The Forge Reference Project

 

Topic: The airplane issue
Started by: Ron Edwards
Started on: 5/28/2003
Board: GNS Model Discussion


On 5/28/2003 at 3:08pm, Ron Edwards wrote:
The airplane issue

Hello,

From the thread The problem with GNS, I was able to extract a single question of worth:

"Heinrich" wrote,

I have to wonder what the value of GNS and the role playing theory on this site is if it remains unequivocally opposed to asking the question, 'what is a game?' It's like a post-holocaust environment in which Mad Max is holding college level courses on aeronautics. Only no one knows what a plane is. So instead, they hold classes on everything you can do in one. You can sit in them, for example. You can be served drinks. On the outside, the plane has two wings and a nose, but those features aren't directly related to what you can do inside the plane. Once you have mastered this, you get your degree.

The above example is actually a good one. Because in the post-holocaust environment there are no physicists around who can calculate force, thrust, vectors, momentum... So out of necessity they dispense with the question 'what makes it go?' Better yet, when someone asks 'what does the plane do?' they get smacked down, and are told, 'Don't ask what it does, just look at the sum of the details. That's all a plane is.'


I'd like people to address this question here in detail. I do have my own insta-answer in mind, but I'm more interested in what a variety of folks have to say than in holding forth mountain-top fashion.

One more point: "Heinrich," if that is the person's name (I have my suspicions), clearly roped most of the people in that thread into his baiting-game. I didn't see the thread until Tuesday morning, so the show was over by the time I read a single post. And you know what? He wanted to be shut down, playing the high-road card, and almost all of you bought it. I'm not real happy with that. I'm very tempted to isolate about seven posts from that thread and show you all what you did to feed his ego instead of stick with the points.

This thread is specifically about an idea. Ignore the inflammatory bullshit about how the Forge is "unequivocally opposed" to discussing what a game is (multiple threads falsify the claim). Ignore the observation that "Heinrich" only saw fit to present his argument after he'd managed to get people into a defensive tizzy. Do adopt the plane-metaphor he presents, for purposes of discussion. Let's see if it applies.

Best,
Ron

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On 5/28/2003 at 3:29pm, Jeffrey Straszheim wrote:
RE: The airplane issue

Ok, I'll try.

When we play, we're flying the freaking plane, so its pretty bog obvious what a plane is. It may take us a while to figure out bernoulli equations and stuff. But then, I'd rather learn to do barrel rolls and loop-de-loops.

GNS theory, then, is more like an experienced pilot, after finally mastering his Immelman turns, sitting down and trying to reverse enginner his plane. Oh yeah, and to figure out those weird hot air balloon folks at the same time.

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On 5/28/2003 at 3:36pm, Matt Snyder wrote:
Re: The airplane issue

To be honest, Ron, I don't see much to discuss. The idea that the Forge "smacks down" any talk of "what a plane (i.e. game) does" doesn't seem too serious to me. That's pretty fundamental to what goes on here. How many times have we asked almost that specific questions, "What do you do?" when critiquing a designer or a game? I think this happens a lot (and in terms of theory, gets asked specifically in addressing Creative Agenda).

(Nevermind that I find the analogy really silly, and a not-too-cleverly-veiled insult. Does anyone else just shake their head like I do when alerted to the fact that we're degenerate barbarians and completely barren of astounding minds who know physics? It's just more of heinrich's baiting.)

There has long been an assumption in theories discussed here that what games do is provide fun. I _think_ you have stated yourself that this is the lowest common denominator. If we can't agree that RPGs are "for fun," then we can't begin to discuss other elements like dysfunction (which presumes that the function is FUN), incoherency, GNS modes and many other issues.

This is no small point, because it gets right down to the nitty gritty of some of the "art" issues that have been discussed in recent weeks. Lots of attention lately has been paid to examining aesthetics of games and whether RPGs are art (and whether the game itself is art or the play is art, or both).

I've already gone on record as saying I think RPGs can be art, and that play can also be art. But, while I appreciate the discussion regarding these issues, I'm far less interested in art than I am in fun. I see fun as the necessary component. I do not see art as necessary. This is why I asked in previous threads 1) How do ideas like baseling/vision help design games people can acutally play and 2) is all art necessarily entertainment (that is, fun to at least someone, even if the "fun" is enjoying the illuminating thought the "art" poses)?

Yes, I realize that this does not define RPGs as distinct from Monopoly or roller-blading or stamp collecting or whatever. I really don't care. I think the borders are so blurry, as Ralph has stated elsewhere, that such definitions are nearly impossible. How can one categorize sufficiently games like Universalis and , oh I dunno, basic D&D? Is Univesalis an RPG? What about octaNe?

To paraphase Damon Knight, RPGs are what I point to and say are RPGs. I don't find that illogical or so egregiously fallacious that we can't proceed with discussions as we've done here for literally years now. It is, to me, a non-issue.

Oh yeah, presumably, planes fly. Not provide drinks or chairs.

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On 5/28/2003 at 3:38pm, Kester Pelagius wrote:
RE: Re: The airplane issue

Greetings Mr. Edwards,

I wasn't planning on commenting on this, but since you ask so nicely...

Ron Edwards wrote: One more point: "Heinrich," if that is the person's name (I have my suspicions), clearly roped most of the people in that thread into his baiting-game. I didn't see the thread until Tuesday morning, so the show was over by the time I read a single post.


That's not the only thread you missed over the weekend. But that's neither here nor there. And that one is gone now anyway. (Wasn't here, not to worry.)


Ron Edwards wrote: This thread is specifically about an idea. Ignore the inflammatory bullshit about how the Forge is "unequivocally opposed" to discussing what a game is (multiple threads falsify the claim). Ignore the observation that "Heinrich" only saw fit to present his argument after he'd managed to get people into a defensive tizzy. Do adopt the plane-metaphor he presents, for purposes of discussion. Let's see if it applies.


The example isn't valid

The "plane" is a working model of an actual object, to reference it by example is to presuppose the GNS Theory to also be a working model of an actual object, which is being disclaimed. Logical fallacy.

A better example would been to have compared the GNS Theory to UFOs and Aliens, specifically how the field of Ufology breaks down into "skeptics" and "believers" and how, to the "believers" the "skeptics" too often seem like "debunkers" and how to the "skeptics" the "believers" often seem like. . . well you get the idea.

Sadly such an example wasn't used.

Finally, just remember, if the GNS Theory is being compared to a Jet Plane, remember than jet planes (even in a post-apocalyptic future world) are known to have flown.


Kind Regards,

Kester Pelagius

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On 5/28/2003 at 4:13pm, Alan wrote:
RE: The airplane issue

Hi all,

Ron, I'm not sure exactly what question you want addressed. The excerpt you post seems to be suggesting "What is an RPG?" or "What does an RPG do?" We've bounced that around a lot, so I'll refrain from that, unless you clarify that that is what you want.

While envisioning an rpg as an airplane, with all the knowledge and high tech that backs it up, I had an interesting thought.

Everyone has the RPG plane. If you're human, you have it. It's not a device cobbled together from knowledge gained through a hundred thousand years of technology - it's a gift of evolution.

The plane is a vehicle for reaching group consensus from subjective suggestions - the interplay of human imagination, emotions, filtering beliefs, and the group process. It's used at all levels of human social behavior.

Given that we make games from most of our abilities, it would not surprise me that the social construction of reality was abstracted into a game. It may have started millenia ago, when someone was telling a story and others suggested twists and turns. This is a basic structure we can see reenacted when children respond to a story teller = or when they play Let's Pretend.

The only difference in the past three decades is that the process and the game aspect have been made explicit, based on understandings in simulation, game theory, psychology, etc.

The plane is a vehicle of group imagination inherent to homo sapiens.

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On 5/28/2003 at 4:29pm, Clinton R. Nixon wrote:
RE: The airplane issue

Wow - this is a great thread for discussion. I came into it with a specific idea, and Alan's post just changed my thought process tremendously. I think I can integrate the two, though.

If the plane is nothing more than group imagination - a beautiful metaphor, by the way, Alan - then RPGs have to be something. In this case, they facilitate the use of imagination in a structured environment. Now, I realize we've moved Heinrich's metaphor a bit from "plane = RPG" to "plane = what happens when we play an RPG." Bear with me, though.

The RPG is everything that gets that plane in flight. It's the ground controllers telling it where to take-off and land, the dials that tell the pilot how the flying's going, the environment he's flying over, and anything else that affects the flight. Looking at it this way, the metaphor moves from "plane = what happens when we play an RPG" to "flight = what happens when we play an RPG."

Yep, I'm going in circles. Still, bear with me. When we fly, we use some sort of take-off and landing area, and we use some sort of flying machine. It might be a Cessna, or a 747, or a hangglider, or an ultra-light. This flying machine (and the sum of its facilitators) is the RPG. (See? I told you I'd get back to something close to "plane = RPG" metaphor.)

Why do we not examine what the flying machine is? I say we do. I say this site explores what the flying machine is better than any other. We've found that there's lots of different flying machines, and not all of them work the same way. There's similarities, and people who enjoy flying are interested in the various types of flying machines, but it remains that they are not all the same, and operate differently, and are flown for different reasons.

In that, we don't ask what a RPG is, because we know two statements to be true:
a) It's a blanket term that covers many different and separate things, much like "flyer" covers many things. Asking "what is a flyer" only results in "something that can fly," i.e. a way to express group imagination in a structured environment.
b) The individual flyers are more interesting, and we are examining them every day.

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On 5/28/2003 at 4:49pm, Bankuei wrote:
RE: The airplane issue

Hi folks,

I think the key point of heinrich's concern is "What is the value of GNS in the face of folks who can't even fly?"...to which, of course, using Alan and Clinton's input, is that folks are flying all the time, they just don't know how or why it works.

This, of course, makes perfect sense. Some folks have a feel for aerodynamics, and they can pilot very well, others do not(hence, the attitude, "All that matters is that you have a good GM/pilot"). GNS is the study of different machines and manuevers and the aerodynamics and figuring out what works well together. Type A plane does these manuevers well, under these conditions. "If you try to pull a barrel roll in a 747, you're going to have a hard time of it..."

So what does GNS do? Simple, as a pilot(roleplayer), I know I enjoy certain manuevers. GNS is simply a general theory as to what planes best work for what manuevers, and what sorts of manuevers can be pulled off together in formation without folks crashing into each other.

Chris

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On 5/28/2003 at 5:05pm, Matt Wilson wrote:
RE: The airplane issue

What I inferred from H's question was something like the old "I can't define pornography, but I know what it is" thing. Do we use GNS to define what an RPG is?

Do we? Maybe that is a good question.

My thought is that GNS doesn't attempt to explain what an airplane is. Instead, it's more like a tactics manual for people who already know how to fly. It makes some assumptions that there is in fact a shared opinion of what an RPG is, but it inludes a category that's more like "anything that allows a person to fly," rather than simple airplanes. Donjon is a biplane, Sorcerer is a helicopter, Universalis is a hot-air-balloon. and so on.

So really it's not so important to know how an airfoil creates lift, so much as knowing that some flying machines make it easier to do barrel rolls.

What kind of flying do you like to do? That's GNS to me.

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On 5/28/2003 at 5:09pm, Kester Pelagius wrote:
RE: The airplane issue

Greetings Chris,

Bankuei wrote: I think the key point of heinrich's concern is "What is the value of GNS in the face of folks who can't even fly?"...to which, of course, using Alan and Clinton's input, is that folks are flying all the time, they just don't know how or why it works.

I have to wonder what the value of GNS and the role playing theory on this site is if it remains unequivocally opposed to asking the question, 'what is a game?'


It's great that everyone sees a silver lining for the allusion, but is it just me or was the underlying point the original poster was skirting around that the GNS Theory is "broken" and being used by the blind to lead the blind?

The allusion here isn't to the plane but to the post-apocalyptic setting. (Thus the intimation being that the GNS Theory is a chaotic mess.) Though the interpretations placed upon the airplane allusion, I have to admit, are rather elegant. Nice work.

Course I could just be reading too much into the post.


Bankuei wrote: So what does GNS do? Simple, as a pilot(roleplayer), I know I enjoy certain manuevers. GNS is simply a general theory as to what planes best work for what manuevers, and what sorts of manuevers can be pulled off together in formation without folks crashing into each other.


Good answer, but was that really the question being asked by the original poster?

Maybe it's just me but, from what I initially read, I really didn't see much of a direct up-front point. *shrug*


Kind Regards,

Kester Pelagius

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On 5/28/2003 at 5:13pm, jrs wrote:
RE: The airplane issue

Ron, I'm not certain what idea you want discussed here; is it how is RPG/GNS like a plane, or can theory be discussed without defining its practical application? It seems that the current discussion is following the former, when I had assumed the latter. Maybe you can clarify.

Here are my thoughts. Aerodynamics as a descipline can and has been studied without reference to the plane. Classical theories of aerodynamics existed well before powered flight. The plane is a result of those theories or rather an example of the theories in application. This is the primary reason why the analogy doesn't work for me. In addition, I oppose the post-holocaust setting which implies we've forgotten what a game is. To turn it around, what is a plane? An object that utilizes the principles of lift, thrust, and control to achieve flight? A method of transport? A terrorist weapon? A silvery bird in the sky? Superman? I think you run into the same problem talking about planes as you would talking about games. As an occassional flyer, I'm much more concerned about the length of time for security and checkin, the accuracy of flight schedules, the size of my carryon, and who will be sitting in the neighboring seat than coming up with a definition of a plane that the pilot, crew, ground support, and all the passengers would agree on. Defining a plane becomes immaterial when you're already accustomed to using it.

More to the point, the plane analogy implies that the "passangers" are not fully utilizing the plane, which is not the case with the theoretical (and practical) discussions at the Forge. We're not sitting earthbound with no interest in flight. Quite the opposite. Game play is achieved and improved through the discussions here.

Julie

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On 5/28/2003 at 5:14pm, Clinton R. Nixon wrote:
RE: The airplane issue

Kester,

Did your post have a point besides to derail the discussion? Ron started this thread, not Heinrich. He asked a specific question, and the text from Heinrich he quoted was very obvious about using planes as a metaphor for RPGs.

I saw no answers in your post, just an attempt to muddy the waters of discussion.

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On 5/28/2003 at 5:18pm, Wormwood wrote:
RE: The airplane issue

It seems to me that the flight is the basic idea of play, rather than game. Play has several strong features which seem to fundamental parts of RPGs. In particular: exploration, social practice, and general learning. The plane itself, in that context is a game, it's the context in which play is facilitated. It does this through constraints, (It's not unreasonable to call games just constrained play, or constraints on play. In fact that definition seems to include quite a few popular definitions for game, including Wittgenstinian language games.)

To carry the metaphor further, I would say that constraints facilitate play, but also necessarilly restrict it. The analogy is to an aircraft wing, it provides life (if oriented correctly and designed appropriately) but also provides drag. Those two features are inseparable.

In the interest of pulling the analogy to a stretching point:

The GM could be said to resemble an engine. Hence designing a GM-less game is a-kin to glider design.

While there may exist good models for play and the effectiveness of a given game, as there could be for a given aircraft, both require an actual test to verify. The details simply become too complex to rely upon models for complete assurance.

Still trying to decide what Ligher than Air and VTOL's are ...

-Mendel S.

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On 5/28/2003 at 5:20pm, Clinton R. Nixon wrote:
RE: The airplane issue

People,

Julie had a good point above: the metaphor is useful for discussing if we actually examine what a RPG is, and if we do, how we do it. The metaphor itself is not the point.

I may have started this when I attempted to deconstruct the metaphor to show how it operates off a fallacy. If so, I apologize.

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On 5/28/2003 at 5:34pm, Bankuei wrote:
RE: The airplane issue

Hi Kester,

My basic view of heinrich's post was that it was more of an attack rather than an opening for discussion, hence why I avoided the initial thread. Here, we're talking about the idea of whether GNS serves "a purpose" when most people don't get it(at least that's what I'm reading from heinrich, perhaps he or someone else can clarify if i'm off here).

So, what is roleplaying, what is a game? These questions really don't need to be defined anymore than "What is music? What is art?" because these questions have been asked over and over, and very little has come from exploring them. Folks who play games don't need to know "what it is" anymore than a muscian sits around wondering "what is music?" as opposed to simply making it.

Why are some people stuck in that "post-apocalyptic" world, with no education? Rather simple- conditioning. Dysfunctional behavior, and dysfunctional play is a matter of conditioning. "I'm not having fun, but I won't say anything, instead I'll be an ass about the rules". "You're not doing what the 'story' is about, so I'll injure your character", etc.

You have a bunch of folks who aren't willing to openly say what's going on in a game that is based on communication. Then you also have the general consensus that its not only not cool to talk about what's really going on, its also not cool to recognize it, so you become conditioned to turning your head.

The basic theory and understanding of "What is roleplaying about?" is obvious to anyone who observes without letting the conditioning take over. When you sit down, and think about actual play, or play and be observant, the stuff in GNS becomes terribly clear.

Instead of using observation and trying to figure out how flying works, people take it as an attack on their personal piloting skills. And rather than talk about the issues where there are accidents and crashes, folks would rather not admit those things happen. Roleplaying is a social game, and unfortunately it brings all those ego issues that come with any social activity.

So is this a case of the blind leading the blind? Well, I can attest from personal experience that GNS has led to more functional play for me, but unfortunately, for most people, like the Matrix, you're just better off showing them than trying to explain it. For people who've never had very functional play, they can't possibly imagine the difference in what it means. It's about the same as me trying to explain the taste of a great cheesecake over the internet to someone who's never tasted it.

And most of the controversy over GNS comes from a bunch of people who aren't willing to bake the damn cheesecake for themselves to taste it(learn it for themselves), and then declare anything from, "Cheesecakes don't exist!", "They must taste like crap, because not everbody's eating them!", or "It's really just like chocalate cake, but with a different name!"

Sorry to throw in another analogy there, but really it defines the sort of behavior I see regarding attitudes about GNS.

Chris

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On 5/28/2003 at 6:00pm, epweissengruber wrote:
Clarification: the airplane or the game?

Most of the replies have dealt with the plane analogy. They address the pertinence of a definition of game and role-playing to any theory about games.

But, Ron, would you like to see us address the pertinence of a theory of games to GNS theory, or would you like us to attempt a definition of what games are?

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On 5/28/2003 at 6:13pm, jdagna wrote:
RE: The airplane issue

OK, if I understand the airplane analogy, it seems to be saying that "aeronautics" in the future has more to do with serving drinks than with flying, because no one knows what a plane is for. Thus, their study of planes is inherently wrong because they don't understand a plane the way we do. I think Mad Max is a bad example, because they had planes, and would at least understand what one was... perhaps this is part of why everyone has a different understanding of it. Or maybe I'm misunderstanding.

Can we discuss something we don't understand? Of course we can - people do it every day. People discussed and theorized about the stars even when they still thought stars were holes poked in a big sheet. We certainly see them as being wrong today - will people feel the same way about the Forge in 100 years?

Perhaps.

But I think the concept of game is sufficiently defined by the English language so that the Forge doesn't need a specific definition. Is it an incorrect definition, like the post-apocalyptic students' definition of airplane?

Perhaps.

But I'm pretty happy with Webster's dictionary. I think the burden of proof lies on the person who wants to redefine it, and I'll certainly listen with great interest if anyone wants to try.

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On 5/28/2003 at 6:19pm, deadpanbob wrote:
RE: The airplane issue

Ron,

I'm not sure I can parse out Heinrich's point through the use of this analogy. However, one of the possible meanings I get when I think about his analogy is this: How does GNS help me design a better game?

If the act of flying is roleplaying, and the plane is the RPG, and all of the ancillary stuff needed to fly a plane (like Air Traffic control towers et.al.) are various types of social contract issues, then to me, GNS seems like it's striving to be one part of a possible theory about why planes fly.

That is to say, that GNS attempts to diagnose problems with keeping a given plane flying, by beginning to address the principals that keep the plane in the air. In this analogy, keeping the plane in the air is synonomous with the lowest common denominator of RPG's: "Having Fun".

However, where GNS breaks down for me, the plane designer, is that GNS doesn't help me directly and specifically with plane design. It only provides me with a heavily subjective, unwieldly diagnostic device to see why my planes keep crashing.

(bearing in mind that it's the only diagnostic device I've come across that's of any value - like Democracy being the worst form of government save for all other forms of government)

GNS, in my opinion, could be improved by providing some degree of concrete design advice for building the plane.

Breaking out of the analogy, my frustration with this is compounded by things like Ron's recent statements in his Actual Play review of PACE. After playing the game, he said he'd probably classify that game as Sim:Color. I've not played the game yet - but it seemed a lot more Narrativist to me reading through it.

Take another example: TRoS - where pretty much everyone thinks its a functional hybrid of Sim:Nar (the Nar part being the SA's), but both in reading the game and in playing the game, it comes out strongly, coherently, and unequivocally Sim for me - with no houserules or modifications to the system in any way, just playing it as written.

So in terms of usefulness to the plane designer - to step back into the analogy - it seems like GNS is the only theoretical tool we have to build planes - but that a lot of planes have to crash and burn before we can design one that flies consistently and as intended.

So, even though it won't help my popularity, I agree with "Heinrich" about GNS having some major holes in it. I wouldn't go so far as to call it a broken theory - and it's the only one I've seen that's even remotely functional when applied to addressing roleplaying dysfunction - but it's definitely not complete and not overly useful in a direct and immediate way to the game designer.

Note: When I'm talking about GNS here - I'm referring to the GNS article proper, System Does Matter, and the Simulationist essay - as well as several discussions on the forums that I had with the Forge community about just this issue - i.e. what kind of rubrics can we come up with to determine what makes a given game G, N, or S facilitating.

Cheers,


Jason

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On 5/28/2003 at 6:31pm, Clinton R. Nixon wrote:
RE: The airplane issue

deadpanbob wrote: Ron,

I'm not sure I can parse out Heinrich's point through the use of this analogy. However, one of the possible meanings I get when I think about his analogy is this: How does GNS help me design a better game?

If the act of flying is roleplaying, and the plane is the RPG, and all of the ancillary stuff needed to fly a plane (like Air Traffic control towers et.al.) are various types of social contract issues, then to me, GNS seems like it's striving to be one part of a possible theory about why planes fly.

...

However, where GNS breaks down for me, the plane designer, is that GNS doesn't help me directly and specifically with plane design. It only provides me with a heavily subjective, unwieldly diagnostic device to see why my planes keep crashing.


My contentiousness knows no limit this morning, not because of a bad mood, but because this discussion's so good.

Jason, one of the problems I see in people's interpretation of GNS is attempting to make it something it's not. In this case, you're saying both "[GNS] only provides me with a ... device to see why my planes keep crashing," and "GNS seems like it's striving to be one part of a possible theory about why planes fly."

The first statement I quoted is more correct. GNS is a theory about why planes crash. As for why they fly, I'm going to have to use a large quote, but one of the best I've ever read here.

From The Forge as a community
Ron Edwards wrote:
1) When a person creates something (film, novel, RPG) that shares interest with another, it's because the content "speaks" to the second person. What jazzes you, jazzes me. Or, in some cases, what jazzed you in way X, jazzes me too in way Y.

2) The personal commitment and personal spin brought to the creative work - the extent to which it jazzes and satisfies its own creator - is precisely what the audience member (or user, in the case of a musical instrument or an RPG) is responding to.

Which is to say, the more a work expresses a personal vision, the more likely it is to appeal to its audience.

3) People do indeed like fantasy, horror, humor, sex, biography, historical, adventure, and surreal fiction. Some like one, some like them all, but in the main, people like these things a lot. Enough of them like any particular spin on one or more of them that a product with potential fo r#2 above has a pretty good chance of getting a customer base, if it can get the attention of those people.
...
I am attempting to break the apparently very-deeply-embedded misconception that in order to appeal to a viable target market, the product must not express a personal vision and must instead be based on some other thing - usually a cobbled-together imitation of some thing that's been successful in the past. I am attempting to say instead that personal-vision role-playing games have a real audience awaiting them, in which they stand or fall based on their merits.
...
Instead: say what you want to say with your game. Have it play the way you want to play it. Make sure that it speaks to you, not to some group you want to please.


Again, that's a long quote, but read it carefully: it contains more wisdom than the 30 pages of theory written by the same author on this site, and I like those 30 pages.

In order to build a plane that facilitates X, you have to be excited about X, find a way to express X in a game that jazzes you, and write it. That's really all, and trying to use GNS to build a game differs little from trying to use market research or some ineffable idea of "cool" to build a game: you build for an artificial ideal that does not exist.

To bring it back to the analogy:

To find out how to keep a plane from crashing, use GNS.
To build a plane that works in a certain way, build a plane that works that way for you specifically.

Forge Reference Links:
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On 5/28/2003 at 6:32pm, ethan_greer wrote:
RE: The airplane issue

GNS is a method of categorizing RPG play behaviors based on observation of play and study of texts.

To even walk into the neighborhood of comparing GNS theory to, say, physics, is pretty silly. It's a whole different animal - GNS and role-playing theory in general is a socialogical study, not a hard science.

Heinrich's analogy is not valid.

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On 5/28/2003 at 6:41pm, deadpanbob wrote:
RE: The airplane issue

Clinton R. Nixon wrote:

In order to build a plane that facilitates X, you have to be excited about X, find a way to express X in a game that jazzes you, and write it. That's really all, and trying to use GNS to build a game differs little from trying to use market research or some ineffable idea of "cool" to build a game: you build for an artificial ideal that does not exist.

To bring it back to the analogy:

To find out how to keep a plane from crashing, use GNS.
To build a plane that works in a certain way, build a plane that works that way for you specifically.


Clinton,

No offense taken, and you're not being overly contentious as far as I can tell.

I know full well about the power of the vision thing - and that my excitement as a designer can potentially translate into a game that'll excite some group of other people.

So, I'm a plane designer, I get a line on the Forge, I bring my first plane with me - I'm excited about it, I think it can fly. I get told, nope, it won't fly exactly as you intend - and here are some theoretical tools that might help you build a better plane - or at the very least help you fly one of the many other planes out there a lot better.

I take the theory away, and try and figure out how I can apply the theory to plane design. The theory clicks in my head, I can see how it relates to flying the plane and flying it well - but aside from trial and error (with a crash and burn at the end of each) - GNS has not helped me to design a better plane. I've got a really solid vision for my plane. I'm jazzed by it. I work on versions of it with nearly every free moment. I take it out and fly it. I crash it a lot. I learn from those crashes by applying some of the GNS theory to analyze why the plane crashed. Wash, rinse, repeat.

However, I think that GNS would be more helpful to me if it addressed the actual mechanical nuts and bolts required to make a plane that's more likely to fly. In other words, I think that GNS is suffering from a lack of Engineering Application and an overabundance of Theory.

In the GNS essay (I think) and in other places, Ron says that GNS grew out of a desire by him to talk about and address Currency issues in RPG design/play. He even goes so far as to challenge folks who read GNS to take up the torch. So far, no one's been up to the challenge. But precisely THAT type of discussion/theorizing/practical advice (i.e. these types of game/currency frameworks tend to create games that facilitate Gamist decisions) would greatly improve the Theory.

[EDITED: to add that I completely recognize that I haven't contributed anything of substance to the theory, nor have I taken it upon myself to try and add such advice to the resources here at the Forge. I know that this is the height of selfishness - but in my own defense, Ron did ask the question and invite the discussion].

Cheers,



Jason

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On 5/28/2003 at 6:46pm, Jeffrey Miller wrote:
RE: The airplane issue

Matt Wilson wrote: What I inferred from H's question was something like the old "I can't define pornography, but I know what it is" thing. Do we use GNS to define what an RPG is?


Well, pornography is when its on your computer; on mine, its "art". ;)

Clinton, Alan - great stuff.

My personal take on much of this is that, again, its really unimportant what a game is, as GNS is a tool for understanding and measuring player motivations, and a means of understanding such. Does it matter to the caliper whether its measuring pipes, bolts, or sheets of wood?

"Heinrich" seems to be arguing closer that it matters understanding "what is a religion" when attempting to compare 2 religions, but this too is a false assumption in dependancies. One needent understand the intricacies of Tibeten straw-in-the-brain mysticism or Catholic liturgy to examine the reasoning behind why people devise religions.

(or something like this)

-jeffrey-

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On 5/28/2003 at 6:56pm, Mike Holmes wrote:
RE: The airplane issue

I agree with Clinton that GNS is limited in how he describes it. Does that mean that we have no theory on how to design games primarily? No, that does not. I mean, outside of all the other theory we have brought up here that has nothing to do with GNS (and that's a lot if you look at it), there's this thing that people keep overlooking called Game Theory.

I don't know why I have to mention this all the time, but Game Theory predates RPGs, and contrary to the opinion of some people that don't think it applies, is all about, you guessed it, Games. It just happens to have more widely applicable function than just games, so people think it's soley about economics (when it's used just as often in biology, for example).

Now, the problem with Game Theory is that it's a mathematical model, and extraordinarily complex. See the 1200 page The Theory of Games and Economic Behaviorby John Von Neumann that introduced it to the world. Yes, that's the same guy who invented the modern computer and various other important advances. So I can understand people's reticence to get into it as a discipline per se.

OTOH, it's really very intuitve stuff. That is, we all have an intuitive idea of what a Zero Sum game is, even if we've never read the above paper where the concept was introduced. In any case, we all use it in game design all the time. We're just not aware that there's a theory that supports what we're doing.

However, some people do Game Theory better than others. And even a cursory reading of the concepts can be helpful. And I'm talking getting beyond just the famous Prisoner's Dilemma and other such "examples", too. One needs to get to the point that one has at least a preliminary idea of how to do Game Theory analysis on their own. In practice it's not hard if you understand the basic principles.

I lament that we've not employed it in any measure so far in an explicit way. I've tried to introduce it's use on occasion, but I feel that I get met with the electronic equivalent of a blank stare. So it's been very little.

Now, I'm not expert in the field. I just have that passing knowledge which I think is important, and should really know more myself. So though I'd really like to teach the theory here, I'd probably do a bad job. Here's a link to a page from a course that can get you started that I just Googled up: http://william-king.www.drexel.edu/top/eco/game/game.html
A poor substitute for teaching, I know, but there you have it.

If anyone knows of better resources, or wants to discuss the concept with someone who has my limited knowledge, I'd really like to get into it. Anhd for God's sake, if you happen to know Game Theory well, please, please, start some threads and get some real information out to the people on it.

There's your Aerodynamics and Physics. GNS is just why the timing on the transmission just gets off sometimes (and in terms of design, how to make sure that doesn't happen). Al least that's always been my perspective.

Mike

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On 5/28/2003 at 7:05pm, Walt Freitag wrote:
RE: The airplane issue

I offer the perhaps surprising suggestion that the object of the GNS model is not, specifically, role playing games. Hence, the failure of the GNS model to generate (or even to buy into) any specific definition of "game" or "role playing game" is irrelevant.

The GNS model addresses recreational Exploration (in the specific sense defined by the model) of the elements of character, situation, setting, system, and color.

Role playing games just happen to be what we're most interested in applying the GNS model to.

I believe it's that simple. If a case were to come under discussion that was consensually regarded as a role playing game, but did not have Exploration as its central element, then there would be something to debate about. (Some might decide that it wasn't a role playing game because it didn't share a characterisic that GNS declares is a characteristic of all role playing games; others might believe that the case was a priori a role playing game and therefore GNS must be incomplete.) In actual discussion this has not occurred.

By the way, Ron wrote: I'm very tempted to isolate about seven posts from that thread and show you all what you did to feed his ego instead of stick with the points.


I'd certainly be interested in seeing this. I wasn't one of the posters on that thread, but only because I wasn't confident of being able to not make things worse. More lessons in (purely defensive, of course) troll-fu might improve my chances of being able to help.

- Walt

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On 5/28/2003 at 7:07pm, Kester Pelagius wrote:
RE: The airplane issue

Greetings Mr. Nixon,

Clinton R. Nixon wrote: Kester,

Did your post have a point besides to derail the discussion?


Pardon?

Have I done something to offend you of which I am unware?

If so, I apologize.


Ron started this thread, not Heinrich. He asked a specific question, and the text from Heinrich he quoted was very obvious about using planes as a metaphor for RPGs.


It appeared to me that Ron was asking about what we, the members of The Forge, though about the overall context of what he was quoting, not specifically about an allusion to planes.

In fact, looking over the intial post, I see nothing specifically about planes, per se. ("This thread is specifically about an idea." But which of the ideas expressed in the quote?) I did say I thought what had been said was a good take on the plane allusion. Still, if what everyone else here percieved isn't what I might have mistaken the question to be about then I will refrain from posting and further detracting from the debate if that is what you wish.


I saw no answers in your post, just an attempt to muddy the waters of discussion.


Pardon. . . are you calling me an agent provocateur???

*flabbergasted*

I don't know what more to say than: I am sorry you feel that way.



Kind Regards,

Kester Pelagius

edited for bad grammar/syntax

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On 5/28/2003 at 7:07pm, epweissengruber wrote:
Or the Reverse ...

One needent understand the intricacies of Tibeten straw-in-the-brain mysticism or Catholic liturgy to examine the reasoning behind why people devise religions.

(or something like this)

-jeffrey-



I think that "Heinrich" claims that you cannot do local interpretation withot having a firmly defined general context. But I can compare a Buddhist monk's prayer practices with those of a Dominican friar by using the word "prayer" in its generally accepted meaning. "Heinrich" seems to think that you cannot begin this interpretation unless you rigorously define the genera (prayer) that gives rise to the two different species. That such a "rigour" would lead to infinite regress is apparent to most of us (I can't define GNS until I define game, I can't define game until I know what human interaction is, I can't define that until I define what humans are, etc.)

I can fly a plane w.o. knowing aeronautics or physics. I can even understand why my plane dived into the ground without being able to explain these more fundamental principles: "Dang, I pushed this sucker forward when I meant to pull it back. From now on, I will make sure that I include this in my 'General Principles of Landing' theory."

An idea can inspire research even if that first idea could be improved by further empirical testing or theoretical rigour. But some ideas are "heuristically fertile" -- they stimulate a series of research projects that lead to the establishment of new paradigms or the reformulation of old ones. Yes, GNS could lead to a new theory of games. Similarly, our experiences discussing why the plane smashed into the ground could stimulate us into more rigorous research into physics and aeronautics. But they don't have to.

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On 5/28/2003 at 7:11pm, Kester Pelagius wrote:
Re: Clarification: the airplane or the game?

Greetings,

epweissengruber wrote: Most of the replies have dealt with the plane analogy. They address the pertinence of a definition of game and role-playing to any theory about games.


Just FYI: When I posted my initial response there were *no* other messages in this thread.

I apologize for any perceived 'derailing' of the conversation.

Leaving now, per request.


Kind Regards,

Kind Regards

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On 5/28/2003 at 7:12pm, Jeffrey Miller wrote:
RE: Re: The airplane issue

I have to wonder what the value of GNS and the role playing theory on this site is if it remains unequivocally opposed to asking the question, 'what is a game?' It's like a post-holocaust environment in which Mad Max is holding college level courses on aeronautics. Only no one knows what a plane is. So instead, they hold classes on everything you can do in one. You can sit in them, for example. You can be served drinks. On the outside, the plane has two wings and a nose, but those features aren't directly related to what you can do inside the plane. Once you have mastered this, you get your degree.


The more I think about this, the more this seems to be a faulty comparison. One doesn't need to understand the physics of the plane in order to fly it, nor does one need to know the ins and outs of the food service on a plane to understand the physics involved. Further, by trying to provide a mechanistic example for a social & abstract theory, one is missing the point entirely - GNS speaks towards player motivations, not games per se, so what is the plane? The player? The game? Motivations? The basis for the comparison is a failure to understand the theories goals, and thus can't readily be applied to understanding the theory itself.

Ron dit:
I'm not real happy with that. I'm very tempted to isolate about seven posts from that thread and show you all what you did to feed his ego instead of stick with the points.


I don't think that's warrented at all, Ron, and I'm glad you chose not to do such a thing. Those of us who spoke too quickly or bit at the troll are aware of it without being scolded.

-jeffrey-

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On 5/28/2003 at 7:13pm, Mike Holmes wrote:
RE: The airplane issue

To follow up on EP's post, I think that what GNS adds to Game Theory is that people want different "currencies" than just "Gamist" currencies. Though I happen to know that this has been adressed in Game Theory already in more general terms. Still GNS is a very good application of Game Theory on a simple level, and cold be restated something like:

Given players desiring differing currencies, a game may become "broken". The more different the currencies, the more likely the breakdown.

Mike

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On 5/28/2003 at 7:16pm, Jeffrey Miller wrote:
RE: The airplane issue

Wormwood wrote: It seems to me that the flight is the basic idea of play, rather than game. Play has several strong features which seem to fundamental parts of RPGs. In particular: exploration, social practice, and general learning. The plane itself, in that context is a game, it's the context in which play is facilitated. It does this through constraints, (It's not unreasonable to call games just constrained play, or constraints on play. In fact that definition seems to include quite a few popular definitions for game, including Wittgenstinian language games.)


Could we say that the physics of flight are GNS, that the plane is The Game, and the the pilot is The Player? The physics of flight help us to understand the motivations or actions of the Pilot as a means to achieve their goal of safe flight?

In this case, its really not important to understand what the plane is, other than a device to which The Pilot applies physics to achieve their goal. Bipalne, ballon, zepplin, or wings of Daedalus, the goal - "flight" (or "fun" if we can agree to that as the LCD of "Game") is the only important aspect of the plane that we need to understand.

I think I might be stretching too far to make this whole plane thing fit ;)

-j-

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On 5/28/2003 at 7:19pm, Jeffrey Miller wrote:
RE: The airplane issue

Bankuei wrote: And most of the controversy over GNS comes from a bunch of people who aren't willing to bake the damn cheesecake for themselves to taste it(learn it for themselves), and then declare anything from, "Cheesecakes don't exist!", "They must taste like crap, because not everbody's eating them!", or "It's really just like chocalate cake, but with a different name!"


I would love to see a thread (here, or over on RPG.net) titled "Why I Hate GNS" and see if any reasonable responses get generated, or whether people are just against it to be against something. "Acknowledge my distain, dammit!"

-jeffrey-

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On 5/28/2003 at 7:26pm, Jeffrey Miller wrote:
RE: The airplane issue

Uh... I asked Mike for a rec on beginner's Game Theory before rereading his post. Sorry. ;)

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On 5/28/2003 at 7:26pm, Mike Holmes wrote:
RE: The airplane issue

Jeffrey Miller wrote: I would love to see a thread (here, or over on RPG.net) titled "Why I Hate GNS" and see if any reasonable responses get generated, or whether people are just against it to be against something. "Acknowledge my distain, dammit!"

Hey, as long as people aren't railing against it, I have no problem with it. I mean, it's up to an individual to decide whether a particualr theory holds any value for them, and I don't think there's a need to evangelize. Certainly not to provoke.

There have been, and are, many objections to GNS theory that have nothing to do with Chris' motives. Those people exist, too, but critical thought requires that we accept that GNS is probably flawed in some way, and probably will give way to something better in the future.

In the meanwhile this thread is just to get some perspective on what GNS is, and is not.

Mike

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On 5/28/2003 at 7:29pm, Mike Holmes wrote:
RE: The airplane issue

Jeffrey Miller wrote: Uh... I asked Mike for a rec on beginner's Game Theory before rereading his post. Sorry. ;)


Hey, it was a good question. Being an advocate for it, I ought to lead the way. Here's what Amazon has:
http://www.amazon.com/exec/obidos/tg/detail/-/0486296725/002-1165456-9241625?vi=glance
Included on the page are other similar pop references. I have no idea if any of them are good or useful.

Mike

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On 5/28/2003 at 8:09pm, epweissengruber wrote:
to Kester: Re Clarification: the airplane or the game?

Sorry for the confusion.

I typed in my response to the question itself. I was a little unclear. I didn't even see yours. I did not try to rip on you at all. Sorry for the misunderstanding. But I think my post was put right after yours -- in a freakish coincidence.

Kester Pelagius wrote: Greetings,

epweissengruber wrote: Most of the replies have dealt with the plane analogy. They address the pertinence of a definition of game and role-playing to any theory about games.




I apologize for any perceived 'derailing' of the conversation.

Leaving now, per request.


Kind Regards,

Kind Regards

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On 5/28/2003 at 8:17pm, Piers Brown wrote:
RE: The airplane issue

So this is a little tangential in some ways, but, to pick up on the plane analogy, there are some good reasons to be just as unsure about what a Plane is as what a Game is.

Right now my favorite theory book for my academic work is John Law's Aircraft Stories (Durham and London: Duke UP, 2002), which is not so much an account of the (cancelled) British attempt to build a reconaissance/bomber plane called the TSR 2 in the 1960s, as an incisive analysis of the idea of the plane, and the fatal incoherence of the project. One of the reasons why the plane was cancelled is simply that the designers never seem to have resolved what it was.

Now, your tolerance for this book is probably entirely dependent on your appetite for books with subtitles like "Decentering the Object in Technoscience," but it is a very accesible example of a certain sort of Sociology of Technology and Science. However, as a book explicitly about how to theorize the workings of complex systems--not just the design process, but the interaction of everything and everyone involved (contractors, the military, the ministries of the government, pilots, the public at large, and more)--there are a variety of ways in which it relates directly to analyzing the very strange hybrid beasts we call role-playing games.

Mike makes an excellent point in this thread about the usefulness of Game Theory in designing games. I'd like to suggest that there is an equally useful role for other kinds of theoretical conceptions from Sociology, Philosophy, Literary Studies, etc. Unlike Game Theory, it may not make the process of design easier, but (perhaps like GNS), it may make understanding what we produce simpler.

Your mileage will probably vary wildly.

Piers

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On 5/28/2003 at 8:52pm, deadpanbob wrote:
RE: The airplane issue

Mike Holmes wrote: To follow up on EP's post, I think that what GNS adds to Game Theory is that people want different "currencies" than just "Gamist" currencies. Though I happen to know that this has been adressed in Game Theory already in more general terms. Still GNS is a very good application of Game Theory on a simple level, and cold be restated something like:

Given players desiring differing currencies, a game may become "broken". The more different the currencies, the more likely the breakdown.

Mike


I agree that it has been addressed in Game Theory - but the fact that its been addressed at a more general level is precisely why I would love to see GNS feed into a more technical applied 'science' of game design.

I want to design a roleplaying game that's in accordance with the general concept of coherence as established in the GNS theory. I want to do that because I think it will produce more satisfying play on a more regular basis for its intended audience. Given that I can read a game like PACE, or more importantly read and play a game like TRoS, and come to different conclusions about those games GNS coherence than does Ron (or anyone else really) - I think there are points where the theory is too subjective. I would like GNS, or an extension thereof, to help me reliably produce a particular GNS coherence.

I know that roleplaying is a specific type of social interaction, and therefore will never be fully described by a hard science model, but I also know that it's possible to build a more objective social interaction framework.

Again, I recognize that I could just try and do it myself, and I am greatful to Ron and the rest of the Forge old guard for working through the issues to produce GNS. I'm not trying to be derisive or dismissive of GNS.

Cheers,



Jason

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On 5/28/2003 at 9:29pm, epweissengruber wrote:
The heuristically fertile notion of currency (GNS's impetus)

OK, I think we now have a topic on game theory that could be spun off into a new thread soon. Maybe the GNS theory WILL lead to a total revision of Game Theory!

Mike Holmes wrote: , I think that what GNS adds to Game Theory is that people want different "currencies" than just "Gamist" currencies. Though I happen to know that this has been adressed in Game Theory already in more general terms. Still GNS is a very good application of Game Theory on a simple level, and could be restated something like:

Given players desiring differing currencies, a game may become "broken". The more different the currencies, the more likely the breakdown.Mike


The idea of currency -- and the exchange of currencies -- this is THE link between GNS and Game Theory. There is a slight terminological confusion because "Gamist" sounds more like "Game" or feels more "game-y" that Narrativist or Simulationist, but its a minor one. ("Agonist" -- game play stressing conflict and competition -- is far to pretentious to take hold.) All three modes involve the exchange of currencies between players. The players, of course, means GM as well. The market for these currencies is a little distorted -- the currency flows between the Players and the GM in different ways, but all Players want to feel that their exchanges are governed by the same rules.

What are the implications for G,M, and S if the traditional inequalities in exchange between GMs and Players are leveled?

My brain is exploding .... looks like Heinrich has made a useful contribution.

Great thinking Mike!

Proposal 1: we use "Players" to designate all those folks who are not GMs, and "players" to designate everyone involved in the game, including GM's?

Proposal 2: We can start a number of discussions about the Theory of Games. There could be Theory of Games: Game Theory which would be comments about Von Neumanesqe mathematico-economic models, or Theory of Games: Sociology, etc. It's all sounding a little theoretical. I would be hesitant to post because, well, I haven't had a regular game group for three years. But I don't want the area Mike has opened up to remain unexplored.

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On 5/28/2003 at 10:23pm, Walt Freitag wrote:
RE: The airplane issue

Hi everyone,

Maybe my own understanding of game theory isn't what I thought it was, but to me the idea of using game theory to help design recreational games makes no more sense than using biochemistry to invent a pizza recipe or the theory of computation to figure out why your enternal hard drive won't boot. That is to say, it relates to the subject matter at hand, but on entirely the wrong level of abstraction.

Game theory impinges on everyday games at a few (surprisingly few) points. For example, it will tell you what frequency of bluffing in poker for a given hand would most benefit a player in the long term -- or it would, if the calculations weren't far too complex to actually perform. (But take heart, the theory does allow you to prove that such an optimum bluffing frequency must exist!) It won't help you choose the best move in a chess game or figure out how much you should bid on Marvin Gardens in Monopoly. And it certainly won't help you decide whether Monopoly is a more enjoyable game with or without the "Free Parking" house rule.

Game theory has no problem with different players placing different values on different aspects of the outcome. But it requires all that information -- that is, the payoff for every player for every possible combination of individual moves -- to be already known going in. It then says that each player has an optimum strategy for how to allocate their moves to maximize their own value over repeated plays, and if the game is really really simple you might even be able to calculate what that strategy is.

I'm unable to see how this is the slightest help in designing or understanding role playing games. Or has any practical relalationship to GNS theory, which I think this thread should get back to.

- Walt

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On 5/28/2003 at 10:40pm, Clinton R. Nixon wrote:
RE: The airplane issue

Thank you, Walt.

I don't know what's happened lately, but The Forge has turned into a pit of off-topic discussion. In this thread alone, I've seen game theory (which I do understand, and which is a mathematical pursuit that has very, very little to do with RPGs), the idea of a "why I hate GNS" thread - which is not happening without a focus, Kester trying to garner sympathy for himself, and all sorts of other off-topic nonsense.

This discussion was very good about two pages ago.

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On 5/29/2003 at 12:51am, Gordon C. Landis wrote:
RE: Re: The airplane issue

OK, so responding to Ron's post as closely as I can . . . the idea here is that GNS is focused on the details of what happens when playing an RPG, just like these Mad Max folks would focus on the details of what happens when flying a plane?

ASIDE: I can't decipher how the "what does the plane do?" discussion in the analogy is related to the rest of it - the Mad Max folks are entirely focused on what the plane does. It flies, carries them from one place to the next, lets them spy on their enemies, etc. I assume what was meant at that point was something more like "HOW/WHY does the plane do what it does?"

Anyway - the claim is that by focusing on details, the Mad Max folks do NOT (neccessarily, unless someone also takes additional steps) end up understanding the basic and fundamental principles of how a plane interacts with the atmosphere, gravity and etc. Correspondingly, we do NOT end up understanding the basic and fundamental principles of how an RPG interacts with . . . what? Human behavior/experience? (Again, unless someone takes additional steps.)

Well, that's a problem right there - human behavior and experience as a "thing to understand" does not precisely correspond with atmosphere and gravity as things to understand, and in fact discussing human behavior in that way is highly contentious and difficult. There are those who claim we just need the right approach and it's JUST like atmosphere and gravity, those who say it's MOSTLY like atmosphere and gravity, those who'll say it's KINDA like atmosphere and gravity, and those who'll say it is NOT ANYTHING like atmosphere and gravity. And the exact way in which human behavior is just/mostly/kinda/not anything like atmosphere and gravity will vary wildly within each category.

The Forge (as oppposed, for the moment, to GNS) actually has tackled that issue from time to time, and it often becomes . . . contentious and difficult. So in some ways, I think GNS intentionally focuses on the details of what's happening rather than the theories/facts behind the environment, because there's unlikely to be an agreement on those theories/facts. That said . . .

GNS (I think) actually IS embedded within a full understanding of its' environment. It does expressly avoid developing that too much, because in practical terms it doesn't really matter and can distract the discussion into completely unresolvable areas of personal perspective. But it is there, I think.

That full understanding of the environment, however, is not grounded in "games", but in an even broader category I've been calling human behavior. This means that it is possible to jump right from human behavior to Dreaming or Story Now without even bringing "games" into it, unless you want to - and, it's worth noting, many people do. A full understanding of the environment/atmosphere/physics of "games" can be useful to all of GNS, and especially (duh) to Step On Up, but the fact is: the "thing that's bigger than GNS that we don't focus on" - the blind spot that corresponds to the atmosphere and gravity for our Mad Max plane-using folks - isn't, IMO, "games," and it's not really a blind spot - people are aware of it.

But sure, maybe sometimes we don't focus there (both "games" and the real big human behavior picture) as often as we should, and maybe there's something of value to find in doing so. Threads addressing some specific example would, I'm sure, be quite welcome.

That's about as much as I can think to say on the subject,

Gordon

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On 5/29/2003 at 3:45am, Ron Edwards wrote:
RE: The airplane issue

Zowie - Gordon nails it again, in my view. This post plus Julie's, especially, really help me a lot.

This thread spawned a lot of secondary topics well worth pursuing. I can see the Game Theory stuff, especially, going places as long as people think carefully about what's a subset of what. Best done in other threads, though, I think.

Best,
Ron

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On 5/29/2003 at 3:59am, clehrich wrote:
RE: Re: The airplane issue

Oh, all right. I'll bite -- I always do, don't I? And you won't like it.

Heinrich wrote: I have to wonder what the value of GNS and the role playing theory on this site is if it remains unequivocally opposed to asking the question, 'what is a game?' It's like a post-holocaust environment in which Mad Max is holding college level courses on aeronautics. Only no one knows what a plane is. So instead, they hold classes on everything you can do in one. You can sit in them, for example. You can be served drinks. On the outside, the plane has two wings and a nose, but those features aren't directly related to what you can do inside the plane. Once you have mastered this, you get your degree. ... The above example is actually a good one. Because in the post-holocaust environment there are no physicists around who can calculate force, thrust, vectors, momentum... So out of necessity they dispense with the question 'what makes it go?' Better yet, when someone asks 'what does the plane do?' they get smacked down, and are told, 'Don't ask what it does, just look at the sum of the details. That's all a plane is.'


Now Ron wrote: I'd like people to address this question here in detail.

Sorry, what question? There seems to be a single question here, painted over with a rather confused and to my mind totally irrelevant metaphor. The question posed is this (rephrased, a la Jeopardy, as a question):

"what [is] the value of GNS and the role playing theory on this site ... if it remains unequivocally opposed to asking the question, 'what is a game?'"

The airplane analogy is a blind, like the whole damn post. It means nothing; it's just another silly analogy without purpose. Suppose I tell you that RPGs are just like book-binding, because the glue is like the Social Contract and the stitching is like Exploration and and and and.... Okay, now will you post an entire thread about how to make the endpapers fit in as well? What for?

I asked in that thread, and I'll ask again: what is the point of comparing "Game" and "RPG"? Who says they're the same thing, or that the one is a member of the other as taxon? Why do they say so? On what basis?

If this cannot be answered -- and "Heinrich" certainly made no attempt to do so, considering logical rigor absurd -- the entire analogy is just pointless.

Here's an interesting example, because the poster (Jeffrey Miller) was up-front:
"Heinrich" seems to be arguing closer that it matters understanding "what is a religion" when attempting to compare 2 religions, but this too is a false assumption in dependancies. One needn't understand the intricacies of Tibeten straw-in-the-brain mysticism or Catholic liturgy to examine the reasoning behind why people devise religions.

Unfortunately, Jeffrey is incorrect here. He is making a more generously-formulated, more coherent, and much less bloody-minded version of the same error Heinrich made.

Religion does not exist. It's not a "thing." It's not "out there." You can't sift sand and find religion. Similarly, "game" does not exist, and can't be "found" for what it "really is." Consequently, when you ask "why people devise religions," you must formulate a definition, implicitly or explicitly.

Now this leads to a second-order question: how could the question, "Why do people devise religions?" not be tautological, if we are the ones defining the category "religion"? The answer is that the way (the ONLY way) out of this logical tautology is to take examples from actual human history, and lay out groundwork that explains why you are going to discuss these things under the same rubric. You don't have to define all of "religion," but you do need to explain why activity A and activity B are reasonably grouped with respect to the general category "religion" as a term of modern analytical discourse. In the process, you necessarily participate in the construction of definitions of religion; you're not trying to find out what religion "really is," but trying to establish a functional discourse about the things we usually tend to call something akin to "religion" and thereby formulate an ever more rigorous ground for such discussion.

In reference to games and RPGs, the point is that while it is quite possible that "game" and "RPG" as usually utilized here at the Forge are categorical terms at differing levels of taxonomy, it is at any rate the case that in order to compare them you have to propose grounds of comparison. That is, it is incumbent on the person who brings up the comparison to justify and validate it.

So how should we respond to Heinrich's question?

1. Ask what is meant by the comparison "game" and "RPG". If the two are validly compared and aligned in Heinrich's head, then on what basis is this the case? And they must be so in his head, because otherwise it makes no sense to criticize anything for not aligning the two. It's like saying "GNS does not adequately define book-binding, therefore it sucks." Okay, but that's only a legitimate criticism if you can demonstrate why GNS ought to define book-binding.

2. Ask why this fundamental logical question is being deflected with yet another comparison, again not carefully legitimated, i.e. the analogy of airplanes in a post-apocalyptic world. On what basis is this a good analogy? What does the discussion gain by accepting the comparison? Because if the answer is "nothing," then it's a stupid metaphor. Most of the "I've got a new metaphor" discussion around here is play, a way of thinking about things in new ways; if you want to do hard-core analytical criticism, as Heinrich claimed to, proposing a new wacko metaphor isn't going to help.

Ron, to be blunt, I'm throwing the question straight back. After smacking us indirectly and backhandedly for rising to Heinrich's bait, you've either risen to it yourself or are casting new bait. What's the point of the metaphor? God knows we've got enough metaphors -- pinball, cards, monopoly, chess, etc. (and these are the intelligent ones!). What is the use of throwing out another, saying, "I've found something valuable here but (ha ha) I won't tell you what it is, please argue about it," and then sitting back and waiting?

Legitimate this comparison. Or legitimate this bait. Or something. This whole thing stinks to high heaven.

This thread is specifically about an idea. Ignore the inflammatory bullshit about how the Forge is "unequivocally opposed" to discussing what a game is (multiple threads falsify the claim). Ignore the observation that "Heinrich" only saw fit to present his argument after he'd managed to get people into a defensive tizzy. Do adopt the plane-metaphor he presents, for purposes of discussion. Let's see if it applies.

(1) Why should we adopt it?
(2) It doesn't unless you make it so.

Now legitimate the comparison and demonstrate to me that the whole thing isn't proving Heinrich's point.

Chris

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On 5/29/2003 at 4:40am, Ron Edwards wrote:
RE: The airplane issue

Hi there,

H'm, I guess it wouldn't help to point out that above, I agree with Julie and Gordon? And hence, I think with you as well?

After smacking us indirectly and backhandedly for rising to Heinrich's bait, you've either risen to it yourself or are casting new bait.


I'll plead not guilty to the baiting part. As for rising to it myself, let's say I was ... interested in the plane-bait. I'm interested because the existence of entirely logically-valid debate in the absence of a shared paradigm is historically important in the history of ideas. It's not the specific airplane-as-physical-object metaphor that interests me, so much as the details-vs.-function contrast.

The function of something is always a ... function (damn this language) of shared agenda; has to be. To evaluate function, which is to say the realization of the shared agenda, some performance variable has to be agreed upon. In flying a plane, it's whether we get from here to there in one piece. However, at the Forge and in specific reference to GNS, what do we have as our touchstone that the function is occurring? In my view, it's the Actual Play forum, and the constant testimonials we get about fun and creativity. That's the mountaintop-answer I alluded to in my first post.

I really wanted to know, however, whether I was committing a tautology with this view, to myself. I wanted to know what merits might be found in applying the details-about-nothing argument to the model, as critique. A number of posts helped me out a lot in formulating a counter-argument which, unlike one I might generate on my lonesome, went through a lot of minds.

Best,
Ron

P.S. Indirectly and back-handedly? I just move slowly. Be patient.

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On 5/29/2003 at 5:02am, Jeffrey Miller wrote:
RE: The airplane issue

Clinton R. Nixon wrote: ...the idea of a "why I hate GNS" thread - which is not happening without a focus...


I'd like to point out that it might be off-topic to this thread, but it /is/ a valid discussion topic.

-j-

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On 5/29/2003 at 5:15am, clehrich wrote:
RE: The airplane issue

Well, I x-posted with Ron, and have pm'ed him, but this whole question is really bugging me.

To evaluate function, ... some performance variable has to be agreed upon. In flying a plane, it's whether we get from here to there in one piece. However, at the Forge and in specific reference to GNS, what do we have as our touchstone that the function is occurring? In my view, it's the Actual Play forum, and the constant testimonials we get about fun and creativity.

In other words, if GNS helps make play fun, it's good; if it doesn't, it isn't. Yes?
I really wanted to know, however, whether I was committing a tautology with this view, to myself. I wanted to know what merits might be found in applying the details-about-nothing argument to the model, as critique.

Maybe I'm being far too generous to Heinrich, but I don't think that's what he said. Let me put that differently: I'm sure it's not what he wrote, but I don't know what he meant (if he meant anything except to rile us). What he wrote was:
I have to wonder what the value of GNS and the role playing theory on this site is if it remains unequivocally opposed to asking the question, 'what is a game?'

And then proposed the silly airplane analogy. Where did all this about practicality come in? He asked a fairly simple question:

• Is this theory of RPGs valid, given that it does not address the question, "What is a game?"
Which depends on an underlying question:
• Is it possible to have a theory of RPGs that does not address their relation to games as a larger category?

To which my anwer is a redirected question:

• What allows you to correlate the validity of one sort of theory to the other?
Thas is,
• What is the basis upon which you are making this evaluation?
Since without knowing that, we cannot evaluate your critique.

That is, there can be no point in seeking a counter-argument, since what has been proposed here is a question and not an answer, and furthermore the poster did not make clear what he meant by the question.

I fail to see what practicality, or function, or play, or any of that has to do with anything here. No matter what standard you choose -- apparently it's Actual Play -- the putative arguer can always say, "Aha, that's not my standard, ha ha you lose." This is silly. Why rise to this bait?

Why toss up this analogy as bait in the first place? I mean, you say that "It's not the specific airplane-as-physical-object metaphor that interests me, so much as the details-vs.-function contrast," but that means you have already chosen what you consider the correct answer for yourself, and are (unconsciously, I think) to some degree looking for others to find it as well, validating your reading. Doesn't this worryingly support some of what Heinrich is accusing us of?

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On 5/29/2003 at 5:44am, M. J. Young wrote:
RE: Re: The airplane issue

I was reading and reading and reading and reading through this thread, and wondering why it seemed so unfocused, as if no one had any clue what the question really was; and then right at the end, people got it. By that time, I'd formulated some thoughts of my own.

The question:

Ron Edwards wrote: "Heinrich" wrote,

I have to wonder what the value of GNS and the role playing theory on this site is if it remains unequivocally opposed to asking the question, 'what is a game?'

That is the question; put another way, can you legitimately discuss theory about something called a game if you never formulate a definition of "game"?

I've got some reactions to that; but the analogy,
what Heinrich wrote: It's like a post-holocaust environment in which Mad Max is holding college level courses on aeronautics. Only no one knows what a plane is. So instead, they hold classes on everything you can do in one. You can sit in them, for example. You can be served drinks. On the outside, the plane has two wings and a nose, but those features aren't directly related to what you can do inside the plane. Once you have mastered this, you get your degree.

The above example is actually a good one. Because in the post-holocaust environment there are no physicists around who can calculate force, thrust, vectors, momentum... So out of necessity they dispense with the question 'what makes it go?' Better yet, when someone asks 'what does the plane do?' they get smacked down, and are told, 'Don't ask what it does, just look at the sum of the details. That's all a plane is.'
Was made part of the issue because
Ron wrote: Do adopt the plane-metaphor he presents, for purposes of discussion. Let's see if it applies.

So how does the analogy relate to the question?

The point of the analogy is that people in that world don't know what a plane is or what it does; all they know is that there are things people use to do on a plane, and so they teach you how to do the things people use to do on planes. Not having any notion about the plane flying, they don't talk about flying the plane.

What Heinrich is saying about the game theory here is that we don't have any concept of what a game is or what a game is for; we're only talking about things people do when they play games, and we don't even know whether the things people do when they play games are relevant to the actual "playing games" concept because we don't have a definition of "game" or "playing".

Thus, presumably, we have no basis to say that cheese doodles and Mountain Dew are not part of the essentials of playing a game (although, heretic that I am, I do not recall ever having Mountain Dew at a game); we have no basis for saying that breaking for pizza is not an essential part of playing; we have no basis for saying whether or not a table or chairs are part of the game. These are all equally part of what happens as the things we do discuss--the kinds of decisions players make, the way characters are generated, the various sorts of resolution mechanics that are used. We think these are part of the game, and that those other things are not; but on what basis do we think this? Why shouldn't Mad Max think that sitting and serving drinks are essential parts of being in planes, if he doesn't know what planes are? Why should we distinguish GNS or DFK or Stance or Credibility as aspects of play, and cheese doodles, Mountain Dew, Pizza, chairs, and tables as not part of play, if we don't know what "play" is?

So, Heinrich says, all of our game theory is only so much nonsense if we can't answer the question, what is a game?

I disagree. I think Chris Lerich has done a fine job of elucidating the religion example--we don't have to define a religion to talk about similarities and differences between things we call religions. If you've got a definition of what a game is, you then face exactly the problem he perceives: when something appears that does not fit the definition, do you revise the definition, or exclude the new item? To recall another of Heinrich's metaphors, how can you tell the difference between a piece of music which fails to comply with the form we call Sonata and one which expands that form in new directions? How can you tell the difference between something that is not a game and something that takes the idea of games to a new level?

It is the more difficult because I don't believe that all role playing games need to be games by any strict definition; it is further complicated because I don't think (as long as I'm being unorthodox) that GNS categories only apply to role playing games--I think that role playing games may be the only area in which all three are commonly found, but I see G/S distinctions in wargaming and S/N distinctions in literature and improvisational drama. So I see GNS as particularly useful in role playing games, but not restricted thereto. Thus I don't see a need to define role playing games or even games in order to use GNS; I can see identifying GNS as "human activity which appears in certain entertainment or creative contexts with explorative elements" (which all of the above and others are). Is a documentary film a simulationist example of a movie, a romance perhaps narrativist, and a murder mystery gamist? It could be.

Thus if I don't contain role playing games entirely within games, and I don't contain GNS entirely within either, I don't see any need to attempt to define these.

I hope this is what Ron was seeking; it's what I see, anyway.

--M. J. Young

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On 5/29/2003 at 7:20am, Jack Spencer Jr wrote:
RE: Re: The airplane issue

Heinrich wrote: I have to wonder what the value of GNS and the role playing theory on this site is if it remains unequivocally opposed to asking the question, 'what is a game?' It's like a post-holocaust environment in which Mad Max is holding college level courses on aeronautics. Only no one knows what a plane is. So instead, they hold classes on everything you can do in one. You can sit in them, for example. You can be served drinks. On the outside, the plane has two wings and a nose, but those features aren't directly related to what you can do inside the plane. Once you have mastered this, you get your degree.

The above example is actually a good one. Because in the post-holocaust environment there are no physicists around who can calculate force, thrust, vectors, momentum... So out of necessity they dispense with the question 'what makes it go?' Better yet, when someone asks 'what does the plane do?' they get smacked down, and are told, 'Don't ask what it does, just look at the sum of the details. That's all a plane is.'

If I understand correctly here, the physics which makes the plane go is game or this definition of game that was not being discussed or whatever. This assume that game makes an RPG go. I say this is true for some RPGs but not for all.

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On 5/29/2003 at 2:09pm, Valamir wrote:
RE: The airplane issue

MJ, Thanks for that summary. I was having trouble finding the parallels in the analogy he was going for.

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On 5/29/2003 at 3:28pm, Paul Czege wrote:
RE: The airplane issue

Heinrich's airplane analogy amounts to an argument against the value of inductive reasoning. He's saying you can't take your experiences and observations and create a useful theoretical model, that instead you need to start from atomic truths and build your theoretical model up, deductively. Of course that's ridiculous. Effective reasoning combines both induction and deduction. But by couching the whole thing as an analogy, he enables us to confuse poor use of induction, and not having enough information, for a fundamental flaw with the inductive method. It works, in part, because the "culture looking back" aspect of the analogy evokes for us other archeological inductive failures. What the hell is that crystal skull anyway? But ultimately it's a specious association. We aren't a culture looking back. We're a culture examining itself. And since we can readily test our hypotheses through actual play, why the hell would we ignore the wings of the plane?

More interesting, perhaps, is the question of why an argument against the use of play experiences as the foundation of a theory is so often found agreeable to folks in online discussions. Chris Chinn and I had a conversation about it last night. His observation is that most often when you ask a roleplayer to examine a concept in the light of actual play, they mentally pull up hypothetical or idealized instances of play. And that totally clicked for me. I've had those conversations. It's almost as if the experience of actual play isn't wholly there for the other person to draw upon...like it has been retroactively edited or something. Is it possible the foundation of GNS in the examination of play experiences is actually at odds with the psychology of getting enjoyment from play? Is the mental record actually incomplete?

Paul

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On 5/29/2003 at 3:53pm, Bankuei wrote:
RE: The airplane issue

Hi Paul,

Thanks for bringing that up, I've been trying to figure out a way to introduce the topic, and you've bridged it rather nicely. My point was that for many people there is a mental disjunction in making it from Actual Play to Observation to Theory. The heart of this inability to recognize what's going on seems to stem from dysfunction...

Anyone who's dealt with dysfunction, in games, or in life in general will recognize these behaviors:

1) Don't talk about it("Don't say you're bored")
2) Because you can't acknowledge it, you need to work around it("I'm mad at you because you were rude so I'll be an ass about the rules!")
3) Deny its existance as part of a coping mechanism("Of course I'm having fun, I just hate this, that, that, and that about it")

Because GNS grew out of observation of dysfunctional play, and dysfunctional behavior conditions folks to NOT recognize it, it doesn't take long to see how hard it is to point out what is going on to folks who are defensively maintaining their mental illusion. This would seem to me to be the cause of folks constantly shifting over to hypothetical situations as opposed to concrete experiences.

Bringing this back to the plane analogy, again, this is folks not willing to admit that crashes do happen, and because of that, being unable to analyze why and how, in order to prevent crashes in the future.

Chris

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On 5/29/2003 at 3:56pm, Jack Spencer Jr wrote:
RE: The airplane issue

That is quite possible Paul. I am sure we've all seen movies we do not rememeber very well. They simply didn't impress us so they did not make a memory. Why shouldn't RPGs be the same way. But then, anyone see the episode of Red Dwarf when Rimmer was telling the story of the best game of Risk he'd ever played and bored the others to tears?

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On 5/29/2003 at 3:58pm, Ron Edwards wrote:
RE: The airplane issue

Hi there,

Chris (clehrich) wrote,

Why toss up this analogy as bait in the first place? I mean, you say that "It's not the specific airplane-as-physical-object metaphor that interests me, so much as the details-vs.-function contrast," but that means you have already chosen what you consider the correct answer for yourself, and are (unconsciously, I think) to some degree looking for others to find it as well, validating your reading. Doesn't this worryingly support some of what Heinrich is accusing us of?


That's pretty harsh, Chris. I don't think your inference that I'd come up with an answer already is valid, or at least, not an Answer. Cut me some slack for being unwilling to shrug something off without at least shaking it a few times. Or, if you will, acknowledge that I wasn't as good at eliminating the analogy/question through logic as you were. Same thing.

You're also reaching pretty far with your "looking for validation" suggestion. Motives aside, the point is whether people have answers or points to make regarding the analogy (or the question it represents, rather) which will help me explain my thinking better. I've seen some pretty interesting stuff about that so far, again, much of which will make it a lot easier to deal with this question in the future. I don't consider a thread dedicated to that purpose to be wasted time.

The next question is whether that purpose has been realized yet. Given M.J.'s post in particular, I think it has. Anyone feel any need to keep this going?

Best,
Ron

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On 5/29/2003 at 4:10pm, Paul Czege wrote:
RE: The airplane issue

Hey Jack,

I am sure we've all seen movies we do not rememeber very well. They simply didn't impress us so they did not make a memory. Why shouldn't RPGs be the same way.

I think we're talking here about something specific to RPGs, something other than just forgetting the boring parts of a movie. You don't have to forget parts of movies in order to enjoy them. The question is whether idealized recollections of actual play are the result of the effort of enjoying roleplaying in particular, and how that impacts the wider acceptance of a theory based on the examination of actual play.

Paul

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On 5/29/2003 at 4:26pm, Bankuei wrote:
RE: The airplane issue

Hi Jack,

To clarify a bit better with Paul's point, you may forget parts of the movie, but generally you can identify whether you liked the movie, was unimpressed, or disliked the movie. Within gaming, you have a mental divorce on the part of some people as to their personal experience with the game, as well as the divorce from "what is happening" around the table as opposed to "in game".

Chris

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On 5/29/2003 at 4:41pm, Ron Edwards wrote:
RE: The airplane issue

Hi there,

Please take the questions raised by Paul's post to a new thread. I can't split them off easily because his post contains two paragraphs, one of which belongs right here, and the other of which prompted this new discussion.

Best,
Ron

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On 5/29/2003 at 11:40pm, M. J. Young wrote:
RE: The airplane issue

Ron Edwards wrote: The next question is whether that purpose has been realized yet. Given M.J.'s post in particular, I think it has. Anyone feel any need to keep this going?
Only that I need to apologize to Chris Lehrich for mispelling his name. I don't always proofread my posts, and even when I do I don't always catch everything.

I'm glad I was helpful.

--M. J. Young

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