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Topic: Contradictory Gamism
Started by: Marco
Started on: 7/4/2003
Board: GNS Model Discussion


On 7/4/2003 at 8:02pm, Marco wrote:
Contradictory Gamism

Hey Ron,


High competition in Step On Up plus low competition in Challenge = entirely team-based play, party style against a shared Challenge, but with value placed on some other metric of winning among the real people, such as levelling-up faster, having the best stuff, having one's player-characters be killed less often, getting more Victory Points, or some such thing. Most Tunnels & Trolls play is like this.


After reading Brian's synopsis, I went hunting for why he thought you felt the RPG authors were delusional (a word that as far as I can tell doesn't appear in the text of the essay). I found the "There are no winners" text which you felt was contradictory.

I found that strange. "Another 'Impossible Thing,'" I mummered but I wasn't sure *why* you saw it as implicitly contradictory since I agreed with your two part breakdown.

Surely, I thought, step-on up stage resolves that issue: if we play as a team and win we're all winners. If the author is speaking about that kind of play then it's not contradictory.*

Then I got to the dials and was perplexed: Poker night *is* competition with the other players. No joke. But Baseball isn't (intra-team, anyway). Military duty isn't characterized by attempts to get better stuff than the other members of the team. A group of guys on a scavenger hunt are all working their hardest for the group--either everyone wins or no one does.

I read "but with value placed on some other metric of winning among the real people" as saying there's always gonna be competion present. That's not true to my experience nor, I think to Brian's, nor, I think to a lotta other people's.

Am I misreading? If there isn't intra-player competition then why's the text contradictory?

-Marco
* Yeah, you can read it so it's contradictory. No argument. I don't. That doesn't make it contradictory ... Bleah, bleah, bleah ... yadda yadda Impossible Thing ... yadda yadda ...

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On 7/5/2003 at 11:27pm, Ron Edwards wrote:
RE: Contradictory Gamism

Hi Marco,

Because there's still "winning." The text is contradictory because it says Role-playing is not about winning, and then it says, You win or lose as a team.

I call that a textual contradiction. It's not a contradiction if you, the reader, insert the qualifer "against one another" into the first clause and "against the GM's situation" into the second. Pehaps these insertions are automatic for you, Marco, but they're simply not present in many the texts. Problems based on interpreting them differently are very common in the history of playing D&D in all of its forms, excepting the latest one.

Also, I think a great deal of intra-team competition arises during what looks like, or is officially scored as, inter-team competition. The intra-team competition may involve tangibles (who bats the best) or intangibles (who gets the best color coverage by the announcers). Does this have to happen? No. Does it, very often? Yes. That's why it's a dial in my model.

Best,
Ron

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On 7/6/2003 at 2:17am, Marco wrote:
RE: Contradictory Gamism

Okay: This is your quote from the Gamism article


... while board games and wargames have winners and losers, role-playing games do not. Rather than being competitive, role-playing games are cooperative. The players all work together and win and lose as a team.


Above that quote, in your article, you say that most RPG text is highly either-or. I'm down with that--if you'd said "Well, he's not acknowledging both axises of Gamism in his write up," I'd agree (but considering that you just published the article and the text is, well, pretty old, I wouldn't be too hard on him).

But you don't say that above, in your response to me: You say he's contradictory.

Now, nowhere do you say he's delusional but nowhere does he say "Role-playing is not about winning" (your quote from above).

He speaks of winners and losers in the mass-singular (i.e. wargames have winners. A wargame has a winner.) He says that play is to be cooperative. He says that players are to play as a team.

If he said "Roleplaying is not about winning--but you win as a team," then yeah, I could agree that he's being contradictory. He's not saying you don't win. He's saying you don't win singularly--and I think he's both very clear about what he means and correct if there's no inter-team competition.

So, no, I'm not automatically inserting "one against the other." I'm reading "The players all work together and win and lose as a team." I'm not fabricating "against the GM's situation." I'm reading "Rather than being competitive, role-playing games are cooperative."

I don't see how you can suggest he's being unclear (and this is your quote--I'm sure there are some worse ones ... but I am picking the one you chose).

Even more to the point: You specifically address both axises as dials. If one can be turned all the way up and the other all the way down, why is there a contradiction?

Now, you do go and say you suspect that in a team there's inter-team competion. You go and say down below that it's common but not absolute. Your impression.

A few notes:
1. Military operations are (IME) more cooperative than competitive sports. There's no evidence that a dungeon crawl is more like basketball than a fire team (even on training exercises everyone has their role to fill and they do it). The AD&D character class division may even be created to explicitly protected varied roles (a fighter has a different role than a cleric).

2. There *is* often inter-team competion within a team. A person heavily engaged in it is called a ball-hog. In any significant quantity it's considered a dysfunction (often overlooked in the case of a super-star). The case where one member of a gaming group is avidly participating in the second form would be irrespective of the step-on-up level.

3. If you're willing to concede that the author is *very* clear that he intends the play to be wholly cooperative--that *that's* what he's talking about: pure team play--without dysfunctional ballhogs--then I think you come to one of two conclusions:

a) He's talking about your top dial: 100% step-on-up. 0% competion. He's not contradictory--and your model does, IMO, describe it.
a) he's dreaming. It'll never happen. No group involved in step-on-up will be free of competition. And therefore, while perhaps not contradictiory, he's ... y'know ... maybe a bit delusional?

-Marco

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On 7/6/2003 at 3:20pm, Ron Edwards wrote:
RE: Contradictory Gamism

Marco,

All the text is right in what you're quoting, from Zody.

Zody writes, "... while board games and wargames have winners and losers, role-playing games do not."

Pause. Full stop. Breathe deep.

Zody then writes, "... the players all work together and win or lose as a team."

Can't be both, man. First phrase says, "No winning/losing here." Second one says, "This is how you win or lose here."

You wrote,

nowhere does he say "Role-playing is not about winning" (your quote from above).


This is me, staring at you. You quoted the exact phrase in which he says that very thing. Your mass/singular distinction is inserted by you, as a reader. I think it's a correct insertion, i.e., what Zody probably means, but it's not actually present in the text.

I am getting aggravated by your patient explanations to me about what people mean with such text, both here and also regarding the Impossible Thing debates. Marco - quit it. I get what they are trying to say, and always have. I'm claiming they don't say it, and that what they do say leads a lot of people into trouble when they play.

Also, you seem to be thinking that I consider high-cooperative, no intra-team competition Gamism to be impossible. This is incorrect on your part, and again, quit trying to explain to me why it's possible. I state it's possible and fun right there in the freakin' essay. Just like your military op. Just like that.

Again, and again, you ascribe outlooks and goals in writing to me that are not present. You are not talking to me. You are talking to a construct whom you perceive, who is saying things that I am not saying.

I'm not really interested in persisting with a dialogue like that. I have to play both ends - trying to address your widely-off-target point, as well as trying to get my actual point into your field of view. It's exhausting.

Here's my response, then: "H'm. Interesting point. Thanks for reading the article, and keep on role-playing!"

Best,
Ron

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On 7/6/2003 at 5:04pm, Marco wrote:
RE: Contradictory Gamism

Ron Edwards wrote:


"No winning/losing here."

...

This is me, staring at you. You quoted the exact phrase in which he says that very thing. Your mass/singular distinction is inserted by you, as a reader. I think it's a correct insertion, i.e., what Zody probably means, but it's not actually present in the text.


Here's my response, then: "H'm. Interesting point. Thanks for reading the article, and keep on role-playing!"

Best,
Ron


Alright, alright ... I'm about ta let lie but but consider this:

You got two choices from the first line--two ways to read it:

1. He's made a hard statement that there is no winning at all in RPGs.

2. He's contrasting single-team RPG play to single-winner board games.

Both might seem to work. Maybe he could mean either one?

Then there's two more lines that mention team play and cooperative play--and winning as a team.

Still Contradictory?

Alright ... if that's what it's gotta be.

-Marco

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On 7/6/2003 at 5:35pm, Jack Spencer Jr wrote:
RE: Contradictory Gamism

Contridictory may be a little strong a word. Confusing is better. In one sentence, Zody says that RPGs do not have winners or losers. A sentence later, he says that RPGs do have winners and losers. The gist of the intervening sentence is the distinction that in RPGs the players can will or lose as a group rather than individually. Meaning that could be arrived at with some minor rephrasing without the possibility of confusion.

The point is, if you say something does not have X but spend the next two sentences expaining how it does, in fact have X is contridiction. A simple addition would have fixed this:

... while board games and wargames have winners and losers, role-playing games do not in the same sense. Rather than being competitive, role-playing games are cooperative. The players all work together and win and lose as a team.

Or some similar addition.

As written, it requires a leap in logic to understand. Some can make this leap easily. Not everyone can or is familiar enough with the subject matter to do so.

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On 7/6/2003 at 7:55pm, BPetroff93 wrote:
What I think Ron means.

I think that the key you guys are missing here is that Ron is saying that it is a TEXTUAL controdiction, not a CONTEXTUAL controdiction. The TEXT has a controdiction, ie: the exact words are logically inconsistant. He is not saying that he thinks that the meaning is controdictory. The problem is that while you and I and Ron may infer that the author is changing the subject in midthought (from individual to group), he (the author) does not state that, and other people may interprit differently than we do. Context and meaning are subjective, and that TEXT-U-AL controdiction can be a big problem. It is a controdiction, by definition, but only in the TEXT, the meaning is up to you as the reader.....and THAT is the problem.

Roleplaying =A
about Winning = B
as a Team =C

Roleplaying is not about winning
A is NOT/NEVER B - period, no qualifier

Roleplaying is about winning as a team
A IS about B, in C

so we have 1) A is NOT/NEVER B and 2) A IS B, as C
these are logically controdictory

Now you as the reader can insert: "between players" = D

A is NOT/ NEVER B, in D
however
A IS B, in C

now that is not controdictory, but YOU had to make that insertion, what if you didn't? There is nothing in the TEXT that says you should. That, my friends, is wherein lies the rub.

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On 7/7/2003 at 3:01am, Marco wrote:
RE: Contradictory Gamism

I took a long hard look at this.

I think the "rub" is that the paraphrases that are being used to distill the meaning of the text are *way* less ambiguous than the text itself ("There's no winning here." Okay, case closed. Yeah, but that's not what he said.)

After looking it up, I believe that "winners" is a count-noun and therefore it's proper grammar to say "while board games and wargames have winners and losers, role-playing games do not."

That places him as either speaking in the mass-singular or the plural.

I see no way to tell the difference from that one sentence in a vacuum.

So it boils down to grammar. To argue that it's contradictory you've *gotta* argue that the use of the mass-singular is incorrect. It may be--I wasn't able to find any evidence to that effect.

If you can't do that the closest you get is unclear and then you have to explain yourself for the rest of the passage. Which everyone agrees makes it pretty clear.

-Marco

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On 7/7/2003 at 4:32am, ross_winn wrote:
winning in rpgs

I think that the point that he could be making (and that we could be missing) is where the payoff actually is. If he feels that the payoff, or reward if you prefer, is in group entertainment then we could 'win' as a group; but not 'win' in individual play.

does that make sense?

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On 7/7/2003 at 6:05am, BPetroff93 wrote:
huh?

Marco, I'm not sure I understand exactly what your argument is, perhaps you could clarify. You seem to be disagreeing with the argument that the text is contradictory. Is this your intention? What exactly is your position in regards to this text and your disagreement with Ron's statement?

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On 7/7/2003 at 11:17am, Marco wrote:
RE: Contradictory Gamism

Exactly: my disagrement is with the statement that "the text is contradictory."

The first sentence is ambiguous: Zody may be saying "no one wins in an RPG" or he may be saying "there is no single winner in the sense of a board game."

When he says 'board games have winners' he may be refering to the plural (a boardgame has many winners) or the mass-singular (a board game has one winner).

It's not clear which he means. To argue that it *is* clear which he means, I think you have to argue against the existence of the mass-singular case in the English language or that "winner" may not be properly used in such a case (which it can be, as a count noun).

The fact that there is no clarifying clause in the first sentece does *not* make it contradictory.

It makes it ambiguous

Until you get to the next two sentences.

At which point it's crystal clear.

-Marco

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On 7/7/2003 at 4:37pm, Jack Spencer Jr wrote:
RE: Contradictory Gamism

The discussion has become an arguement over semantic. Pity.

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On 7/7/2003 at 5:12pm, Marco wrote:
RE: Contradictory Gamism

Jack Spencer Jr wrote: The discussion has become an arguement over semantic. Pity.


Kinda.

I think a whole lot of what gets discussed here is based on a semantic interpertation of rule-book text. Did anyone really think that Zody's passage, taken as a whole, wasn't pretty clear?

-Marco

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On 7/7/2003 at 7:50pm, Gordon C. Landis wrote:
RE: Contradictory Gamism

Marco wrote:
I think a whole lot of what gets discussed here is based on a semantic interpertation of rule-book text. Did anyone really think that Zody's passage, taken as a whole, wasn't pretty clear?


To be blunt - I find the passage very unclear, and I find it to be very illustrative of one type of unclear communication about the nature RPG play - an unclear communication that I've encountered many times. Cause/effect? Who can say for sure ? But (for me) problematic, at the very least.

The passage *is* clear about drawing a distinction between wargames and RPGs, and that that distinction has something to do with "winning" and "losing" in those two endeavors. It is entirely UNclear about the nature of that distinction. I have no trouble seeing it as, in fact, contradictory, though if you want to argue that it doesn't *have* to be *truly* contradictory - OK, fine, I agree.

Of course, I find the use of "competitive" and "cooperative" as mutually exclusive opposites to be inaccurate - competition and cooperation can and do happen at the same time most all the time, by my understanding. Maybe that means my understanding is so far divorced from Marco's that that understanding says more about why I find the passage unclear than anything about the text itself does.

But - I don't see why Ron finds this particularly annoying, as it all looks pretty much like par for the course to me (as good as the Gamism essay is, IMO, "winning", "losing", "competition" and etc. have proven themselves to be problematic concepts worthy of a little nit-picking - again, IMO). But I'm definitely with the "requires a leap of some kind in order to make sense out of it" analysis of the passage.

Gordon

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On 7/7/2003 at 8:30pm, Marco wrote:
RE: Contradictory Gamism

Hmm ...

Well, blunt you were but I've still got some questions. It's not that I see competion and cooperation as two complete opposites that could never co-exist. It's that to me he makes it clear that all the players are on the same team. I *do* read the first sentence as a contrast between board-games and RPG's--and an important point to make to people familiar with only the former.

Take me through it sentence by sentence:

Do you read the first sentece as "no winning or losing here" and then get confused by the last two?

Does the middle one (competition vs. cooperation) just not parse for you ("They're not exclusive!?")?

Does the last one make no sense ("if we win, the game is over!")?

I'm honestly curious.

How would you, in 3 sentences or less, describe to someone familiar with, say, monopoly and team-sports, the concept of playing as a team and winning in a traditional AD&D (or whatever) game, y'know, without specialized jargon?

-Marco

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On 7/7/2003 at 8:34pm, Mike Holmes wrote:
RE: Contradictory Gamism

It's not so much that the particular passage is annoying. It's that it's indicative of the sort of muddled thinking that RPG authors often use in design. In addition to the passage in question, I'd be surprised to find that a text with that sort of claim in it wasn't itself actually confused in other parts of it's design and presentation.

For example, such a text may have conflicting rules regarding experience for beating up mosters, and for playing characters well. Saying that one ought to do what the character would do, but also do what it takes to win. The basic Gam/Sim Incoherence problem.

Since the introductory text doesn't clarify what to do, and the system doesn't clarify, it's just potentially confusing to a group without a unified mode via tradition. Now, does that mean that this particular text overall is unclear? I can't say. But I've read lots of games that have this problem, and worse seen them degenerate to unplayability because of the problems caused because the text didn't do anything to prevent them.

It occurs to me that the thread in Actual Play right now dealing with the Dysfnctional game (http://www.indie-rpgs.com/viewtopic.php?t=7060) may be about the sort of Incoherence we're talking about here. One player has a Gamist slant and others have a Sim slant (they refer to the player as Min/Maxing as though it were a pejorative term), and they all feel justified in how they're playing. In fact they aren't even communicating about it. I'm guessing that the system that they're playing isn't doing anything to help, legitimizing both modes of play in ways that are conflicting horribly.

If you can "interperet" what these authors are trying to say despite their terms being literally contradictory, then why are you having so much trouble with the simple concept that Ron is espousing, attacking every single terms without interperetation? Aren't you holding Ron to a different standard by harping on one word and what you believe he must have meant (despite him being here and telling you otherwise)?

Mike

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On 7/7/2003 at 8:44pm, Marco wrote:
RE: Contradictory Gamism

Mike Holmes wrote:
It occurs to me that the thread in Actual Play right now dealing with the Dysfnctional game (http://www.indie-rpgs.com/viewtopic.php?t=7060) may be about the sort of Incoherence we're talking about here. One player has a Gamist slant and others have a Sim slant (they refer to the player as Min/Maxing as though it were a pejorative term), and they all feel justified in how they're playing. In fact they aren't even communicating about it. I'm guessing that the system that they're playing isn't doing anything to help, legitimizing both modes of play in ways that are conflicting horribly.

Mike


Perhaps, but there is also an equally recent Hero Wars thread where the GM is running Narrativist and the players are running Sim. I think it's a given that they all feel justified in the way they're playing. Would the problems there be resolved if the GM patiently quoted the book at them? I kinda doubt it.

-Marco

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On 7/7/2003 at 9:02pm, Marco wrote:
RE: Contradictory Gamism

Mike Holmes wrote:
If you can "interperet" what these authors are trying to say despite their terms being literally contradictory, then why are you having so much trouble with the simple concept that Ron is espousing, attacking every single terms without interperetation? Aren't you holding Ron to a different standard by harping on one word and what you believe he must have meant (despite him being here and telling you otherwise)?

Mike


Well, I don't think the terms are "literally contradictory" (I assume yer talkin' to me).

And Ron didn't "tell me otherwise." He told me that the first sentence meant "no winning or losing here" and could't mean anything else. He even stared at me incredulously (a trick over message boards, to be sure).

I'm not attacking him (although I guess I wouldn't blame him for being annoyed at this point). I really do like the Gamism article. OTOH Your calling RPG authors muddled is indicative of the reasons why I started this thread.

-Marco

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On 7/7/2003 at 9:26pm, Gordon C. Landis wrote:
RE: Contradictory Gamism

Marco,

First point - well, it's only the last, maybe, five years (a while before joining in the discussions at GO that brought me to the Forge) that I'd even look at text like this with a critical eye.

That said - RIGHT NOW, here's the sentence by sentence rundown of my reaction:

" . . . role-playing games do not." Well, RPGs are different than board/war games, but they *can* be about winning and losing. What's this trying to say?

"Competitive vs cooperative." Well, coopertative is particularly important for RPGs - a particular KIND of cooperative, I'd say. And competitive is an entirely seperate question, but I seem to react to it differently than most people - guess I'll ignore that. Still - "we don't work against each other, we face danger together" - maybe that's what this is trying to say. Some RPG groups will HATE that . . .

" . . win and lose as a team." Is the GM included in this? Is this talking about teamwork to acheive victory vs. an in-game challenge or "winning" as "everyone has fun"?

I don't know - I can play a wargame with a team of folks, against another team or even just against "the game" - I can play Quake as part of a team against the computer, or another team, or as a free-for-all against the other players - just WHAT (if anything) is this passage trying to say is, like, a defining characteristic of RPG play and only RPG play?

Allowing myself to get creative and make some assumptions about your last question . . . If the point of this passage is ONLY to distinguish between "traditional" RPG "us vs. the game, as moderated by the GM" play and a game of Monopoly, how about something like "instead of playing against each other, you'll be working together against the challenges posed by the GM. Think of it as Monopoly where someone else owns all the properties, and you and your friends have to join forces to get 'em away from him."

Now, that's a very particular kind of RPG play, and I think the passge is intended to cover MORE than just that style of play - but my best analysis of the particular passage leaves it as applying ONLY to that style.

Gordon

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On 7/7/2003 at 9:46pm, Mike Holmes wrote:
RE: Contradictory Gamism

One way to do that is to take responsibility for one's own interpertation when text seems paradoxical (rather than assuming the author is 'muddled')


So I'm being some victims advocate, now? I'm only attacking bad authorship because I'm some bleeding heart liberal who doesn't believe in personal responsibility? That's so silly I don't even know how to respond. There's plainly a difference between personal responsibility and liability. I suppose you'd argue that if a person is poisoned at McDonalds they ought not sue them because they should have had the responsibility to test the meal for poison first.

We're not worried about people like you who can parse this successfully. We're worried about those who are unable, not unwilling. It's my opinion that your experience has convinced you that such people do not exist. It's my experience that they do, and in droves. And that even amonst players who are aware of the issues, good design leads to better play as regards GNS issues.

Either you can help people understand GNS issues as they pertain to a particular RPG and better writing helps in this regard, or this is not true. Which do you believe? I think the former, obvously, and given that, I'll look for what it is that is the bad writing.

Now, if you're argument here is that this particular sort of text never leads to any bad play, I guess that we're going to have to disagree. Because it's been my experience that this is exactly the sort of contradictory information disseminated in RPGs that causes problems in their play.

I think that the statement is contradictory because people reading it often are not be able to parse it in any meaningful way (again, given that I've experienced this myself) that will help them avoid incoherent play. And given a system that is also designed so that it will tend to Incoherence, this is a bad state of affairs likely to produce problems for many groups. (I would agree that for a well designed system the text is somewhat moot).

Mike

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On 7/7/2003 at 10:51pm, Marco wrote:
RE: Contradictory Gamism

Gordon C. Landis wrote: Marco,

First point - well, it's only the last, maybe, five years (a while before joining in the discussions at GO that brought me to the Forge) that I'd even look at text like this with a critical eye.


I dig it. It's not that I'm suggesting you read with an un-critical eye, it's the getting hung up on--and then creating problems for everyone else at the table that I'm wonderin' about. What do you see there that would be an excuse for confict with other players (not that I think you're looking for one--but if the text is seen as causing problems, that's what's happening).


That said - RIGHT NOW, here's the sentence by sentence rundown of my reaction:

" . . . role-playing games do not." Well, RPGs are different than board/war games, but they *can* be about winning and losing. What's this trying to say?


I agree with you here. I mean, I think he's talking about the singular case--but yeah, he's distinguishing them--and he's not necessiarly clear how yet.


"Competitive vs cooperative." Well, coopertative is particularly important for RPGs - a particular KIND of cooperative, I'd say. And competitive is an entirely seperate question, but I seem to react to it differently than most people - guess I'll ignore that. Still - "we don't work against each other, we face danger together" - maybe that's what this is trying to say. Some RPG groups will HATE that . . .


I think your guess is spot on. I don't know specifically what your take on cooperation vs. competition is--but I can philosophically see how the two are not opposites. In context, he's contrasting them--so I think you're right to read the way you said you did.

Yes, some people will hate it. I agree I don't think he's being all that inclusive.


" . . win and lose as a team." Is the GM included in this? Is this talking about teamwork to acheive victory vs. an in-game challenge or "winning" as "everyone has fun"?

I don't know - I can play a wargame with a team of folks, against another team or even just against "the game" - I can play Quake as part of a team against the computer, or another team, or as a free-for-all against the other players - just WHAT (if anything) is this passage trying to say is, like, a defining characteristic of RPG play and only RPG play?


I'm not sure he's trying to be that definitive--he he's saying it's team play. He's saying you win together. I'd guess having fun is part of the deal as well but so far it seems a lot like team rock climbing.


Allowing myself to get creative and make some assumptions about your last question . . . If the point of this passage is ONLY to distinguish between "traditional" RPG "us vs. the game, as moderated by the GM" play and a game of Monopoly, how about something like "instead of playing against each other, you'll be working together against the challenges posed by the GM. Think of it as Monopoly where someone else owns all the properties, and you and your friends have to join forces to get 'em away from him."

Now, that's a very particular kind of RPG play, and I think the passge is intended to cover MORE than just that style of play - but my best analysis of the particular passage leaves it as applying ONLY to that style.

Gordon


I don't think he's trying to be that inclusive--that might be short sighted--or it might just be the way he wants his game played. I'm not sure--I read it as applying to team-coopertive-no-inter-party rivalry-vs.-the-world.

Judging from the text, I don't think Zody'd be too surprised with that read.

One point of note: I liked your text--however when you got to the GM part, you might be read as casting him as an adversarial land-lord hoarding the treasure against the players (and still perhaps in possesion of the traditional power split)--that could be read a lot of different ways too, no?

-Marco

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On 7/7/2003 at 11:27pm, Gordon C. Landis wrote:
RE: Contradictory Gamism

Marco wrote:
One point of note: I liked your text--however when you got to the GM part, you might be read as casting him as an adversarial land-lord hoarding the treasure against the players (and still perhaps in possesion of the traditional power split)--that could be read a lot of different ways too, no?


Yeah, one of the things missing from the snippet of text we're looking at is anything specific about the GM as distinct from "players", so I went ahead and inserted an adversarial one - that seemed to make the most sense with everything else in the passage, why "winning" was still there even though the game isn't about "winning." You're right though, that would need more explanation - I think your request allows me another sentence or two :-)

But focusing that role focuses the game further - which is perhaps desireabe, or perhaps not. If we've got more sentences, we could outline a number of possible roles for the GM - and maybe the appropriate rules-tweaks that would help make 'em work.

So - I don't know, if your point is that the intent behind this passage is entirely valid, sure, that's seems true. I'm not convinced it does a particularly good job of conveying anything, and partly that's because there's at least one reading in which it is flatly self-contradicting. But maybe the fact that it's also not very clear is the more important point.

I find it, and Ron's claim about the inherent contradiction, interesting because of my experience with folks who were just as fuzzy about their actual RPG play as the passage itself is. For a while, things would cruise along like a wargame (with varying degrees "competition" among the participants), and then folks would suddenly realize "hey, wait a minute, we're not supposed to be about winning," and the play style would change, then start drifting back into a wargame again.

Those sessions seemed entirely unclear about just what kind of game was happening - they clearly weren't *TRYING* to wander in and out of various styles, it just happened. Whether that's because of confusion or contradiction . . . I don't really have the energy to argue over that detail.

But obviously, I do have the energy to argue in favor of the idea that there's SOMETHING very wrong with RPG-descriptive passages like this one.

Gordon

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On 7/10/2003 at 7:13pm, contracycle wrote:
RE: Contradictory Gamism

As a long-standing critic of the use of the term competition, I find myself mostly comfortable with the present context. I don't think it is meaningful to claim team games are not competitive; clearly they are at the team level. In most team games done outside of the closed RPG group, there is often a second layer of cpmetition about being selected for the team in the first place.

All that said I do like the team rock climbing scenario, although I fear we have been round this loop before. I agree that the rock is not fighting back, but I also attempt that we often, let us say choose, to see ourselves in "competition" with inanimate objects. Additionally, a good argument can be made that certain kinds of competition (mortal ones) requires objectification of the opposition.

I can accept the use of competition in the context of team activities; I think it is unfortunate that this will however still tend to be interpreted as individual on individual competition, because I think that concept does badly distort the picture of what happens in RPG.

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On 7/10/2003 at 8:25pm, epweissengruber wrote:
Alternative to competition: "interaction"

Contracycle's description of challenges that are not strictly competitive reminded me of an idea that might be a big enough box to contain the conepts of "competition," "challenge" and "winners v. losers."

I came across a good description of the pleasure people take in having their wills opposed, be it by another person who engages them in conflict, or by an non-sentient object that presents a challenge (to use two terms that have come up again and again in this discussion of Gamism.)

One can win by overcoming an unpredictable opponent, or one can lose. You don't have to lose to another player or lose to the GM to experience the excitement (and frustration) of interaction.


http://www.erasmatazz.com/library/darkside.html

Interaction can only take place where there is a perceived disrepancy of volition. The child throws the ball, declaring, "You go away!" The ball bounces back; in the child's view, the ball answers, "No, I'll come back!" The various angles, energies, and spins with which the ball bounces back are perceived by the child as manifestations of its volition. After much experimentation, the child induces the laws of physics that determine the ball's behavior. This triggers a fundamental shift in the child's perception of the ball. It is no longer an agent with free will, capable of interacting with the child, but instead an inanimate object reacting according to understandable rules. The ball is left lying on the floor as the child seeks out new agents with which to interact.


Ron is right when he says that most RPG texts uneccesarily fudge the issue of conflict or competition. Players may not twist the "Step on Up" dial to 11 in their interactions with each other -- but the basic challenge of interacting with unpredictable agents always involves, to some degree or other, clashing volitions.

The contradictory texts that have served as the basis for this discussion are unclear regarding what kinds of interaction is encouraged by RPGs, or how RPG interactions are different from boardgame interaction

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