrote:
RE: Marco's View of Gaming

Thanks for stopping that train with your man-o-steel physique Mike. You're right.

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On 4/11/2003 at 6:21pm, Mike Holmes wrote:
RE: Marco's View of Gaming

Not a problem, Jason (though my physique is more marshmallowey, especially in the midsection).

But you have to realize that there are those who either don't believe in SpecSimImm (Special Simulationist Immersion), or just don't care. This will of course be problematic, because I'm sure that Marco would claim the typical gamer wants SSI, Paul will claim that it doesn't exist, Fang will claim that his game does cater to both, and others will want to say it's a non-issue.

Thanks for bringing it up. :-(

The question for purposes of this thread cannot be wether Fang's example will appeal to the "common" gamer, but will it appeal to anyone, and does it apportion credibility in such a way as to improve on older models.

Mike

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On 4/11/2003 at 6:33pm, Paul Czege wrote:
RE: Marco's View of Gaming

Paul will claim that it doesn't exist

I'll claim that Authorial power doesn't reduce Immersion? When Immersion means as little concern with the metagame level of play as possible? No I won't...because it certainly does. What I will claim is that Authorial power doesn't necessarily reduce identification with character.

Paul

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On 4/11/2003 at 6:34pm, cruciel wrote:
RE: Marco's View of Gaming

Mike Holmes wrote: The question for purposes of this thread cannot be wether Fang's example will appeal to the "common" gamer, but will it appeal to anyone, and does it apportion credibility in such a way as to improve on older models.


Fang will correct me if I'm wrong. My understanding was that Scattershot was an attempt at a universal game, designed to appeal to a whole-lot-a gamers. Rollercoasterism (man that's fun to say out loud) and SpecSimImm may be an issue. (I fear the can of worms I've opened.)

As far as whether Fang's approach improves on older models...yes, what Ralph said.

Mike Holmes wrote: Thanks for bringing it up. :-(


Heh, I live to serve.

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On 4/11/2003 at 7:11pm, Le Joueur wrote:
Little Difference Where 'the Rubber Meets the Road'

Hey Jason,

cruciel wrote: Good answer, but the situation still got you.

You've chosen to give up a little Immersion to preserve as much GM and Player power as you can. The consensual/player decision about how the Complication should affect the characters requires a shift from Actor Stance to perform. Buying into the 'myth of reality' can be part of the fun ("I'm really there and that fire really has been there the whole time.").

How so? The players are under no requirement to abandon "Immersion" (however you want to use this loaded term). Like choosing which game to play, the 'buy in' on the 'player power' issue can be entirely front-loaded ("We get to do that? Cool, now let's play.") and then forgotten by the "Immersive" player. In fact, I'd hazard the point that knowing this in advance affords them more trust that their gamemaster won't vindictively hose them over; fewer out-of-character worries should translate into more 'room to play,' I think. (Does death-by-system always support Immersion or do you just want 'the feel' of lethality?)

In terms of 'who the campsite belongs to' I can only see it as pro-"Immersion;" they set up the campsite, even if they don't describe it in excruciating detail, it's only the gamemaster who must retcons his understanding of their campsite when they add to the description later.

And about the 'players get to choose what happens,' this wasn't meant to say that the gamemaster asks, "Do you want to have a fire and get attacked or do you want the dark and frostbite?" What it means is whatever the players choose (it's their campsite) forces the hand of the gamemaster in terms of the details. The players simply trust (because of the front-loaded 'power issue') that the gamemaster won't indiscriminately kill them off because they didn't communicate their campsite well enough. (Remember, often players, even "Immersive" ones, will play characters who've more knowledge and experience than they; it seems wrong to penalize them for not having at least the same familiarities as the gamemaster.)

As far as the 'myth of reality' stuff, that's primarily aimed at the gamemaster because you can't run a game and be "Immersed" yourself; there are too many out-of-game issues to deal with. Voiding the 'myth of reality' is supposed to free up the gamemaster from being forced to do things contrary to the players expectations of fun, engagement, and genre for the sake of the 'myth.' I'd say that being freed from 'remembering the whole world' (something theoretically necessary to be a reality emulator or following the treachery of the 'myth of reality'), should afford a gamemaster more time to 'run around spackling the nuts and bolts of the game system to aid in "Immersion."

Basically? The players needn't concern themselves a bit about the Complications because they can trust that the gamemaster won't let supporting the 'myth of reality' get in the way of fun. Especially when the player want to 'put all their eggs in the "Immersion" basket.'

cruciel wrote: Marco's chosen to preserve the players' rights to Immersion, but taken away a little of their authorship rights.

There's always that trade off between Immersion and authorship rights.

You both chose to accept the loss of the dramatic event (whatever was coming to get the campers) to preserve player power. Meaning, you wouldn't take the Illusionism approach and do it no matter what.

Though my GMing preference is more similar to Marco's, I'd play in either game - both are functional and I think would be fun for me. The differences between approaches, as they would play out in game, seem pretty minor even though the fundamental philosophy behind either approach is radically different.

Like I tried to explore way back in the thread about Symbolic-Language Gamemastering, I don't see this as a necessary trade-off. You can set up and operate the whole game 'Symbolically' and let the players "author" (another loaded term) all the details. You choose the 'playtime' for a Complication (using whatever method), they give you the 'gametime,' place, and enough details to forego your choosing what the Complication specifically is (nighttime, at the camp site, and fire/no fire).

Now, I realize people thought that this was Narrativism back then and probably still do now. But I don't. If I need to support the idea that the land is rife with bandits or orcish patrols, this is exactly the time to reinforce the idea; I'm gamemastering the sensation of verisimilitude by not subscribing to it myself. That sounds like I'm providing a reasonable game for the players to explore Character, Setting, Situation, System, or Color in, doesn't it? (I especially like the way this helps provide Color opportunities and helps 'keep it interesting' throughout.) And if you don't feel that 'stakes,' 'payoff,' 'arena,' and any other Gamist widget are included here, do I need to remind you that "I need to run a Complication" is equivalent to "I rolled for a wandering monster." I'm pretty sure that Symbolic-Language Gamemastering and voiding the 'myth of reality' are completely outside of GNS issues.

Often "Immersion" is supported by things like Illusionism; here is another way, the players "author" the details while the gamemaster supports the 'style of play' collectively chosen way back at the beginning. That fundamentally supports the players' rights to 'go wherever they want' without the consequences of that devastating the consistency of the 'style' preferred. The primary component is the gamemaster no subscribing to the 'myth of reality.'

I don't see Marco's and my playing styles looking at all different from the player perspective during play. The set up is different, but once it gets going, I can't imagine any stripe of "Immersionist" noticing the difference. (Well, maybe when the social contract is challenged, but not otherwise.)

Fang Langford

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On 4/11/2003 at 7:19pm, Le Joueur wrote:
Good Point (Really Close Mike)

cruciel wrote:
Mike Holmes wrote: The question for purposes of this thread cannot be whether Fang's example will appeal to the "common" gamer, but will it appeal to anyone, and does it apportion credibility in such a way as to improve on older models.

Fang will correct me if I'm wrong. My understanding was that Scattershot was an attempt at a universal game, designed to appeal to a whole-lot-a gamers. Rollercoasterism (man that's fun to say out loud) and SpecSimImm may be an issue. (I fear the can of worms I've opened.)

To quote the Mad Midnight Bomber What Bombs at Midnight, "I can't because yer not!"

However, there has always been something of a bit of confusion about Scattershot as a Universal game. It isn't. What it is, is a Universal game design kit which the owners can design most types of gaming experiences with. Not all.

The reason it isn't simply a Universal game is because I do not expect anyone (short of another game designer) to 'turn the knobs' and 'pull the levers' that Transition Scattershot into just anything. Consumers will be able to make a few informed adjustments (like Drift, except facilitated by system), by not 'whole transformations.' Those are possible, but it turns out you've really gotta know the game to do that. This affords me the ability to sell supplements.

Mike Holmes wrote: ...Fang will claim that his game does cater to both...

Nope. I consider catering to both another Impossible Thing to be Believed Before Breakfast.

Fang will claim that his game will cater to either, depending on how it is set up.

Mike Holmes wrote: The question for purposes of this thread cannot be whether Fang's example will appeal to the "common" gamer, but will it appeal to anyone, and does it apportion credibility in such a way as to improve on older models.

No, the question to the thread is (if anything), in comparison to Fang's game, will Marco's manifesto appeal to the "common gamer" or anyone and if its method of apportioning credibility is either functional or "common." Let's not derail the thread, it's about Marco, not Scattershot; Scattershot is just a comfortable comparison that I feel is more explicit in functional credibility apportionment (is that a word?).

Paul Czege wrote: When Immersion means as little concern with the metagame level of play as possible?

...What I will claim is that Authorial power doesn't necessarily reduce identification with character.

Paul?

I have a question: is 'choosing where to go' not authoring or are you talking narrowly about Author Stance? (I said "authoring" was a loaded term.)

Fang Langford

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On 4/11/2003 at 7:39pm, Mike Holmes wrote:
RE: Marco's View of Gaming

Uh, the above post was meant to stop these sorts of responses, not elicit them. I'll be smart enough to tleave the names off next time. :-)

Mike

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On 4/11/2003 at 7:47pm, Gordon C. Landis wrote:
RE: Marco's View of Gaming

The thread wanders - into very cool and interesting places, but . . .

One last thing I'm hoping to get clear about with Marco - if disatisfaction can come from anywhere (most notably including, I submit, from the fact that a series of adjudicated RESULTS can easily - and almost unintentionally - become the same as adjudicating the RESOLUTION), why is REASONABLEness the only answer?

I mean, sure, if there's a power struggle and arguing happening, REASONABLE is where you have to start. Neccesary, but not (always)sufficient. But I'm mostly talking about disatisfaction that isn't about power struggle. I'm concerned with disatisfaction that is at worst about a disconnect in communication and mutual understanding, and at best is about a simple failure to acheive a well-understood and shared goal.

ASIDE: I'm seeing a lot of emphasis on "power struggle" as a key part of GNS and/or the Impossible Thing. While a "power struggle" is a . . . frequent? occasional? who knows for sure . . . outcome of the issues, the issues themselves aren't tied up with a power struggle, unless I completely misunderstand things.

So - maybe I'm asking Marco this: while your framework makes total sense and I can easily imagine enjoying a game that started from that place, can you see why I think it just isn't sufficient for the task sometimes? I mean, we can disagree about exactly what should be added, but - I look at your framework and say "you left out a whole bunch of important stuff - not just useful GM tips and the like, but fundamental aspects of the shared creative endeavor that RPGs can be." Is that, like, a totally alien thought, one that you just don't understand why I'd have, or . . . what?

I guess I'll just add - I'm also very happy with how this went, and find a LOT of useful stuff in even just Marco's initial post. And I've got those essay's bookmarked.

Gordon

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On 4/11/2003 at 7:57pm, Paul Czege wrote:
RE: Marco's View of Gaming

Hey Fang,

I have a question: is 'choosing where to go' not authoring or are you talking narrowly about Author Stance?

I tend to use "power" when others might say "stance." For me, the latter term has too passive/reactive a connotation for what's actually going on. Do you disagree with either of the following?

Being in Author Stance doesn't necessarily reduce identification with character.

The use of Authorial power doesn't necessarily reduce identification with character.

If not, why are we quibbling over my choice of stance/power?

Paul

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On 4/11/2003 at 8:27pm, Mike Holmes wrote:
RE: Marco's View of Gaming

I would say that the use of Author stance places me in distinct relation to the character. This is bad when I want to feel like I am the character. As opposed to just identifying withy the character. When I write a book, or author in an RPG, I think, "gee, he's a lot like me in the way he's intelligently dodging that dragon". When I play in actor stance, I think, "Gee, I'd better get out of the way of that dragon."

Perhaps a new thread?

Mike

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On 4/11/2003 at 10:31pm, Marco wrote:
RE: Marco's View of Gaming

Heya Gordon,

REASONABLness isn't an answer--it's my base-line expectation. A lotta confusion has come from thinking my post was the best or only way I thought there was to play--it's not. It's what I walk into a traditional game expecting until I see or am told otherwise. It's how I run things (and I've been successful at it).

You asked if I though the shared power thing was alien--not at all--I just don't think it's standard. And I think it's different rather than *better.* It's kinda like asking "You talk about books all day--but hey, man, what about movies"

I like movies too. I just don't think they're the same.

I'm gonna start a thread about the power-struggle thing since I think Valamir assumes I still don't "get it"--but remember: the document I posted is NOT supposed to resolve power-split arguments. It's not what you're going to look at and say "hey, you screwed my character and it says you can't do this here."

My tools to resolve Ralph's fire example were posted later (the three precepts). I'm guessing Ralph found 'em insufficient for him--but that's a different discussion.

-Marco

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On 4/11/2003 at 11:16pm, Paul Czege wrote:
RE: Marco's View of Gaming

Perhaps a new thread?

If Fang wants one, sure, Ron can split this stuff off. Though I don't appreciate you punishing me like this just for having denied I'd say what you said I'd say.

Paul

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On 4/11/2003 at 11:24pm, cruciel wrote:
Re: Little Difference Where 'the Rubber Meets the Road'

Le Joueur wrote: How so? The players are under no requirement to abandon "Immersion" (however you want to use this loaded term). Like choosing which game to play, the 'buy in' on the 'player power' issue can be entirely front-loaded ("We get to do that? Cool, now let's play.") and then forgotten by the "Immersive" player. In fact, I'd hazard the point that knowing this in advance affords them more trust that their gamemaster won't vindictively hose them over; fewer out-of-character worries should translate into more 'room to play,' I think. (Does death-by-system always support Immersion or do you just want 'the feel' of lethality?)


Front loading really isn't the situation as presented. If you front load the camp/fire, then you've got something else similar that might spring up in game. You cannot front load everything, because that'd be, well...um, playing. You're probably using lethality just as an example, and I'll stick with that, but it doesn't have to be about lethality. Lethality is often an area where people will sacrifice Immersion and game rules for GM and/or player power - I would. The camp/fire situation isn't predefined lethal either. You get frostbite and now you've got a new Complication - get to the doctor. You win the fight and you get a different one - who attacked us. Or whatever. Attackers being drawn by the fire is also just an option, you could certainly think of others in this situation or skip it entirely. The point is to decide what'd you do in the situation, not change it. You might say 'I'd never get in this situation', but I'd bet something similar could occur. I suppose I'm getting off track.

And about the 'players get to choose what happens,' this wasn't meant to say that the gamemaster asks, "Do you want to have a fire and get attacked or do you want the dark and frostbite?" What it means is whatever the players choose (it's their campsite) forces the hand of the gamemaster in terms of the details. The players simply trust (because of the front-loaded 'power issue') that the gamemaster won't indiscriminately kill them off because they didn't communicate their campsite well enough. (Remember, often players, even "Immersive" ones, will play characters who've more knowledge and experience than they; it seems wrong to penalize them for not having at least the same familiarities as the gamemaster.)


That's how I took it in your first post - a pretty standard Director stance approach when the situation gets iffy. All this does is change the position from sacrificing Immersion for player and GM power (in the form of Director stance or social contract to negotiate events) to something else. What that something is I'm unclear on because when the time comes to decide if a fire exists or not because you've got to roll for frostbite, does the GM ask or just go with only what the player has already said? If the former, you're giving up suprise for player power by taking that little bit out of rollercoaster play (which would be related to certain approaches to Immersion, IMO) . If the latter, you're giving up player power and giving it to the GM (because now he has authority to decide what the characters would do). I predict you would choose the former, making your approach basically identical to Marcos.


I don't see Marco's and my playing styles looking at all different from the player perspective during play. The set up is different, but once it gets going, I can't imagine any stripe of "Immersionist" noticing the difference. (Well, maybe when the social contract is challenged, but not otherwise.)


Me neither, that bit about the social contract being challenged pretty much sums up where I think you'll sacrifice Immersion and Marco may not.

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On 4/12/2003 at 4:36am, Marco wrote:
RE: Marco's View of Gaming

I don't know if it'd sacrifice Immersion--it might--I'm still wrapping my head around it.

If the GM said "It's dangerously cold." and I knew we were being hunted by an enemy army, I'd do what real armies do: share sleepingbags. Light discipline is a real keep-you alive kinda deal, and sleeping with a couple other humans under the same covers can make dangerous cold survivable--(although it won't, of course, work easily for true arctic conditons). I'd tell a story to the GM and players about a real-life night my unit spent on maneuvers in record-low temperatures.

Why does this matter? Because (if I understand it right) it would, as a player avoid Feng's Complication--would that be breaking the social contract? If so (GM proposes a Complication, player says 'I don't think so, I've got a way out') then it'd violate my precepts--i.e. I might decide I was gettin' railroaded ... probably not--I'm pretty sure I wouldn't leave a game Feng was running until he turned the lights out--but if the social contract said I hadda choose A or B and I wanted a legitimate C, I'd debate it.

I believe the original example assumed the PC's *didn't know* about the enemy patrol--making C *unlikely* (but there's that trained light-discipline thing so who knows).

My hazy I-don't-get-Scattershot-all-the-way guess is: that social contract *might* weaken my immersion.

-Marco

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On 4/12/2003 at 5:09am, cruciel wrote:
RE: Marco's View of Gaming

Marco,

Well, if you proposed it as GM you'd be giving an alternative to avoid a complication all together. If stated right, I think you could preserve Immersion pretty easily. You could do that all session, but if you always present a way out of conflict you might never get a dramatic event and that might be kinda boring. As a player I think you'd be giving up an eensy bit of Immersion now for a higher Immersion return later, pulling out of character to try and get everyone to do something that won't violate your suspense of disbelief. Thing is, if your character is the military type you could suggest it in character and lose nothing except the chance to tell a personal anecdote ;).

Reading you both I don't think either one of you would close out or force a player's suggestion. You'd let the whole camp/fire/frostbite roll thing disappear to preserve player power. Put another way: player input is more important than railroading your story or strictly enforcing a game rule.

Got a small question: Your position of do what's reasonable...Does resolving a player power struggle reasonably usually entail not screwing up someone else's stuff? If so, I don't think Fang's social contract conflicts, from an outside perspective it looks very similar. Not screwing up someone else's stuff is just the simple version of the Propietorship rules from Scattershot (I think). Fang's just got the social contract rules enumerated, making it more present. Which, if it plays out how I think it does, drops a little more SimSpecImm potential because the players have a metagame context for more situations.

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On 4/12/2003 at 1:56pm, Marco wrote:
RE: Marco's View of Gaming

There's a little bit of not messing with people's "stuff"--If a player makes a Dependant NPC in Hero, I wouldn't, y'know, turn the DNPC irrevokably into an evil vampire and give the guy a hunted for the same points.

On the other hand, if the player says "I build a fire" in a wind storm I might well rule (or roll for) the fire going out. Feng, would that constitute a violation of the sovringty?

Being reasonable (in my schema) means that I internally feel the call is justified--and that excuses *all* kinds of behavior. I can rationalize railroading. I can say "the game isn't *remotely* 'fair' but, hey, given the start situation, it's *reasonable.* Under my stated rules, I could start a group of ordinary guys plumetting at terminal velocity from an airplane with no parachutes. Real short gaming experience.

That's why reasonable is just an expectation. It's giving the GM the benefit of the doubt if I'm a player ("hey, I didn't like the way that panned out--but until it becomes a trend, I'm gonna assume that the GM is bein' true to his gameworld and since I'm likin' the rest of the game, I'm okay with it.")

-Marco

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On 4/12/2003 at 6:12pm, Le Joueur wrote:
That's Not Complication, It's Resolution

Hey Marco,

We're all friends here, call me Fang (like the tooth or Phyllis Diller's husband).

Marco wrote: On the other hand, if the player says "I build a fire" in a wind storm I might well rule (or roll for) the fire going out. [Fang], would that constitute a violation of the sovereignty?

...That's why reasonable is just an expectation. It's giving the GM the benefit of the doubt if I'm a player...

Even though the wind storm is possibly a Complication (and therefore the gamemaster's property), the fire would be the player's property; I just don't see the a fire ending a wind storm. Since it seems iffy, pretty much anyone playing could call for a roll for success. To the gamemaster, the fire changes the nature of the Complication. Nothing anywhere says that the players can't beat a Complication; the action of doing so is no more and no less what Complicates play. Remember in Raiders of the Lost Ark after the 'truck chase?' The players 'beat it' and got the Ark onto a ship; Complication over, game + 1 Complication. This isn't about the gamemaster 'beating' the players, it's about making the game interesting.

The opportunity to 'beat the Complication' is the essence of player power. Choosing to Complicate is gamemaster's power. That the players chose to ship the Ark is what decided that their recurring nemeses, the Nazis, would use a U-boat; that Complication leads to the final confrontation which everyone is expecting. Gamemaster stewards the Complication, player choice defines the Details.

Now, back on thread, how does that compare to Marco's Manifesto?

Fang Langford

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