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Topic: Something by way of a counterpoint.
Started by: Cadriel
Started on: 7/11/2003
Board: RPG Theory


On 7/11/2003 at 3:49pm, Cadriel wrote:
Something by way of a counterpoint.

Sorry, I'm a bit on the edge about game stuff this morning. And I downloaded the free Tri-Stat DX core rulebook, and the first thing I saw was the following manifesto.

Role-Playing Game Manifesto
These rules are written in paper, not etched in stone tablets.
Rules are suggested guidelines, not required edicts.
If the rules don't say you can't do something, you can.
There are no official answers, only official opinions.
When dice conflict with the story, the story always wins.
Min/maxing and munchkinism aren't problems with the game; they're problems with the player.
The Game Master has full discretionary power over the game.
The Game Master always works with, not against, the players.
A game that is no longer fun - it's a chore.
This book contains the answer to all things.
When the above does not apply, make it up.


It irritates me, so I've got a better one in mind:

-Don't say you're using a set of rules if you're not going to use them.
-Find rules that suit the game you want to play. Never settle for less.
-If the group agrees on the set of rules, then they are rules and not guidelines.
-When dice conflict with the story, you're using the wrong system.
-There are two types of problem players. One kind doesn't belong in your specific group. The other doesn't belong in any group.
-The Game Master does not have full discretionary power over the game. It belongs to the players as much as to the GM.
-A game that is no longer fun is still a game. It's just a bad one.
-Know what you want from a roleplaying game. And don't be afraid to demand it.

It's just a reaction, but I think that the fact that this kind of thing is plastered in a game shows why the roleplaying "industry" is going down the tubes.

-Wayne

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On 7/11/2003 at 3:56pm, Valamir wrote:
RE: Something by way of a counterpoint.

I don't know about going down the tubes, but it does demonstrate the Grand Canyon divide that exists between different types of gamers.

For the record I've been preaching your list for years.

Does that mean they're list is invalid...well...perhaps not...but, I've never been shown anything to suggest that lists like that are anything more than the perpetual regurgitation of the same tired ill concieved stuff that has been written in gaming books since they began.

MAYBE they thought about the list. Maybe they actually analysed each statement they made and what the implications of believing them to be true really are. But I doubt it. I suspect their "manifesto" is nothing more than a bullet point list of all of the same old "rules of thumb" that continue to float through the collective gamer subconcious.

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On 7/11/2003 at 5:12pm, Bruce Baugh wrote:
RE: Something by way of a counterpoint.

Guardians of Order demos very widely, including for the audience of interested non-gamers in anime fandom, and also has an audience who actually plays a lot with their games. I know that their views on these matters are not the concensus in these parts, but it's a stance also taken on the basis of experience - and at that, wider-ranging experience in terms of types of players than most game companies get. It works for them.

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On 7/11/2003 at 5:44pm, Marco wrote:
RE: Something by way of a counterpoint.

The fact that Bruce says it works for them is kinda telling. Presumably they *do* know what works for them. Here are some possible implications.

These rules are written in paper, not etched in stone tablets.
Possible Implication: If you find our product lacking in some way, we respect your view point.

Rules are suggested guidelines, not required edicts.
Possible Implication: This is how we think you'll enjoy our product best. But we're not intending to enforce our views.

If the rules don't say you can't do something, you can.
Possible Implication: These rules are not intended to be restrictive. [possibly: if it's not covered, go for it.]
I'd have a hard time defending this one as it literally reads though.

There are no official answers, only official opinions.
Possible Implication: We don't claim to have all the "right" answers.

When dice conflict with the story, the story always wins.
Possible Implication: If a roll ruins the evening for you, and over-ruling it won't make matters worse under your groups social contract by all means, over-rule it. Don't go blaming us.

I kinda agree that if you're fudging dice rolls you're doing something wrong. The idea that it must be the game tho *boggles* me.

Min/maxing and munchkinism aren't problems with the game; they're problems with the player.
Possible Implication: A player who uses these rules in a way the group as a whole doesn't like is seeking conflict with the group. Address that issue.

* I think this *is* probably something I'd consider a problem wiht the game (but then I believe in the myth of game balance, so that's just the delusions talkin'). I think anyone who stays in a group they're having conflicts with is gettin' something out of the conflict, making the rules a tool and not a cause.

The Game Master has full discretionary power over the game.
Possible Implication: The elected leader has power while in office.*

* Considering that a tradtional game stops if the GM quits, this, while somewhat abrutply put is essentially true. It's a veto power.

The Game Master always works with, not against, the players.
Possible Implication: however, with that power, comes the responsibility of leadership.

A game that is no longer fun - it's a chore.
Possible Implication: If it stops being fun stop playing.*

* indimnification? Maybe a calculated response to someone who says "BESM ate my dog and ruined my life for FIVE YEARS!"

This book contains the answer to all things.
Possible Implication: I have no idea. Even reading "about the game" into it doesn't work too well for me. Maybe: This is the bible. Read it and believe it. ... is this really part of the cannonical nonsense that gets floated everywhere?

When the above does not apply, make it up.
Possible Implication: We were joking. If we don't say, use your judgement.

Now, I'm okay with the hard-core approach that Valimir is talking about if you dig it. But I'm not sure every implication above is ill-considered. The idea that we're the only people who think about these things--or are smarter than everyone else about them is, itself, ill considered.

-Marco

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On 7/11/2003 at 5:45pm, Matt Snyder wrote:
RE: Something by way of a counterpoint.

Bruce, I'm not sure I get some parts of what you are saying. (Specifically, the "audience who actually plays a lot with their games" line -- does that mean to say gamers who tinker with rules / create house rules, or does it indicate simply people who play their games frequently?)

In total, though, it seems you are basically saying this list is ok because it "works for them."

This is not the first time I see you representing the Forge as a small, non-representative core of the gaming public, and point to sales of, say, Tri-stat as evidence of its views as generally irrelevant. Very likely, there are many, many more people buying and playing Tri-stat games, or even GoO D20 games, than there are people even aware of the Forge. But to assume that because those numbers exists, then this list is ok is a leap of logic that I can't see.

It's no secret that I'm far more in line with what Cadriel and Valamir are supporting. I don't think lists or comments like this one in the Tri-Stat book are the cause of any dire state in the industry as a business.

I do think that lists like these are indicative of weak thinking and problems with how RPGs are conceived as a hobby or entertainment medium. Plainly, such thinking just isn't being done on any significant level. If it were, then absurd contradictions in such lists like this one would hopefully be absent:


The Game Master has full discretionary power over the game.

The Game Master always works with, not against, the players.


But to say that it "works for them" assumes that the lists are appropriate or even "correct" simply because they sell more books than there are visitors "round these parts." I don't see it that way. Number of copies sold does not make the game author(s) "correct" as thinkers. It makes them relatively successful as entrepreneurs.

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On 7/11/2003 at 5:53pm, Marco wrote:
RE: Something by way of a counterpoint.

Is there really a "correct" way of thinking about this? Are you sure it's not preference? I mean, if there is, I pretty clearly think wrongly (or at least not *all the way correct*).

Is that a judgment you feel completely comfortable making?

And remember: your absurd contradiction is my "yeah, I get what he's saying."

-Marco

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On 7/11/2003 at 6:00pm, Matt Snyder wrote:
RE: Something by way of a counterpoint.

Yes, Marco, absolutely I'm comfortable with it. This list does everything but blurt out The Impossible Thing Before Breakfast. I'm very comfortable with saying that is "incorrect."

But even if the list doesn't violate the Impossible Thing, I'm still comfortable with the position that such language still is problematic for a number of reasons. One is that it violates the principle of System Does Matter, which I agree with strongly. Another is that the text is suspiciously derivitive of things past, with no acknowledgment of game designs and thinking that really could benefit the way people play games. Breaking, for example, the paradigm of the GM as Almighty Creative Master (even if it IS "correct") is something many games would benefit from.

In short, these rules, if not violating the Impossible Thing, are a treatise on Illusionism. Illusionism is a functional, valid way to play. But the text presumes 1) that it's the only way to play and 2) that it's the only way to play THIS GAME (without any critical thought on whether that's true).

EDIT: And your "I get what he is saying" does less than nothing for me. I do not expect readers of games I design to read between the lines when I'm being plainly instructive of how to play the game. Marco, I read many threads in which you debate this issue of interpretation with many folks. I'd MUCH rather avoid such potential confusion in games I read and especially games I write.

Say what you mean, and mean what you say.

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On 7/11/2003 at 6:04pm, Blake Hutchins wrote:
RE: Something by way of a counterpoint.

Hmm. I may not agree with all the points on the Tri-Stat manifesto, but I'm having trouble seeing why it's so irritating. Unfortunately, there are folks out there who bring all sorts of dysfunctional behavior to games - and who interpret the rule book in what can only be characterized as a fundamentalist manner. I think the manifesto is aimed at them. Overall, the gestalt message there is "Have fun. Remember it's a game. Play nice. Don't treat this as gospel; change what you want to change." It's boilerplate, and I expect boilerplate to include broad common-sensical catechisms, much like the absurd disclaimers like, "This is only a game. Do not sacrifice your sister to the Black Goat of the Abyss. Do not whack your buddies with meat cleavers."

Pretty much the only place I differ from Tri-Stat significantly is in the GM discretion part - but that goes to my particular playing style.

Best,

Blake

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On 7/11/2003 at 6:08pm, Matt Snyder wrote:
RE: Something by way of a counterpoint.

Fair enough, Blake, I can see that. But why cater to this crowd? Is there really any pleasing such dysfunctional approaches? Why in the world waste space on these people. Devote that space and instruction to people who WILL play the game in a more functional manner. And, hopefully, they'll be more apt to become viral marketers and repeat buyers for you.

Boilerplate is for insurance forms. The very idea of such instruciton as boiler plate flies in the face of System Does Matter.


The reason that it's so irritating to me is that this becomes part of the tradition. That gamers assume this is the way gaming Is Done. And the next ambitious soul who hits a home run with a game like BESM keeps this kind of boilerplate stuff in his game to cater to the fundamentalist majority. I view this as profoundly unhelpful to the hobby of RPGs, an I don't really care too damn much what it might mean to GoO's business model.

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On 7/11/2003 at 6:13pm, Marco wrote:
RE: Something by way of a counterpoint.

Matt Snyder wrote: Yes, Marco, absolutely I'm comfortable with it. This list does everything but blurt out The Impossible Thing Before Breakfast. I'm very comfortable with saying that is "incorrect."

But even if the list doesn't violate the Impossible Thing, I'm still comfortable with the position that such language still is problematic for a number of reasons. One is that it violates the principle of System Does Matter, which I agree with strongly. Another is that the text is suspiciously derivitive of things past, with no acknowledgment of game designs and thinking that really could benefit the way people play games. Breaking, for example, the paradigm of the GM as Almighty Creative Master (even if it IS "correct") is something many games would benefit from.

In short, these rules, if not violating the Impossible Thing, are a treatise on Illusionism. Illusionism is a functional, valid way to play. But the text presumes 1) that it's the only way to play and 2) that it's the only way to play THIS GAME (without any critical thought on whether that's true).


Well, I'm still unclear (and if I can be unclear reading your post, perhaps your unclearness on their text is each our own problems?)

1. You decided those two lines you quoted were an absurd contradiction. I read you as above saying that "even it IS correct" there might be a better way. No joke. But either I'm missreading you (probably) or there's a damn long way from "absurd contradiction" which is indicative of weak thought to "not inclusive enough for me" in one post. If I *am* reading you right, then consider holding yer reins before blasting them for not thinking things through. If I'm reading you wrong, it's another semantic argument about absurd contradictions.

2. The Impossible Thing is created by those who believe in it as a boogeyman. The text in the glossary uses words like story (situation) author (creator of situation) and protagonist (actor on situation). It says nothing about creating a pre-destned string of events and then paradoxically allowing player freedom.

It isn't 'everyone else' who believes in the Impossible Thing Before Breakfast. It's you.

And to boot, it's not up there in the text.

3. Illusionism: I guess you can read that from their list if you want. I think it's a somewhat biased read (as indicated by your post's response to it)--but it's immaterial. Even if they said "play illusionist" and then sold a buncha books that'd be, like Rock ON GOO! Right? Not "hey! Where's MY THEORY in your rules!?"

-Marco

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On 7/11/2003 at 6:17pm, Bruce Baugh wrote:
RE: Something by way of a counterpoint.

I'm at a loss, Matt. I thought that the meaning of my words would be plain. I'll try again.

Guardians of Order has a lot of experience dealing with a very wide range of customers. Their total sales are relatively small - they're not about to displace any of the top three or five companies - but they're spread widely in terms of player interest and experience. And from what I can tell, a relatively high fraction of their customers actually play their games. This isn't trivial, in an industry where too many copies of books get bought and then never used. It's a sign of doing something right.

I doubt that Guardians would ever claim to have universal truths. But they can claim that their advice stands up under repeated testing.

As for the position of the Forge...

I should distinguish here between actual and potential results. I make no secret of the fact that I think there's a substantial population of subcultures whose members would take to gaming that's as in sync with their outlook and interests as Vampire and Big Eyes, Small Mouth proved to be for theirs. I'm quite sure that we haven't come anywhere close to exhausting the pool of folks who could and would game if they had the right game, and I'm equally certain that reaching them will require games that turn away from the conventional wisdom in ways big and small. In many cases, the right answer for a particular audience will prove to be one I don't care for or that challenges my wisdom, too - I'm certainly not claiming to have all the answers, and if I ever do, you are authorized to beat me with a trout the next time we're in the same room. The Forge is as likely a seed bed for some of these breakthroughs as any place, too, given the admirable emphasis on actually trying things out. Work trumps guessing.

But I can also look at sales data to see about impact in the market as it actually exists. In Indie Successes and Failures?, I see folks reporting sales in the dozens of copies a year, some getting over a hundred. Looking at sales data for projects I've been involved in the last few years, I see several with net sales - that's after returns and all - in the range of eight to twelve thousand, and some better than that. Some are worse off, with maybe only a couple thousand sold in the last couple years. Some projects I had to drop out of or am just watching as a friend are in that spread as well: maybe one to three thousand for smaller companies (GURPS books and such), five to fifteen thousand for smaller lines at larger companies, up some from there for the bigger-ticket ventures. (I'm going to be fascinated to see what Gamma World sales are, though I expect I won't be allowed to say much about it in public.)

A hundred happy customers is no trivial thing: it is a hundred happy customers. I have no idea what portion of customers for these games play them, but I'm guessing it's pretty high. Call it half. That'd be fifty players in the course of a year, plus the influence had on readers who don't play, and sometimes that influence can be pretty significant. Take one of my ten-thousand-copy releases. Say that a tenth of its customers play it. (It's higher than that, but I don't want to stack the deck.) That'd be a thousand players, plus the influence on readers - twenty for each one playing the indie game that moved a hundred copies. If total sales or fraction of players is higher, then the discrepancy grows.

Now, small communities can matter. Alarums & Excursions, Lee Gold's gaming amateur press association, had somewhere around 700-1000 subscribers in its heyday, I believe, dropping down to 100-200 in the late '80s/early '90s. That's obviously not a large group. But it proved the incubating ground for several folks who influenced gaming in the '90s, in obvious and unobvious ways: Robin Laws, Jonathan Tweet, Rob Heinsoo, Mark Rein*Hagen, Spike Y. Jones, John Nephew, Nicole Lindroos, and me, among others. And then there were the folks who shaped us, including the crucial role of folks uninterested in being pros but who shed illumination constantly, like Glenn Blacow, Carl Rigney, and Wayne Shaw, and the people I think of as belonging to the preceding "generation" of creators, like Phil Masters and Scott Bennie.

So in saying that I don't think the Forge has yet had any significant impact on the shape or course of gaming, I'm not saying that I think it can't. I see an absence of influence on both the market and the surrounding community of gamers; I also know from my own experience of the possibility for both kinds of influence.

Forge Reference Links:
Topic 6901

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On 7/11/2003 at 6:20pm, Bruce Baugh wrote:
RE: Something by way of a counterpoint.

A quick follow-up: No, I don't worship the market. But if we're talking about how much influence any game can have, starting with how many copies of it are out there makes sense. There'll be some folks influenced by discussion about it who never get it, but that's not going to be a large group ever, I don't think.

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On 7/11/2003 at 6:23pm, Matt Snyder wrote:
RE: Something by way of a counterpoint.

Marco, with respect, I'm not going to argue the existence of the Impossible Thing with you, as has been done elsewhere to exhaustion. It exists. There's more to it than semantics and apologetic interpreations.

Further, I'm not interested in your specific interpretations of game texts. I think I understand your position. I've certainly read your position many times in many threads. I'm far more interested in what I can do and what I believe Joe Gamer can read plainly from texts I write.

Finally, it's not my theory, so I'm having a hard time understanding your criticism ("Hey, where's MY THEORY ... ?"). I believe the text is strongly indicative of illusionist play. That's fine. Such play exists functionally in many, many games. My point, as I've already stated, was that I see no evidence, and strongly doubt that illusionism is the "default" viewpoint of the creators without any significant consideration on the creator's part on 1) whether illusionism is really what the game does best and 2) even whether illusionism as a form exists or what else might exist outside of that.

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On 7/11/2003 at 6:25pm, Marco wrote:
RE: Something by way of a counterpoint.

Matt Snyder wrote: Fair enough, Blake, I can see that. But why cater to this crowd? Is there really any pleasing such dysfunctional approaches? Why in the world waste space on these people. Devote that space and instruction to people who WILL play the game in a more functional manner. And, hopefully, they'll be more apt to become viral marketers and repeat buyers for you.

Boilerplate is for insurance forms. The very idea of such instruciton as boiler plate flies in the face of System Does Matter.
.


I think it likely GOO are proably doing what serves their majority best. That means doing the following: providing a tool kit and telling people not to get too hung up on drifting it. You could consider it the page on Transitioning ...

The fact that they're successful with that boiler plate might say something very profound about System Does Matter.

And while it's somewhat fair not to give a damn about GoO's business model, if I told you that you were hurting the industry by not giving your indie design away for free--and that I really thought you'd do the world a favor by hooking the PDF's up on Kaaza, I suspect you'd give me a dim look at least.

-Marco

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On 7/11/2003 at 6:37pm, Matt Snyder wrote:
RE: Something by way of a counterpoint.

Bruce, our disagreement is fundamental and very simple.

You are saying that games which contain certain small amount of instructive text (among many other things, perhaps entirely functional -- as in the game may be great, the intro text misguided) have become financially successful. Therefore, they must know something about writing said instructive text, and therefore, said instructive text is right on (and especially right on for their audience).

I am saying that in the case of said instructive text (written, I imagine, before a single copy was sold, but well after age-old RPG assumptions have set in), total number of sales is entirely, totally irrelevant to whether instuctive text is critically thoughtful, helpful and functional.

That's it. If we still disagree, cool with me if it's cool with you.

EDIT: Yes, this means that I think 12,000 people CAN be wrong. As in "Product X: 12,000 people can't be wrong." That's because I'm not, nor have I said at any point in this discussion that the entire game is flawed, incoherent or dysfunctional. Tri-Stat may be wondrously crafted -- I'm only rougly knowledgable. However, this list Cadriel's highlighted is flawed for reasons I and others have said.

A quick follow-up: No, I don't worship the market. But if we're talking about how much influence any game can have, starting with how many copies of it are out there makes sense. There'll be some folks influenced by discussion about it who never get it, but that's not going to be a large group ever, I don't think.


Ah! Another reason I think we're disagreeing. Yes, a game with thousands copies sold can have profound influence. I'm not disagreeing with this at all, Bruce.

I'm questioning very strongly on whether these games have the BEST influence possible, the RIGHT influence.

By "Right" I mean the best influence in terms of creating games, making gamers think abou their hobby in new ways, and especially ensuring that gamers continue with their hobby throughout life and see that someday it's no longer a niche of a niche, but more mainstream and respected.

And, yes, obviously I am of the opinion that we can say what would be the "right" influence. Otherwise, we might all be cribbing notes from FATAL it only would sell 12,000 copies or so.

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On 7/11/2003 at 6:49pm, Marco wrote:
RE: Something by way of a counterpoint.

Matt Snyder wrote: Marco, with respect, I'm not going to argue the existence of the Impossible Thing with you, as has been done elsewhere to exhaustion. It exists. There's more to it than semantics and apologetic interpreations.

Further, I'm not interested in your specific interpretations of game texts. I think I understand your position. I've certainly read your position many times in many threads. I'm far more interested in what I can do and what I believe Joe Gamer can read plainly from texts I write.

Finally, it's not my theory, so I'm having a hard time understanding your criticism ("Hey, where's MY THEORY ... ?"). I believe the text is strongly indicative of illusionist play. That's fine. Such play exists functionally in many, many games. My point, as I've already stated, was that I see no evidence, and strongly doubt that illusionism is the "default" viewpoint of the creators without any significant consideration on the creator's part on 1) whether illusionism is really what the game does best and 2) even whether illusionism as a form exists or what else might exist outside of that.


No need (on the Imp thing, I don't expect closure on it). But you did bring it up when it wasn't actually there in the text ... which you might want to examine.

I do think my interpertation of game text is pretty much what Joe Gamer gets out of it, though. My impression of gamers hasn't been "I just bought this game and I can't figure out if I'm supposed to win or not."

As for the last bit: you seemed really annoyed by the text. I don't see any evidence that text like that is having a harmful effect on the industry. I suspect that if dungeons and dragons (note lower case) becomes mainstream, so will Dungeons and Dragons (baring some gating influences like the need to find a GM).

I'm all for better explanations than analogies than linking RPG's to novels, plays, TV shows, or movies--but mostly people choose those because there aren't any better alternatives people easily grasp.

-Marco

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On 7/11/2003 at 6:57pm, Mike Holmes wrote:
RE: Something by way of a counterpoint.

I think this thread is a waste of time. I'd probably agree that the manifesto in question is to some extent ill-concieved. But what if it is? So what? It isn't new news that there's theory here that supports the idea, nor, in fact, that it's a contentios notion. People who believe that this is problematic text can respond accordingly in their designs, and those who think otherwise can do what they see fit. Unless this is to become yet another rehash of the actual question (and so far it's just been people posturing at each otther), I don't see the purpose of it.

Is there some new issue here that I'm missing? Some new angling on it?

Mike

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On 7/11/2003 at 7:13pm, Bruce Baugh wrote:
RE: Something by way of a counterpoint.

Matt, I don't think I'm saying what you think I'm saying, but I also don't see my efforts at clarification or expansion getting anywhere toward an agreement on my actual words, which I'd take as a prerequisite to establishing their truth or relevance. So I'm done with this. Sorry for being unable to communicate just right now. I may perhaps revisit the subject at a time when there's less on my plate.

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On 7/11/2003 at 7:43pm, Matt Snyder wrote:
RE: Something by way of a counterpoint.

Fair 'nough, Bruce. I can certainly understand the all-too-full-plate, as mine's overflowing with stuff to do, also. I'll take one last stab at it here, and let you respond if/when you like.

I've read, re-read, and re-read again your posts. I think I do indeed see more of what you're getting at.

I doubt that Guardians would ever claim to have universal truths. But they can claim that their advice stands up under repeated testing.


This seems to me to be the money quote. I understand this. I understand where you're coming from. This works for them. Sorry I misinterpreted your "works for them" slightly previously.

Still, how will we ever know whether some other approach for this type of content works better? To date, no successful RPG company (as in, sells thousands) has taken an dramatic, alternate approach to any recognizable degree when it comes to this specific type of content. The assumption is that this is The Way (because it has always been The Way?), but we have no significant data (thousands of sales, for example) on products in which instructional text like Cadriel, Valamir and myself would prefer to see appears.

I am saying that, yes, this probably sells thousands. Yet, no one has even really tried an alternate way.

Obviously, the problem is that if this "works" enough, then there's little incentive to try another means. I mean, why take a risk on sales when gamers "obviously" want something else?

My reply is that I don't think it's obvious gamers want this and only this, and secondly that this is what the Forge is all about. Doing this stuff on a small scale, acting as kindling for what might happen in the industry in the future. I believe demand for such products can only ignite more sales, and really challenge the industy's notion of what it is.

In other words, I'm saying this:

It's too bad this particular brand of gaming keeps 'happening' in games. Wouldn't it be great if some industry success stories really, critically analyzed this kind of content? Oh well, maybe they will sooner or later. I'll be doing that in the meantime. Heck, maybe my pebble will even send waves across the pond. Have a good one.

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On 7/11/2003 at 8:10pm, Blake Hutchins wrote:
RE: Something by way of a counterpoint.

It's also likely GOO assumes some segment of their market is either young or relatively inexperienced with roleplaying. This kind of manifesto goes to that kind of customer, in my opinion. It's the kind of de rigeur boilerplate I don't find offensive. Nor do I hold it to any ideological standard. We've discussed social contract issues all over The Forge, and I tend to view the so-called "Golden Rule" as a codification of the primacy of social contract issues. Much of this manifesto is style-oriented, sure, but I think it's also geared toward profiling a social contract baseline, a kind of ur-context within which GOO suggests the rules be viewed. That said, it's guidance and suggestions here, not rules.

I still don't see the irritation factor. Doesn't mean you don't; it just ain't there for me.

Best,

Blake

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On 7/11/2003 at 9:16pm, greyorm wrote:
RE: Something by way of a counterpoint.

Marco wrote: The fact that they're successful with that boiler plate might say something very profound about System Does Matter.

Or it might not say anything remotely relevant -- crap sells, after all. Oftentimes, heaping, stinking piles of crap sell well for reasons beyond product quality or utility.

I'm not saying Tri-stat is crap, I have no idea, actually -- just pointing out the flaw in your logic from a marketing perspective.

In the realm of belief, people believe the impossible, improbable, and downright false with fanatic regularity -- if we were to follow your statement above, then with certain of such beliefs being so widespread, repeated, and clung to, alternatives (either true or false) must be wrong.

For example, in recent polls, 85% of Americans believed there were Iraqis among the 9-11 terrorists -- however, it is a verifiable fact that there were NO Iraqis among the terrorists.

Thus, the only "profound" thing the boilerplate and any success GoO has because or despite it is saying about "System Does Matter" is that people believe whatever they believe, regardless of whether they're right.

If you want to attack the ideas behind SDM, then do so -- with supportable logic and tested fact, not with unsupportable conjecture and untested possibility.

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On 7/11/2003 at 9:21pm, Marco wrote:
RE: Something by way of a counterpoint.

10pt penalty for Politicking the Gaming Discussion.

Yeah. It might not say anything at all. I agree. And yah, people believe all kinds of crap. No doubt.

But I do question the idea (or my perception of the idea) that the RPG experience is one predominantly characterized by dysfunction.

And I question that people really mean what you think they mean when they say System Doesn't Matter.

-Marco

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On 7/11/2003 at 9:46pm, Cadriel wrote:
RE: Something by way of a counterpoint.

Hmm...I go hang out for a bit and my bit of angriness pops out into a bunch more angriness.

Anyway...I don't care that this philosophy works for GoO in some commercial way. I don't care that a lot of people would agree 100% with the assessment offered in the manifesto. Because, frankly, I think it perpetuates the kind of gaming that has caused everything I ran in college - except for a short Call of Cthulhu game and a joyously Gamist D&D campaign - to trickle down to nothing. They put the entire style of gaming that proliferates in the non-D&D segment of commercial RPGs (not exactly big moneymakers) into one handy little set of bullet points. And I think it's this kind of attitude that isn't helping the hobby one bit.

And it doesn't say anything about System Does Matter. At all. I've seen Tri-Stat. It's cobbled together from every known assumption about what an RPG needs and recycled as a "rules light" package. The game is playable for the same reason that all the other games designed exactly like it are playable: large portions of the actual system are in the form of unstated assumptions about play.

-Wayne

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On 7/11/2003 at 10:47pm, Thomas Tamblyn wrote:
RE: Something by way of a counterpoint.

When I saw this manifesto, I hat a kneejerk reaction of "Hey that's wrong." But something crytalised in my head when I saw

Cadriel wrote: large portions of the actual system are in the form of unstated assumptions about play.


That manifesto looks suspiciously like those "unstated asuumptions about play" being stated up front.

Like Bruce Baugh says, the style of play encouraged by that manifesto is tried, tested and proven to work. GOO aren't trying to adhere to system does matter. They're making the best conventional rpg they can. it is laden with the conventional assumptions, but a manifesto of that kind combined with the game rules does create functional play. Maybe not the best possible play, but tried and true play. The manifesto fits their purpose perfectly, designed to explain some of the traditional assumptions in rpgs whilst having more direction than White Wolf's golden rule.

Edited to note that, though I quote you Cadriel, I'm not directly attacking your points, instead trying to make my own that happen to be in opposition.

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On 7/12/2003 at 7:18am, greyorm wrote:
RE: Something by way of a counterpoint.

Marco wrote: 10pt penalty for Politicking the Gaming Discussion.

Marco, dude, "The Impossible Thing is created by those who believe in it as a boogeyman...It isn't 'everyone else' who believes in the Impossible Thing Before Breakfast. It's you." If you want to talk about politicking a discussion...

But I'm not up for dick-waving or he-said/she-said. I said my piece about the logic of your statement and that's that. I left it to you to refute or not.

Yeah. It might not say anything at all. I agree. And yah, people believe all kinds of crap. No doubt. But I do question the idea (or my perception of the idea) that the RPG experience is one predominantly characterized by dysfunction. And I question that people really mean what you think they mean when they say System Doesn't Matter.

Precisely. And my point remains, either present a criticism of it along those lines based on fact and logic, or quit blowing the horn. There's nothing to respond to otherwise, because "Oh, look, another snipe at {place target here}" isn't discussable.

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On 7/12/2003 at 7:23am, greyorm wrote:
RE: Something by way of a counterpoint.

Thomas Tamblyn wrote: but a manifesto of that kind combined with the game rules does create functional play. Maybe not the best possible play, but tried and true play.

Tom,

I have to wonder about this though -- is it really tried and true play? When we're talking about groups that have large differences in play style because of the rules contracts change between them based on the philosophy, we aren't talking about tried-and-true methods of play.

A philosophy of play, yes, but not a system or method...and I don't think the philosophy has much ground for adherents to stand together on from a gaming-together standpoint.

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On 7/12/2003 at 12:10pm, Marco wrote:
RE: Something by way of a counterpoint.

Greyorm,

The Impossible Thing: Yeah, okay--well, I didn't bring it up in this thread (and the offending words *weren't* mentioned in the manifesto). And once you get into 9/11 the discussion gets all out of context/loaded.

Firstly I'd say that a person's mistaken belifief about who was on the planes for 9/11 has nothing to do with their own personal assessment of whether they themselves are having fun roleplaying. So it's apples and oranges. RPG's aren't movies that get good word of mouth and then fizzle out over a week.

Games like VtM get players coming back again and again (and on RPGnet a buncha people recently suggested VtM as a great game for beginners). No one on the thread suggested the game was a smouldering pile of crap (a bit angsty, yes). If the game were as irrevocably broken as you seem to think--or required as much work for functional play as I think you imply, I doubt that'd be the case.

Secondly: the belief that RPGing is characterized by GNS dysfunction to any special degree and that game-text/systems play a part in that has to overcome two major obstacles:

a. The fact that there seem to be many persistent "traditional" role-players who choose it as a leasure-time-activity. Yes, most people have a horror story. Every college student has a college horror story. Everyone who dates has a date horror story, etc. That's not evidence of systemic dysfunction. People have Everquest horror stories and ebay horror stories. They have Internet and USENET horror stories. The people who have a "bad experience" doing something and then continue to do it are getting something out of it. If they're not being forced, they're not being honest. The activity/relationship/whatever *is* working for them (and I believe, *pretty much exactly the way they want it to*).

The fact that the field is expanding with completely traditional games is an Occam-Razor indication that the games (yes, with text like the above) work. And I don't think everyone involved is interested in dysfunction either. Certainly not my experience.

b. A lack of clarity that explains how a person holds a clearly paradoxical belief or misconception and then makes decisions at all. A person who believes the GM must provide a complete, immutable story and that then their character will be able to effect the outcome should be unable to reconcile those beliefs, no? They're *impossible.*

Show me a gamer who belives, really and clearly, in TIT as interperted (as stated it's clearly possible, right?). Have them explain to me how that's supposed to work. I don't believe in them. I don't believe people actually believe in the interpertation you describe. Despite what you say, I don't think the offending passage in many RPGs has to be read that way. And I don't think people do.

I think it's refering to a somewhat fuzzy conception held by some GM's (mostly, right?*) that during play the PC's should be predictable and easy to motivate (so they'll act on what the GM gives them and do what the GM expects them to).

Thus the GM expects that the players, once turned loose will predictably play out the action so that it fits "his story." Possibly even extending to the idea that the players will be so interested in his version of what-happens-next that they will make decisions to drive that.

This springs, I think, from the general and persistent belief that people see everything the same way you do (i.e. the players assessment of situation and reaction to it will be as the GM intended). The common collary to that is that no one could see things any other way.

Game rules and manifestos don't cause that. I see no evidence they can cure it either.

-Marco
* Another weakness of TIT is that for *players* the read is pretty much correct, no? If a player says "My actions should have signifcant impact on the course of events, whether it be killing the arch fiend ... or deciding to join him ..." very few GM's would disagree with that, I think.

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On 7/12/2003 at 8:17pm, Thomas Tamblyn wrote:
RE: Something by way of a counterpoint.

Greyorm wrote: Tom,


I'm a Thomas, not a Tom by the way.

Greyorm wrote: A philosophy of play, yes, but not a system or method...and I don't think the philosophy has much ground for adherents to stand together on from a gaming-together standpoint.


I'm embarassed to say that you sort of lost me here, so my reply might not be entirely relevant - but if you're saying what I think you're saying:

Yes, its a philosophy of play rather than a method to play, but its a philosophy of play that combines with a conventional system to create the tried and true play.

We know that if we have system of type X and we tell the Gm Y then functional play will usually result. The Gm doesn't necessarily follow advice Y closely, but that doesn't matter from the point of view of the designer so long as it creates the desired effect.

Gms don't actually follow the Golden Rules, instead knowing the Golden Rules seem to steer us in a direction that results in good play. Traditionaly it has been assumed (fairly enough) that its because the GMs follow those rules that the play has been good, but things like System Does Matter point out that following the traditional Golden Rules of RPGS (as set down by GoO in a standard form here) shouldn't result in the play that we are having. There is some change occuring in the Gms head that turns (what a lot of people here argue are) contradictory guidelines into a functional philosophy of play.

Tjis means that I do agree that what the guidelines say is not what they mean, and that there is a better way somewhere. But what there is does work - not the way you'd suppose it was supposed to (sic) and it can lead to dysfunctional play when followed to the letter but even if it is objectively wrong, its not a bad thing to have in a game since the overall effect is one for good.

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On 7/12/2003 at 9:24pm, cruciel wrote:
RE: Something by way of a counterpoint.

What I find interesting about the manifesto is not what I agree or disagree with about it so much as the fact that I disagree with pieces of it I used to agree with. I'm having a little bit more fun with my current view, but I was having fun before too...

Role-Playing Game Manifesto wrote: The Game Master has full discretionary power over the game.


Just to pick on one statement, I used to think this was correct. Now I can't stomach the attitude at all...which oddly enough means I can't have fun doing things the way I used to. Have I traded better, specialized fun for the ability to enjoy a broader range of fun? I think so.

Now, as written the statement bugs me...but I think it's most likely the wording and implications that are the problem - not what is actually meant by the statement. If it said:

"At some point a decision will have to be made where two players want different things and no mechanics are described to resolve the dispute, or those mechanics are ill defined and must be interpretted by the group to function. Choose a consistent and fair arbitor and stick with it. This arrangement may lead to everybody not always getting what they want, but that is impossible. It's more fun to play than debate endlessly about whether the helicopter should fall on the mailbox or not. The group has already chosen to put the GM in a position of authority and knowledge, logically, he is the best choice for an arbiter."

I would agree, and I bet that's really all they meant...it just doesn't come off that way at all to me.

*****

I think I agree that the manifesto tends toward illusionism as an approach.

Role-Playing Game Manifesto wrote: When dice conflict with the story, the story always wins.
The Game Master has full discretionary power over the game.
The Game Master always works with, not against, the players.


These three statements I think are why. The first states that the game is a theme prioritizing game. The second, as worded, gives total authority to the GM. The third states that the players goals are of paramount importance.

Given that the players thematic goals are prioritized, but that the GM has total authority, anyone actually wishing to play must somehow reconcile the contradition between statements two and three (I would call this the impossible thing), conciously or otherwise. The most common solution seems to be illusionism.

As I've grown a distaste for illusionism, this wouldn't fit my play style, but to each his own.

*****

Marco,

As far as the impossible thing, I'm sure, really sure, that everyone in this discussion has seen the dysfunctional behavior where the GM and a player fight over control of something that the both think belongs to them. "My world!" "My guy!" "My story!" "My backgroud!" Whether or not the impossible thing definition needs clarity, or that game books intended things to come off that way to some people, is a discussion I'd side with you on...but I certainly think the impossible thing behavior is real.

I think this manifesto is the first clear example I can think of of a game actually stating the impossible thing. People have a tendency to only really pay attention to what applies to them. If the GM only really reads statement two (above), and the player only really reads statement three, they are going to have different viewpoints.

The manifesto is just worded unclearly, badly, impossibly even.

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On 7/12/2003 at 9:51pm, jdagna wrote:
Re: Something by way of a counterpoint.

I'm going to hop right back up to the beginning since I'm first arriving here, and offer my take. Iappears to me that many of the people attacking the Manifesto are reading in social contract things that aren't necessarily there. Here's my take on it, section by section:

Role-Playing Game Manifesto
These rules are written in paper, not etched in stone tablets.
Rules are suggested guidelines, not required edicts.
If the rules don't say you can't do something, you can.
There are no official answers, only official opinions.


Sounds to me like a boiler-plate indictment against rules lawyers, as well as an affirmation of the group's power over their own game. No problems here, though I'd state some of these a little differently, since the seemed aimed a rules lawyers to begin with.

When dice conflict with the story, the story always wins.


This one I do disagree with. If I were going to rephrase it, I'd say "When dice conflict with the story, you're too committed to a story."

I'd also add "Dice are unpredictable, but not random. Trust them."

I would certainly not jump to Cadriel's conclusion that there must be a system problem when story and dice have conflicts.

Of course, I recognize my own Sim and Fortune preferences in my two statements, so I'd leave all versions out of the Manifesto. What a GM does with dice/story conflicts is his own business (with the group's input), but this affirmation of GM power is already in the Manifesto.

Min/maxing and munchkinism aren't problems with the game; they're problems with the player.


Not so sure I agree with this one either. It's like saying alcohol isn't responsible for alcoholism because some people are genetically predisposed to addiction. Yes, there's a problem with the player; but many systems encourage the problem.

However, despite my disagreement, I think newbie role-players will benefit from this statement and so I'd leave it in. It takes many players a long time to recognize that munchkins are a problem in and of themselves, not just symptoms of a flawed system.

The Game Master has full discretionary power over the game.
The Game Master always works with, not against, the players.


Where does everyone get Illusionism and the Impossible Thing here?

What I'm reading is a statement that says the buck stops with the GM, but he works on behalf of the players' interests. Thus, it's only encouraging Illusionism if that's what the players want. There's nothing here that limits player input or control anywhere short of saying they can't overrule the GM. And (in any game that has a GM), it's important that players accept his authority without constant conflict.

A game that is no longer fun - it's a chore.
This book contains the answer to all things.
When the above does not apply, make it up.


All of this section sounds good to me, though it appears to have a little contradiction for the sake of humor more than anything else.

Cadriel, you wanted to dicker over the game/chore distinction. I think they're perhaps over stating their point, but is it really different from your own admonishment? The point is to do something different if you're not having fun and we can all agree on that.

I can understand how a Manifesto like that might bring back bad memories. Dysfunctional GMs often say things like "I'm the GM so my word goes." But functional GMs should say the same thing - the difference between them is when they say and what has lead to them saying it. Likewise with many of the other statements. However, taken as a whole, I believe it discourages dysfuntional play (even if it fails to necessarily encourage functional play).

I firmly believe that this is good advice for an amateur player or GM picking up their first game book. Perhaps they'd want a different manifesto after a decade of play - but you can bet that your first grade English teacher gave you different advice than your Lit 101 professor. It would be absolutely innappropriate to haul GNS out in front of a brand new player or expect them to understand the finer points.

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On 7/12/2003 at 10:38pm, Cadriel wrote:
RE: Re: Something by way of a counterpoint.

jdagna wrote: I'm going to hop right back up to the beginning since I'm first arriving here, and offer my take. Iappears to me that many of the people attacking the Manifesto are reading in social contract things that aren't necessarily there. Here's my take on it, section by section:

Role-Playing Game Manifesto
These rules are written in paper, not etched in stone tablets.
Rules are suggested guidelines, not required edicts.
If the rules don't say you can't do something, you can.
There are no official answers, only official opinions.


Sounds to me like a boiler-plate indictment against rules lawyers, as well as an affirmation of the group's power over their own game. No problems here, though I'd state some of these a little differently, since the seemed aimed a rules lawyers to begin with.


I have a lot of problems here; my counterpoint was actually in large part because of some of these very "standard" assumptions. I see "System Doesn't Matter" implicit in these points. Many people don't, but I find that when you start saying "Rules are suggested guidelines" you're justifying a trivialization of the rules that is very "System Doesn't Matter." And frankly, my reading of Big Eyes, Small Mouth suggests to me that GoO feels this very strongly; the system is "rules light," implying that intervening in most areas will upset the flow of the game.

I remember a deconstruction of Storyteller (I forget who wrote it off the top of my head) that basically pegged it as - the authors don't really trust the players to get everything right; they're rather expecting the players to screw it up royally. I see a lot of echoes of this when you start your book off with a flashy-looking manifesto that contains anti-rules lawyer ammunition.

When dice conflict with the story, the story always wins.


This one I do disagree with. If I were going to rephrase it, I'd say "When dice conflict with the story, you're too committed to a story."

I'd also add "Dice are unpredictable, but not random. Trust them."

I would certainly not jump to Cadriel's conclusion that there must be a system problem when story and dice have conflicts.

Of course, I recognize my own Sim and Fortune preferences in my two statements, so I'd leave all versions out of the Manifesto. What a GM does with dice/story conflicts is his own business (with the group's input), but this affirmation of GM power is already in the Manifesto.


I was perhaps being a little over the top, but then I was writing this the same day I figured out that what I enjoyed in ostensibly Simulationist games were actually Narrativist elements. (Go fig.) I do believe what I said; if you're really concerned with story, and the dice are getting in the way, you probably need a new system.

I was thinking of an alternative version, something along the lines of: For crying out loud - you're creative. If the dice 'mess up' your story, make something with it." Which is also pretty much true to what I believe.

Min/maxing and munchkinism aren't problems with the game; they're problems with the player.


Not so sure I agree with this one either. It's like saying alcohol isn't responsible for alcoholism because some people are genetically predisposed to addiction. Yes, there's a problem with the player; but many systems encourage the problem.

However, despite my disagreement, I think newbie role-players will benefit from this statement and so I'd leave it in. It takes many players a long time to recognize that munchkins are a problem in and of themselves, not just symptoms of a flawed system.


Ah, but I think my counterpoint put it better. Sometimes, a problem player is simply in the wrong group; in a Simulationist or Narrativist situation, a Gamist who is not identified as such will look like a power-gamer or a munchkin because, quite frankly, he or she is enjoying different aspects of the game, and doesn't coexist nicely with everybody else. Likewise with a Narrativist in a Gamist or Simulationist game, or the third such situation. These are people who could benefit from a shift of group to one where their needs are met.

Then there are genuine problem players, ones who are in it for the entirely wrong reasons and cause trouble even in their stated mode of play. These are the ones who don't belong in any groups.

The Game Master has full discretionary power over the game.
The Game Master always works with, not against, the players.


Where does everyone get Illusionism and the Impossible Thing here?

What I'm reading is a statement that says the buck stops with the GM, but he works on behalf of the players' interests. Thus, it's only encouraging Illusionism if that's what the players want. There's nothing here that limits player input or control anywhere short of saying they can't overrule the GM. And (in any game that has a GM), it's important that players accept his authority without constant conflict.


The former line encapsulates assumption that the game belongs to the GM; thence Illusionism and the Impossible Thing. If the game is the turf of the GM, then anything the players do is essentially at his indulgence. For a lot of people, I don't think this is the way to go.

And to be blunt: this doesn't really do much for a much more real problem in "traditional" roleplaying: the nature of the GM. Many of the times, GMs set themselves up as auteurs of a story, or as tin gods; a line like "full discretionary power" is only encouraging this style of running games, saying it's okay. That it's contradicted in the second statement is just a weak attempt to refute some fairly sensible Gamist assumptions.

A game that is no longer fun - it's a chore.
This book contains the answer to all things.
When the above does not apply, make it up.


All of this section sounds good to me, though it appears to have a little contradiction for the sake of humor more than anything else.

Cadriel, you wanted to dicker over the game/chore distinction. I think they're perhaps over stating their point, but is it really different from your own admonishment? The point is to do something different if you're not having fun and we can all agree on that.


I want to talk about the game/chore distinction because I think it matters. I think that when you say "it's no longer a game," you get out of analyzing why the game's not fun any more. I'm talking about implications here, and this implication is to simply dump the bad game without a second thought, not looking back at what went wrong with it. This is the same reason that I call bull on their "Rules are suggested guidelines." A lot of this stuff is waffle that tries to excuse itself from any examination of why games break down, what goes wrong with games, or how to really improve them.

So I think that the core philosophies the statements reflect are in opposition, and that the GoO philosophy is wrong.

I can understand how a Manifesto like that might bring back bad memories. Dysfunctional GMs often say things like "I'm the GM so my word goes." But functional GMs should say the same thing - the difference between them is when they say and what has lead to them saying it. Likewise with many of the other statements. However, taken as a whole, I believe it discourages dysfuntional play (even if it fails to necessarily encourage functional play).

I firmly believe that this is good advice for an amateur player or GM picking up their first game book. Perhaps they'd want a different manifesto after a decade of play - but you can bet that your first grade English teacher gave you different advice than your Lit 101 professor. It would be absolutely innappropriate to haul GNS out in front of a brand new player or expect them to understand the finer points.


I think it does encourage dysfunctional play (System Doesn't Matter and GM superiority are implied). I have no idea why the assumption exists in roleplaying that newcomers to roleplaying are going to be better suited to dysfunctional play than functional. A new roleplayer is generally a reasonably intelligent, educated human being. No, it wouldn't do to sit him or her down with System Does Matter, or to be conversant with the ins and outs of the Forge. But what to do? This is interesting, and rather than continue it here I'm going to split the thread and ask this very question in its own thread. So don't answer anything beyond the first sentence of this paragraph in this thread, if you don't mind...

-Wayne

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On 7/13/2003 at 1:00am, Marco wrote:
RE: Something by way of a counterpoint.

Cruciel,

Great post. And very clearly and well said on a number of points. I agree with your extension of the "GM has all the power" line. Yes, it would be good to say that. There are probably very definite reasons why they don't write all their text that way--but I like your version *much* better.

I also agree that the behavior you cite is real. Absolutely.

I don't think it comes from misunderstandings and I don't think it comes from game books. I've seen (and everyone else has seen too, if they think about it) that behavior across a wide spectrum of situations that have no instructions nor anything to do with gaming.

Since I don't believe any single person actually *does* believe the impossible thing, it comes down to a GM running the game in a naive or overbearing manner ... and players deciding that's a perfect place to scratch their power-struggle itch (IMO).

I agree that people can and will read into things what they want to. They'll ignore what they don't want to hear. Yes. At that point though, you have people doing what they want to regardless of instructions. Therefore, the instructions are not the cause. An excuse, perhaps. But not the cause.

An attempt to make the rules a less vaild excuse is fine--but here, in doing so, I think people blame the rules themselves, that loses sight of real cause of the behavior (or, at least, what I precieve it to be): the need to power-struggle.

-Marco

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On 7/13/2003 at 1:01am, efindel wrote:
Thoughts on the GOO manifesto and "System Doesn't Matte

Role-Playing Game Manifesto
These rules are written in paper, not etched in stone tablets.
Rules are suggested guidelines, not required edicts.
If the rules don't say you can't do something, you can.
There are no official answers, only official opinions.


Cadriel takes these as implying "System Doesn't Matter" -- and taking them that way, I can definitely see the objection. However, to me, these seem more to be saying "System Does Matter -- so if part of our system doesn't work for you, you can change it".

IMHO, "System Does Matter" does not imply "you're not allowed to change the system". What it does imply to me is that "before you change a system, you should ask yourself why you're changing it -- and whether or not you might be better off just starting with a different system".

And some reactions from me to Cadriel's manifesto (leaving out some bits I have no comment on):

Cadriel wrote:
-Don't say you're using a set of rules if you're not going to use them.


- But you can take part of a set of rules without taking the whole thing, as long as it's clear to everyone involved.

Cadriel wrote:
-Find rules that suit the game you want to play. Never settle for less.


- Or make them yourself.

Cadriel wrote:
-If the group agrees on the set of rules, then they are rules and not guidelines.


- But only insofar as the group agrees that they are rules instead of guidelines.

Cadriel wrote:
-The Game Master does not have full discretionary power over the game. It belongs to the players as much as to the GM.


- Power over the game belongs to whoever the group assigns it to. If a group is happy with a "GM" having full power over the game, then that's fine. Just remember that that's not the only way to do things.

Cadriel wrote:
-Know what you want from a roleplaying game. And don't be afraid to demand it.


- Or to make it yourself.

--Travis

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On 7/13/2003 at 1:16am, Marco wrote:
RE: Re: Something by way of a counterpoint.

Cadriel wrote:
jdagna wrote: I'm going to hop right back up to the beginning since I'm first arriving here, and offer my take. Iappears to me that many of the people attacking the Manifesto are reading in social contract things that aren't necessarily there. Here's my take on it, section by section:

Role-Playing Game Manifesto
These rules are written in paper, not etched in stone tablets.
Rules are suggested guidelines, not required edicts.
If the rules don't say you can't do something, you can.
There are no official answers, only official opinions.


Sounds to me like a boiler-plate indictment against rules lawyers, as well as an affirmation of the group's power over their own game. No problems here, though I'd state some of these a little differently, since the seemed aimed a rules lawyers to begin with.


I have a lot of problems here; my counterpoint was actually in large part because of some of these very "standard" assumptions. I see "System Doesn't Matter" implicit in these points. Many people don't, but I find that when you start saying "Rules are suggested guidelines" you're justifying a trivialization of the rules that is very "System Doesn't Matter." And frankly, my reading of Big Eyes, Small Mouth suggests to me that GoO feels this very strongly; the system is "rules light," implying that intervening in most areas will upset the flow of the game.

-Wayne


Hi Wayne (and Greyorm ... or anybody else really),

I'm curious: what exactly do you think System Doesn't Matter means when someone says it? I can tell you what I think it means (every time I've heard it): "I can have fun playing any system." (I'm gonna assume the speaker is usually talking about traditional games as a pretty safe given).

Can you give me a for-instance where that *isn't* what they're saying? Back when (I'm guessing here) you thought 'system doesn't matter' what did that mean to you (that none of them were any good?).

-Marco

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On 7/13/2003 at 1:56am, Cadriel wrote:
Re: Thoughts on the GOO manifesto and "System Doesn't M

efindel wrote:
Role-Playing Game Manifesto
These rules are written in paper, not etched in stone tablets.
Rules are suggested guidelines, not required edicts.
If the rules don't say you can't do something, you can.
There are no official answers, only official opinions.


Cadriel takes these as implying "System Doesn't Matter" -- and taking them that way, I can definitely see the objection. However, to me, these seem more to be saying "System Does Matter -- so if part of our system doesn't work for you, you can change it".


That's exactly the opposite of what the essay "System Does Matter" was saying. I see "so if part of our system doesn't work for you, you can change it" as being basically part of an apology for designing a bad system. It's not about changing it if it's not good enough for you. It's about published systems being good enough to work on their own, about games that are designed well enough that they don't have to be changed to suit a group.

IMHO, "System Does Matter" does not imply "you're not allowed to change the system". What it does imply to me is that "before you change a system, you should ask yourself why you're changing it -- and whether or not you might be better off just starting with a different system".


I already clarified this: it's in many ways saying that commercial systems leaving it open to "if you don't like it, fix it" is irresponsible. It doesn't imply "you're not allowed to change the system." It means you shouldn't have to change the system for satisfactory play, and I think that a manifesto like the GoO one is saying that it's okay to design such a system.

And some reactions from me to Cadriel's manifesto (leaving out some bits I have no comment on):

Cadriel wrote:
-Don't say you're using a set of rules if you're not going to use them.


- But you can take part of a set of rules without taking the whole thing, as long as it's clear to everyone involved.


If it's what works. I was trying to articulate a position that actually admits that rules are rules, not the namby-pamby crap that is peddled in the industry.

Cadriel wrote:
-Find rules that suit the game you want to play. Never settle for less.


- Or make them yourself.


I have to call you on that one. Not everybody has the time, inclination, and skill to be a game designer, and saying that they should is bull. I hate this about the roleplaying industry - the people who are supposed to be designing the rules say that the players should be able to switch them about. Which is nonsense. It's my manifesto, and I say that roleplayers should stick up against lazy game authors.

Cadriel wrote:
-If the group agrees on the set of rules, then they are rules and not guidelines.


- But only insofar as the group agrees that they are rules instead of guidelines.


Actually, I'm sticking with my wording. I have this funny thing in my thinking, where rules are rules and shouldn't be just guidelines. I think that "just guidelines" creates too many problems, and basically I don't see why RPGs need to be all defensive about the fact that they have rules. If this needs a caveat, it's a different one: know thy system.

A lot of my wording comes from my thoughts on rules, which is that they shouldn't be changed except in extreme circumstances, as opposed to the rather loose philosophy espoused by GoO.

Cadriel wrote:
-The Game Master does not have full discretionary power over the game. It belongs to the players as much as to the GM.


- Power over the game belongs to whoever the group assigns it to. If a group is happy with a "GM" having full power over the game, then that's fine. Just remember that that's not the only way to do things.


No. I'm actually sick of games that belong to the GM. I want it to go both ways: RPGs should acknowledge that the game belongs to everybody in terms of who has power and who has responsibility. Everybody is a part of the game, it's up to the group what goes on, and it's up to all the players as well as the GM to make the game fun and interesting for everybody.

Cadriel wrote:
-Know what you want from a roleplaying game. And don't be afraid to demand it.


- Or to make it yourself.


Again, I'm calling bull on this. I don't think "Or make it yourself" is a valid option for a manifesto like this one. I think designers should be held accountable for their games being good, and I think that the current situation is unacceptable. So I'm just not buying anything related to games that I don't feel are top-notch any more. I'm disgusted by the attitude that leads to "if you don't find something you like, either settle or design it yourself." Roleplaying accepts mediocrity by the bucketload, and we don't acknowledge it. I agree with people who say the industry's time is limited. My hope is that the hobby outlives it by a long shot.

-Wayne

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On 7/13/2003 at 2:26am, Bruce Baugh wrote:
RE: Something by way of a counterpoint.

I suspect that there's a clash of assumptions at work on the matter of comprehensiveness. It looks to me like most Forge games are intended to do precisely one kind of thing well and to do it with laser-like intensity. If you like that thing and like the framework of concepts, you can count on liking the game as it; if you try doing anything significantly different with it, you're going to end up re-writing a substantial fraction of it (as in the various Sorcerer mini-games - they're obviously drawing on the same root resources, but changing one piece usually means changing a lot else). Games intended for the general marketplace seldom find that they can make a success at that, and very often the creators just plain don't want to. The systems and settings are set up to do a bunch of things related in varying degrees. This is not a matter of any failure in the system or in the people playing it - it's just a different relationship with the player.

I can buy a prepared baking mix or a paint-by-numbers kit and (assuming the supplier's done their job) count on getting a mighty fine dessert or pretty picture out of it. And that's a good thing. I can also buy a recipe book for people with various allergies and raw ingredients and see about adapting the recipes to my particular allergies and diet issues and get something far more tuned to my particular situation, but requiring a different sort of effort on my part. And that's a good thing, too. Sometimes I compose HTML in a bare-bones text editor, and sometimes I use one that has a lot of support for tag balancing, syntax highlighting, and such. Each of those has their place, too.

(By the way, I realize that these are inexact comparisons. I don't quite have a good word for what it is that Forge games most often seem to specify in rigor and detail. It's not "setting" in the sense of something like the World of Darkness or Glorantha - usually I'd end up building my own world. "Style", perhaps? I don't mean to suggest that either general approach ends up detailing everything equally, in any event, but to contrast different types of preparation.)

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On 7/13/2003 at 4:10am, greyorm wrote:
RE: Something by way of a counterpoint.

Marco,

1) It's Raven, please.

2) The hijacker example was just that, an example to show that just because a majority believe something doesn't make it true or especially relevant to the actual facts of a situation. You're putting way more context into the example than intended.

I'm also wondering why you refer to it as a "political" example...what the heck is political about it? Not too important, but just mentioning Iraq or 9/11 is not inherently political, so I'm confused as to your denouncement of it as such.

3) Whoa, whoa, WHOA...if the game were as irrevocably broken as I seem to think? Where are you getting this from? I've stated nothing about V:tM or Tri-stat being broken in any fashion. We are talking about a philosophy of play here, right? Not mechanics?

It seems to me the majority of your problems with both SDM and TIT come from context you are adding into both that doesn't exist, just as your problems with my statements are coming from context you have added into my statements that simply do not exist.

4) There's a similar leap of logic on your part I'm not fully following: where you say I imply the amount of work required for functional play is intense.

The problem is that functional play for a specific group (in this case for V:tM) requires Drift -- whether that Drift is conscious or unconcious on their part -- hence the rules do not work "as written" because no one uses the rules "as written," though everyone believes they are doing so.

How can I claim this? By having seen it and heard about it repeatedly. The typical story is as such: when these same folk join other groups playing the same game, however, suddenly the rules they're used to become treated as alien things that are not the rules "as written." If you've never ecnountered this personally, or heard other gamers describing the situation, you're either sheltered or lucky.

Thus, I'm not saying there is this intense amount of Drift required for functional play -- rather, the Drift required happens almost subconsciously in each group, and is only highlighted and brought to the fore when members of these groups break off and play in other (unrelated) groups.

5) This is a sub-point of 3 & 4: simply, I can't engage in discourse with you if you're going to be putting assumptions into my mouth and responding to such as though I'm arguing what you've said. Knock it off, ok?

Secondly: the belief that RPGing is characterized by GNS dysfunction to any special degree and that game-text/systems play a part in that has to overcome two major obstacles:

This is another insertion of context on your part: the GNS essay states nothing about RPGing being characterized by GNS dysfunction! Dysfunction is brought up as the cause of people's use for the essay, and those who do not have such dysfunction can freely ignore it if they so choose.

The fact that there seem to be many persistent "traditional" role-players who choose it as a leasure-time-activity. Yes, most people have a horror story.

We're talking about people with more than just a horror-story...we're talking about people who enjoyed the activity at one point, or saw something cool in it at one point, and keep playing, trying to get that cool thing back, not having as good a time as they might choose to.

My own gaming habits are a case in point; and I personally know and have been involved in (long term) two groups whose members are precisely similar -- the most fun during the evening is socializing, but the RPGing is lacking something, which can usually be solved by application of GNS-related theory to the situation. Again, if you've never seen this or experienced it yourself, you're either sheltered or lucky.

People who have a bad experience and continue to do it may be getting something out of it, or they may be hoping to get something out of it. I can't count the number of games I played in that sucked -- I had fun (I thought), but the games utterly sucked, and in hindsight, I wouldn't and shouldn't have kept playing in them because I was frustrated by the games more often than not.

The fact that the field is expanding with completely traditional games is an Occam-Razor indication that the games (yes, with text like the above) work.

I disagree, Marco. This is another example of "people buy crap." Microsoft's product base keeps expanding, but MS does not produce quality product -- market saturation, expectation, and general ignorance of alternatives are what keep them afloat. I believe strongly a similar situation is occuring here: people either don't know any better or keep accepting the philosophy of play because that's the philosophy one is indoctrinated into by nearly every major product.

Simple psychology: people will believe what they're told first, given no other options. People given secondary options at a later time will be more critical of those options than of the first option they were given. "It works well because I believe it has worked."

Presented with secondary options, many people are fully capable of re-evaluating the actual utility of their previous option. As many are not capable of such, and would prefer to stick with what they know while deriding the secondary option (even if one of the secondary options is provably more functional).

Show me a gamer who belives, really and clearly, in TIT as interperted (as stated it's clearly possible, right?). Have them explain to me how that's supposed to work. I don't believe in them. I don't believe people actually believe in the interpertation you describe. Despite what you say, I don't think the offending passage in many RPGs has to be read that way. And I don't think people do.

This has been gone over and over with you, Marco, and it seems you just don't get it. Nobody reads it that way...nobody. No one (as I recall) has ever argued that point with you. The problem arises from what gets parsed by the individual reading it -- instead of being presented a clear format for play, the individual's own assumptions about what the format of play must be like are injected instead. That is the problem with the Impossible Thing.

The rest of what you say goes a long way towards understanding TIT, but the above is really a huge sticking point in your understanding of it, and why I find your criticisms of it severely lacking -- you're criticizing TIT based on false assumptions about what TIT says is occuring with people.

Game rules and manifestos don't cause that. I see no evidence they can cure it either.

When a game presents a play situation and says, "This is how you play" and the play is dysfunctional or supports dysfunctional habits, then the manifesto does, indeed, cause that, and can, indeed, cure it.

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On 7/13/2003 at 4:13am, greyorm wrote:
RE: Something by way of a counterpoint.

Thomas Tamblyn wrote: I'm a Thomas, not a Tom by the way.

Noted for future reference. My apologies.

Yes, its a philosophy of play rather than a method to play, but its a philosophy of play that combines with a conventional system to create the tried and true play.

I get what you're saying, and I agree. Where we diverge in this instance is in our interpretation of what results from the combination of the above with any given system.

My main problem is that in combining the philosophy with a system ("conventional" or not) you cannot create a standard method of tried and true play. The philosophy itself causes the problem in that the philosophy says to ignore any standards or rules if you do not like them.

That is: there are no controlled variables, anything goes; so you can't say that the philosophy contributed to or even furthered functional play when such occurs, because the play that is occuring is occuring under its own set of assumptions for a specific group.

Another group laboring under the same philosophy may instead produce consistently dysfunctional play because of their interpretation(s) of the philosophy and their attendant alterations to the rules (which in some cases will not even be seen as "alterations" but as "the rules").

When you change the rules, you change the game -- the name doesn't change, true, but the game itself is altered and for purposes of classification should be named something new because of the changes to the original system.

Frex, playing D&D without the alignments is not D&D to some groups.

Thus, when you state the combination creates "tried and true" play, you end up talking about only particular combinations of rules with the philosophy, many of which diverge radically from one another and cannot thus be said to be play of the same type -- and the remainder which produce dysfunctional play are also divergent from one another.

So, as I said in my previous response:
When we're talking about groups that have large differences in play style because of the rules contracts change between them based on the philosophy, we aren't talking about tried-and-true methods of play.

(I should amend that to read, "under a single system-plus-philosophy.")

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On 7/13/2003 at 4:45am, greyorm wrote:
RE: Something by way of a counterpoint.

Bruce Baugh wrote: Games intended for the general marketplace seldom find that they can make a success at that, and very often the creators just plain don't want to.

I've heard this a number of times over the past few months...and I just don't agree. How do you know they find they cannot make a success at that (given that I'm sure the majority have never thought about it)?

I can buy a prepared baking mix or a paint-by-numbers kit and (assuming the supplier's done their job) count on getting a mighty fine dessert or pretty picture out of it...

Unsurprisingly, I disagree here. I hate using analogies because they can be twisted any which the author likes in order to make a point...but keeping that in mind, I'll use one to hopefully clarify my position without making a mess of the issue. Here's where I'm coming from:

What you refer to as General Marketplace Games I would say are interpreted not so much sets of brushes, paints, and a blank canvas, as much as they are a hodge-podge of art supplies: a little india ink, some acrylic paint, a few oils, a watercolor, and a sheet of paper.

Point being, if the design intent is to help someone create a painting, providing them with all these extraneous supplies and expecting them to use what they need and chuck the rest is not the best way to go about it.

If I buy an "oil painting art set" I would expect it to contain precisely the materials I need to create an oil painting, rather than a bunch of extraneous materials I don't want or desire to use -- and if don't have an art background, I may not realize that some of the stuff in the set is not meant to be used for oil painting, or not the best materials to use to achieve what I'm looking for.

Most gamers are unaware that you can't or don't mix certain items to achieve a specific result being looked for -- that the result they desire is actually achieved by (or achieved better by) some other material entirely.

Now hold on, I'll go into that more further on down, but first:

What you refer to as Forge Designed Games aren't so much like paint-by-numbers as they are focused art sets ("You want to create an oil painting? Here you go!") opposed to someone who wants to create an oil painting purchasing a whole art set ("Sure, it has watercolors in it!").

Ok, now given that people will buy big art sets with all sorts of stuff in them because they can use it all at some later time, why do I think creating and marketing the gaming equivalent is a problem?

First, most of the individuals who buy such all-inclusive art sets know what portions to use for the result they want: they don't need to experiment to figure out what gets used with what, or what produces what...or they can ask someone else and find this information out.

Very few people in gaming want to experiment with a little of this and a little of that, at least not in the same game set, often because rewriting the game to self-fit is time-consuming and annoying; as well, very few games are created specifically as a complete series of optional rules from which to create a cohesive, stylistic whole -- the rules are not labeled in regards to what they produce (unlike an art set).

Further, games aren't generally designed to be muddled with on such a high level (ie: "I don't like gamism, so let's take out all the gamism-promoting items in D&D."), since rules systems are intertwined and internally balanced (or such is generally said to be desirable by the gaming public), and often lacking vital components by which to create a complete style.

To return to the art example, it's hard to paint black in oils when what you're given for black is india ink -- but this is the way many of the games you're referring to are developed, "a little of this, a little of that" -- to get the desired effect, you have to throw out the india ink and buy black (that is, create a replacement rule whole cloth (or borrow from another system)), and (more importantly) you have to know to throw it out.

Now, given that the majority of gamers find a specific style they like and get into that groove, producing (in)complete art sets is not cost effective for that gamer -- it isn't targeting that gamer, and it isn't helping him do precisely what he desires.

For example, if the person just wants to create water color paintings, then buying an art set that includes oils is not cost-effective; even when they discover after the purchase that painting watercolor is what they like best.

Now, if you can sort out my mixed metaphors, I hope you see where I'm coming from with all this, because I really do understand precisely what you're saying. I just don't agree it actually is cost-effective for the consumer, and is actually harming the main market.

That is, if more gamers understood how the "art sets" they were buying were incomplete grab bags, they would be turned off to the idea as a whole. Providing focused art sets helps solidify the foundation of the market by providing something at cost the consumer can enjoy without scaring the less intensive off with necessary modification (a high learning curve).

That is, most people would prefer to be able to say "I like this. I don't like that." than to have to figure out what they do and don't like and seperate it out from the whole.

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On 7/13/2003 at 5:00am, Bankuei wrote:
RE: Something by way of a counterpoint.

Hi folks,

I think a key point that's always overlooked when we're talking fuzzy stuff like style, philosophy, etc, is that the reason why ideals like this, that push this sort of play as functional, fail to provide guidelines to make it happen.

That is to say, the reason that games like Donjon, or Inspectres can be successful in terms of their philosophy to actual play, is that their intended goal is written right into the rules. Games that typically promote the TIT do not have guidelines, or examples of functional play.

The key reason that TIT stays impossible, or many of the ideals that are pushed in this sort of philosophy are rarely functional, is that we're talking about a communication impasse.

Consider these implicit assumptions-
-"The players have full control of their characters"
-"The GM controls the world & story."
-"The players are supposed to do what the GM wants(whether a prescripted plot, module adventure, or 'freeform' story created by GM), without the GM communicating what are the 'correct' choices"

You can see that the first and the last statements are contradictory, and that the last statement by itself is tantamount to "Read my mind!".

The sort of play you can make with these games can either be protagonistic or participationist, but only if you choose to either drop the player control and "read my mind" factor, or else if you drop the GM controls story aspect.

In other words, the ideals promoted by such advice cannot be acheived without making a commited choice one way or another, and this advice gives you no sort of help in determining this vital, vital aspect of play. TIT wants its cake and to eat it too, but you just can't. You have to make a choice, and drop one or the other for functional play.

This is probably the reason these games come up as incoherent so often, because coherent play can't happen without a clear decision. And TIT dodges the responsibility of making that decision, or of even giving folks the tools necessary to resolve that decision.

Chris

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On 7/13/2003 at 5:13am, Marco wrote:
RE: Something by way of a counterpoint.

Okay Raven, let me see if I've got it.

People believe a lot of things that aren't so (I agree)

The fact that something sells well doesn't mean it's good. (This smacks of "You think you're having fun but I know you aren't" to me--in this context--but it's arguably true for other contexts so I guess it's a toss up).

It's your experience that VtM is drifted. (It certainly is your experience. I'd need to see more to know what you think the implications of this are).

I don't understand The Impossible Thing. (okay)

Good rules will prevent dysfunction that's caused by bad rules (how much of that there is, you don't say. I think any kind of persistent dysfunction is something people actively seek and rules won't stop it or cause it. I don't think *misunderstandings* lead to persistent dysfunctional play).

From the above you conclude:

That the existence of the boilerplate doesn't say anything about System Does/Doesn't Matter (because an inferior game can still sell well and continue to sell despite better alternatives being offered).

Do I get it?

From the above I'd say: I think people can tell when they're having fun. I think the rule-sets in question enable people to have fun as written (note, I mean as the book is printed--I don't purport to know if they play with all the rules as I'd interpert them).

Unlike software--or really almost any other analogy you might choose--RPGs are a medium for creative expression, not the end-result of an act of creation (I mean, the physical RPG is--but once created it's a medium for someone else's creative expression). As such Drift is pretty much a non-issue and manifestos are pretty much a non-issue save to say where the authors stood on their work.

Something like GoO's manifesto might make some more people feel at home engaging in their creative expression with it.

-Marco

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On 7/13/2003 at 5:23am, ross_winn wrote:
RE: Something by way of a counterpoint.

Matt Snyder wrote: Fair enough, Blake, I can see that. But why cater to this crowd? Is there really any pleasing such dysfunctional approaches? Why in the world waste space on these people. Devote that space and instruction to people who WILL play the game in a more functional manner. And, hopefully, they'll be more apt to become viral marketers and repeat buyers for you.


I think it is part and parcel of good design to state goals that you have as a designer in the text of your game, and I no more judge GoO that I would judge you. I understand that these are not your goals, but they are goals that I can, generally, support.

Matt Snyder wrote: Boilerplate is for insurance forms. The very idea of such instruciton as boiler plate flies in the face of System Does Matter.


Actually I would argue, and have gathered considerable data to support that NONE of the RPGs published to date give sufficient instruction or direction. This is from the perpective of technical writing and document construction. I think that 'boilerplate'' has a place in anything that endeavors to instruct new, or to change previous, behaviors. Just because something is not artistiic or 'inspired' does not make it inherently bad.

Matt Snyder wrote: The reason that it's so irritating to me is that this becomes part of the tradition. That gamers assume this is the way gaming Is Done. And the next ambitious soul who hits a home run with a game like BESM keeps this kind of boilerplate stuff in his game to cater to the fundamentalist majority. I view this as profoundly unhelpful to the hobby of RPGs, an I don't really care too damn much what it might mean to GoO's business model.


I think it is very important to note that what is done here at the Forge is a part of what is done in the hobby. It is not inherently better or worse than anything else put forth by any company, group, or designer simply because it is 'independant'. Closing yourself to the possibility that any of these ideas have merit is coming dangerously close to the same kind of intolerance I have fought all my life.

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On 7/13/2003 at 5:42am, ross_winn wrote:
RE: Re: Something by way of a counterpoint.

Cadriel wrote: I have a lot of problems here; my counterpoint was actually in large part because of some of these very "standard" assumptions. I see "System Doesn't Matter" implicit in these points. Many people don't, but I find that when you start saying "Rules are suggested guidelines" you're justifying a trivialization of the rules that is very "System Doesn't Matter." And frankly, my reading of Big Eyes, Small Mouth suggests to me that GoO feels this very strongly; the system is "rules light," implying that intervening in most areas will upset the flow of the game.


Have you read all of the Tri-Stat system? The dX version is over 100 pages and GoO has published something on the order of 300 pages of rules in total. Tri Stat is marketed as a simple system, but that hasn't been true in fact or execution for five or six years.

As far as suggesting that rules are 'carved in stone' and have to be interpreted a certain way flies in the face of the very idea of a simple mechanic. Being a referee or a player in any RPG requires thousands of judgement calls, many of them below the conscious level. I do believe that rules matter, but I also believe that no system can accurately map more than a few percent of the human experience; and to think anything different is, in my view, crazy. We have to understand that no system will ever be able to do everything, and we have to acknowledge that judgements will have to be made.

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On 7/13/2003 at 6:28am, Bruce Baugh wrote:
RE: Something by way of a counterpoint.

greyorm wrote:
Bruce Baugh wrote: Games intended for the general marketplace seldom find that they can make a success at that, and very often the creators just plain don't want to.

I've heard this a number of times over the past few months...and I just don't agree. How do you know they find they cannot make a success at that (given that I'm sure the majority have never thought about it)?


I'm about to go lock myself in the closet for a few weeks of finishing late projects, but this is an important question that deserves a good answer.

The simple answer is: the history of the field cumulatively illustrates the point.

Unquestionably, the most successful narrow-focus game is Call of Cthulhu, and at that, Chaosium's been in and out of bankruptcy multiple times and the subject of repeated grievances from professional writers' associations for stiffed payments and such. It has more good rep than good sales.

Ars Magica is one of the higher-profile games to take on a lot of the conventional wisdom about player organization and focus of play, and, well, it did okay for a while, but these days it's barely hanging on. In the hands of a publisher who was less intensely successful at managing a company on razor-thin margins than John Nephew, it would have gone away by now.

Feng Shui's meta-genre focus met with a more complex fate, in that it's hard to separate out the problems caused by Jose Garcia's astounding incompetence from other matters, but again, the thing hasn't been a lasting success, even with a good fair second chance in the market thanks to Atlas.

Over The Edge, to my taste a brilliant rethinking of character definition and a fascinating approach to playing the weird, is not a success. At this point it sells a few hundred copies, which is not enough to pay anyone involved anything like a professional rate even by the highly pathetic professional standards of this industry.

Everway got killed as much by WotC's brutally ham-handed handling as anything else, so I won't count that one.

Adventure was a one-time success, but wouldn't support profitable follow-up. It will presumably go out of print this year or next.

The Ghost Dog RPG has a gorgeous treatment of modern organized crime - really modern, that is - and some outstanding advice on single-player campaigns in practical terms, and it sank like a stone.

For that matter, Unknown Armies suffers from a perception of being narrowly focused, and it's not a big cash cow. Greg Stolze isn't kidding when he says that more people bought his work in Adventure or Hunter than all the UA books combined. Likewise, while Delta Green has a glorious reputation, Pagan is perpetually cash-strapped. (I think they're missing a bet by not putting out PDFs of back stock, but there's a separate debate about that.)

It goes like that. Spread spectrum seems necessary, at least at this point, for reliable success in the gaming marketplace. That will remain the case until we see laser-focused games attracting competitive attention. And that's not "never never land" - BESM came out of nowhere that way a few years ago, and anyone else can at any time. When it happens, the mainstream players will adjust accordingly. In the meantime, it seems that when folks are offered games with tighter focus,t hey generally chosoe not to buy, at least in numbers enough to make it a venture worth pursuing. The games that do well are the ones that feel expansive and heterogeneous to enough customers. This is as true of what I think are mostly world-focused games like Vampire and Shadowrun as of, say, D&D or GURPS, because the worlds of the former are themselves diversified enough to encompass a bunch of styles of play.

BESM goes further than most in reifying genre at the level of skill costs, but the principle at work is the same - a lot of people prefer to buy one or a very few games to serve many purposes, for a variety of reasons.

Response will be patchy from here on out, but my mailbox at bbaugh@mac.com remains open.

Edit: One more datum - Nobilis 2nd edition has been very successful so far, easily outselling all but the best-selling GURPS books and nearly everything from Atlas, among others...but who knows how supplements will fare? Another test of concept coming up, once we have time for it.

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On 7/13/2003 at 4:26pm, efindel wrote:
RE: Re: Thoughts on the GOO manifesto and "System Doesn't M

Cadriel wrote:
efindel wrote:
Role-Playing Game Manifesto
These rules are written in paper, not etched in stone tablets.
Rules are suggested guidelines, not required edicts.
If the rules don't say you can't do something, you can.
There are no official answers, only official opinions.


Cadriel takes these as implying "System Doesn't Matter" -- and taking them that way, I can definitely see the objection. However, to me, these seem more to be saying "System Does Matter -- so if part of our system doesn't work for you, you can change it".


That's exactly the opposite of what the essay "System Does Matter" was saying. I see "so if part of our system doesn't work for you, you can change it" as being basically part of an apology for designing a bad system. It's not about changing it if it's not good enough for you. It's about published systems being good enough to work on their own, about games that are designed well enough that they don't have to be changed to suit a group.


I think we've got a fundamental disconnect here. Apologies in advance if I seem to be putting words in your mouth, but to me, you seem to be saying that "if something has to be changed, it must not have been done right in the first place". I don't agree with that -- something can not be to my taste, but still not be broken. That is, it may work for other people, but not for me.

Having a system that just doesn't work is lazy and bad -- I agree with you on that. But I can want to change part of a system even though it does work -- because I want it to do something else. It's not "broken", because it works for what it was intended to do. It's just not what I want.

Cadriel wrote:
I already clarified this: it's in many ways saying that commercial systems leaving it open to "if you don't like it, fix it" is irresponsible. It doesn't imply "you're not allowed to change the system." It means you shouldn't have to change the system for satisfactory play, and I think that a manifesto like the GoO one is saying that it's okay to design such a system.


There's never going to be a system that everyone can agree on, because people have different things that they want out of games. For any given system, there's always going to be someone who won't be happy with everything in it. To put it another way, if everyone who plays a system winds up having to change things in it, then it wasn't well designed. But if only some people who play it have to change things to have a satisfactory experience, then it was well-designed for those who don't have to change it.

As far as your reactions to my reactions to your manifesto go -- I'm not trying to tell you what to do with your manifesto. I'm just giving my reactions to it. To me, it seems that GOO's manifesto goes in one direction, and yours goes in another. The main thing that I'd like to get across is that there is a middle ground which recognizes both manifestos as talking about styles of play that work.

--Travis

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On 7/13/2003 at 5:56pm, Cadriel wrote:
RE: Re: Thoughts on the GOO manifesto and "System Doesn't M

efindel wrote: There's never going to be a system that everyone can agree on, because people have different things that they want out of games. For any given system, there's always going to be someone who won't be happy with everything in it. To put it another way, if everyone who plays a system winds up having to change things in it, then it wasn't well designed. But if only some people who play it have to change things to have a satisfactory experience, then it was well-designed for those who don't have to change it.


Well, I'm working from a different assumption of what change really means in terms of impact on a role-playing game. The industry standard, which I am actively disgusted with and currently refuse to support, is basically to design a system that tries to be open to the needs of many gamers but fails to reach most of them because of this. System is an extraordinarily powerful tool, and it doesn't get much respect at all. Elements of system that subtly reflect a designer's assumptions can have significant impact on gameplay. Take, for instance, the question within Call of Cthulhu as to whether or not Investigators should have minimum base chances of success in a handful of skills (this has changed across versions). It really changes gameplay. It matters, and it reflects at every level. A part of saying System Does Matter is recognizing that everything in a system has an impact on gameplay.

The attitude that "well, if you don't like it, you can fudge it" is bogus and dead wrong. I've found that, in reasonably well designed games, it's just not a matter of picking and choosing. Because the games are written as a whole, the average gamer modifying elements of a system will find that a lot of the subtler bits and pieces begin to backfire. Unless a game is completely modular, the component parts of the system are integrated and designed to be used that way, and the desired effect is not necessarily achieved when used otherwise. In short, I don't think that most games worth playing can be fudged nearly as easily or as well as some people tend to assume; when they are run successfully in this way, the result may have more to do with the fact that the GM has an implicit system going that just overrides large swaths of the stated game. (This is one of the things I was thinking of with the remark "Don't say you're using a set of rules if you're not going to use them."

As far as your reactions to my reactions to your manifesto go -- I'm not trying to tell you what to do with your manifesto. I'm just giving my reactions to it. To me, it seems that GOO's manifesto goes in one direction, and yours goes in another. The main thing that I'd like to get across is that there is a middle ground which recognizes both manifestos as talking about styles of play that work.

--Travis


I'm not much of one for middle grounds. I think that the GoO manifesto is precisely a lot of the attitude of the industry, and I feel that the industry will die of not making money long before the hobby goes under. Roleplaying game designers don't make terribly much as it stands; in the future I think this will only be more so instead of less. The hobby that survives has to be clear about what it is, and I don't think that sucking up to the GoO-style corporate standard is a part of that.

-Wayne

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On 7/13/2003 at 7:24pm, cruciel wrote:
RE: Something by way of a counterpoint.

Wow, the thread exploded...guess I'll talk to a bunch of people at once.

Starting with Justin,

jdagna wrote: Where does everyone get Illusionism and the Impossible Thing here?

What I'm reading is a statement that says the buck stops with the GM, but he works on behalf of the players' interests. Thus, it's only encouraging Illusionism if that's what the players want. There's nothing here that limits player input or control anywhere short of saying they can't overrule the GM. And (in any game that has a GM), it's important that players accept his authority without constant conflict.


Perfectly legit way to interpret. The Impossible Thing sounds pretty absolute, but I don't really take any of the theory as black and white. It's not that an Impossible Thing text cannot have a functional interpretation, but that a dysfunctional interpretation could also be one of the valid and accessible ways to interpret the text; such that if you are predisposed to the behavior, the text would seem to support the behavior.

As far as Illusionism, the manifesto says squat directly about Illusionism. Illusionism seems to be a pretty common way to resolve the Impossible Thing contradiction without violating the phrasing. You get your cake and you get to eat it too, even if it is just phantom cake. So, I think the manifesto encourages Illusionism because I see the Impossible Thing and Illusionism is a solution to the Impossible Thing. It certainly isn't the only solution or a requirement, just a connection.

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On 7/13/2003 at 7:47pm, cruciel wrote:
RE: Something by way of a counterpoint.

Marco wrote: Great post. And very clearly and well said on a number of points. I agree with your extension of the "GM has all the power" line. Yes, it would be good to say that. There are probably very definite reasons why they don't write all their text that way--but I like your version *much* better.


Thanks Marco,

Marco wrote: I don't think it comes from misunderstandings and I don't think it comes from game books. I've seen (and everyone else has seen too, if they think about it) that behavior across a wide spectrum of situations that have no instructions nor anything to do with gaming.

Since I don't believe any single person actually *does* believe the impossible thing, it comes down to a GM running the game in a naive or overbearing manner ... and players deciding that's a perfect place to scratch their power-struggle itch (IMO).

I agree that people can and will read into things what they want to. They'll ignore what they don't want to hear. Yes. At that point though, you have people doing what they want to regardless of instructions. Therefore, the instructions are not the cause. An excuse, perhaps. But not the cause.

An attempt to make the rules a less vaild excuse is fine--but here, in doing so, I think people blame the rules themselves, that loses sight of real cause of the behavior (or, at least, what I precieve it to be): the need to power-struggle.


I agree with you. I sorta said this in my reply to Justin...but, to me, the Impossible Thing doesn't really say anything more complicated than "Try to avoid encouraging power struggles". The player really is the problem, first and foremost, but Impossible Thing text encourages his behavior instead of something better. Except, I do think a player could be engaging in the behavior because of ignorance instead of a desire for conflict - he just thinks that's how it's supposed to work and hasn't yet figured out why it doesn't. I think if Impossible Thing text is sufficiently contradictory it could be to blame. I think these players would be super easy to fix with just little decent text, but even without will fix on their own given a little time.

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On 7/13/2003 at 7:57pm, greyorm wrote:
RE: Something by way of a counterpoint.

ross_winn wrote: I do believe that rules matter, but I also believe that no system can accurately map more than a few percent of the human experience; and to think anything different is, in my view, crazy. We have to understand that no system will ever be able to do everything, and we have to acknowledge that judgements will have to be made.

I think you're talking past each other here: No one is claiming that rules must cover all possibilities. The issue is "Do the rules produce what the text says they will?" not "Do the rules cover every possible base?"

When I see text that says about the rules, "Just ignore us (the rules) when we get in the way!" I see, "We (the rules) don't know what we're doing!" and I wonder about the solidity of the design -- not whether they can produce accurate results, not whether they can cover any conceivable situation, but whether they'll stand up to use in actual play -- I wonder why they are even included if they can just be ignored -- that is, why include them in the first place if they aren't important to the experience of play?

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On 7/13/2003 at 8:05pm, greyorm wrote:
RE: Something by way of a counterpoint.

Marco wrote: Okay Raven, let me see if I've got it.

That the existence of the boilerplate doesn't say anything about System Does/Doesn't Matter (because an inferior game can still sell well and continue to sell despite better alternatives being offered).

Yep, not much to add to that. That's what I'm saying.

As such Drift is pretty much a non-issue and manifestos are pretty much a non-issue save to say where the authors stood on their work.

I agree that the GoO manifesto will make some people more comfortable using the rules to create their desired experience -- what I disagree with is that Drift is a non-issue.

I believe where the author stands on their work is important. Maybe that's being creator-centric of me, but if an author or painter is trying to say or produce a specific something with their work, and people aren't getting that out of it, then the creator has failed.

I see the same thing in game design. If the writer is trying to create a game about something, and just provides rules to do it any which way you want, then they've failed -- possibly by not having a goal for the game design in the first place.

This is part of my problem with open-ended design -- the other parts you can see in my initial response to Bruce about it (and thanks to him for his clarification of my question, BTW).

This is, I'm starting to think, a problem with our viewpoints of what games should do and accomplish -- our attitude and styles towards the development of a product. I believe in focused product, others don't. Both sides have made good arguments for why their preferred style of design should be utilized.

As such, I find myself nodding in agreement with both Travis and Wayne in regards to their respective statements about design. Not much more for me to say here on that.

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On 7/13/2003 at 8:11pm, cruciel wrote:
RE: Something by way of a counterpoint.

I don't really have a specific quote to pull out for this one. Well, I did, but I seem to have misplaced it.

I guess I'm sorta talking to Cadriel, Raven, and Bruce (sorta),

The system just helps with and encourages play. I'm not saying system doesn't matter, I am saying that it matters not dictates (no contradiction with the theory here). The only group of players a system can be perfect for is the group that designed the game. So, for a game to work for other people the premise has to be a little abstracted. How open to interpretation the premise is is obviously just a design choice; Unknown Armies has a more specific premise than GURPS. This seems to be a mini-point similar to what Bruce is saying; abstracting the premise more means it can apply to a broader consumer base, so it's conventional wisdom in the industry to do so. There is a difference between being flexible, being wishy-washy, and being self-contradictory. Sometime you can intend one thing and get another.

EDIT: I think I might have put words in Raven's mouth, so I cut it out.

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On 7/14/2003 at 1:17am, ross_winn wrote:
RE: Something by way of a counterpoint.

greyorm wrote:
ross_winn wrote: I do believe that rules matter, but I also believe that no system can accurately map more than a few percent of the human experience; and to think anything different is, in my view, crazy. We have to understand that no system will ever be able to do everything, and we have to acknowledge that judgements will have to be made.

I think you're talking past each other here: No one is claiming that rules must cover all possibilities. The issue is "Do the rules produce what the text says they will?" not "Do the rules cover every possible base?"

When I see text that says about the rules, "Just ignore us (the rules) when we get in the way!" I see, "We (the rules) don't know what we're doing!" and I wonder about the solidity of the design -- not whether they can produce accurate results, not whether they can cover any conceivable situation, but whether they'll stand up to use in actual play -- I wonder why they are even included if they can just be ignored -- that is, why include them in the first place if they aren't important to the experience of play?


I think that your post speaks exactly to my point. He didn't distinguish between judgement calls that deal within the internal mechanics of the system and those that do not, you did. I agree with what you are saying and would also go so far as to say that rules can be 'wrong' on several levels and still be internally consistent. Internal consistence is how I choose to judge how well a system works. More bluntly, if water flows up, it better always flow up. I also think that there are elements of a game system or rules that can be ignored if the game or story elements call for it. A perfect example of this is the Roles mechanic in Cyberpunk 2020. Many players felt this system element unfairly constrained them. The rest of the mechanics worked perfectly well without Roles and their corresponding Special Ablities. One of our other games (Mekton Zeta) used the same system without this element and worked perfectly well. So do we throw the baby out with the bathwater? I don't think it is neccesary to do so. Modification to existing systems are the baby steps we take as designers.

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On 7/14/2003 at 2:07am, M. J. Young wrote:
RE: Something by way of a counterpoint.

Marco wrote: I'm curious: what exactly do you think System Doesn't Matter means when someone says it? I can tell you what I think it means (every time I've heard it): "I can have fun playing any system." (I'm gonna assume the speaker is usually talking about traditional games as a pretty safe given).

Can you give me a for-instance where that *isn't* what they're saying? Back when (I'm guessing here) you thought 'system doesn't matter' what did that mean to you (that none of them were any good?).

Let me give it a crack.

I know a guy (not personally, but by way of the web) who ran a decent RPG web site and wrote articles for RPG sites and e-zines. System didn't matter to him. He would buy a game, and read the material, and then run it--but he always ran it with his own basic light rules house system. He had his own tried-and-true method of resolution, and pretty much ran the setting by the seat of his pants.

Most people who say system doesn't matter really mean that they aren't going to use the system as written anyway--they're going to do what they've always done, use the rules they already know, as it were, and do what makes sense to them within the setting. Faced with a mechanic like insanity in Cthulu or humanity in Sorcerer or opposed attributes in Pendragon, they discard it and do what they know. Thus all games play the same for them, because they don't play any game system but the thing their regular referee runs.

Now, there is a sense in which system doesn't matter for me, because if it's a gamist game I'll play gamist, and if it's a narrativist game I'll go for narrativism. I'm pretty fluid on that, and will flow with the system. But I have seen players who take a system that "doesn't work" because it doesn't do what they want and toss out everything it's trying to do so that they can use the mechanics that "work for them". That's what they mean, in most cases.
Bruce Baugh parenthetically wrote: the various Sorcerer mini-games - they're obviously drawing on the same root resources, but changing one piece usually means changing a lot else

I'm not an expert, but I think this is not really a good example of this. Sorcerer provides a complete game in which all the mechanics are present to run a specific kind of game in any setting. The setting has to include the familiar setting details of time, place, and background, plus definitions of "demon" and "humanity" which are appropriate within the time, place, and background and conflict with each other. Those can be pretty much anything. The "mini-games", as far as I am aware, are all providing this "setting" information so that you can use the game engine in various worlds. Like with Multiverser or GURPS, you don't need any of them to play the game, but you are playing from the same game rules if you play with any of them. It isn't a matter of changing one of the rules; it's a matter of providing the needed definitions for play.

I'm not saying you're wrong in general about Forge games--I don't know enough to say that.
Later, Bruce wrote: Spread spectrum seems necessary, at least at this point, for reliable success in the gaming marketplace. That will remain the case until we see laser-focused games attracting competitive attention.

This sprang from a well-informed and well-marshalled base of information about industry successes and failures; but the fact is, the lists as presented might be due to what he cites, but might as easily be due to another issue: gamers buy what they know.

It is axiomatic in this industry that you have to be in business for at least five years before anyone in the hobby will believe you will ever last two. Many game companies crank out "support" in the form of modules or splat books solely so that fans will know they are still in business and will buy their core books. It may be a horror story, but it is a well known and familiar one that game store owners will tell potential customers that the game they want is out of print or unavailable merely because they don't want to find out whether they can get it and they don't want to be committed to stocking another game line.

Multiverser has been in print since December of 1997, and was announced before that. The name is known to the Internet gaming community in vast numbers, for better or worse. One can come up with all kinds of potential reasons why it doesn't sell better. It certainly is not because the game is too narrowly focused--anyone who plays it will tell you it allows you to do anything and everything, and all relatively smoothly. We thought at first it was the price--until we discovered that the majority of web site traffic never reached the price. The best explanation is that gamers, in the main, will only buy games they've already played, and will only play games being played by someone they know, and won't buy the game if they don't need a copy.

Ask John Wick about the time five guys wearing L5R T-shirts came up to him at a con, said how much they admired his work, and then one of them bought his new book, Ork World. The others said that they didn't need copies because they'd just all use the referee's book.

We've got a "try before you buy" mentality in the gaming world, and it really hurts independent games. Once a game is established with a lot of players, it keeps itself afloat. Why is it that White Wolf's Adventure is not so successful as its several other games? Could it possibly be because White Wolf fans are all buying stuff they can use with their World of Darkness campaigns, and Adventure isn't part of that? Did Alternity really fail because Wizards/TSR can't make a successful sci-fi game, or is it because the D&D fan base is a fantasy-driven group and they couldn't transfer that to support a sci-fi game at the levels they needed for production? (I never heard a bad word about Alternity, and I've seen it on the best games list of quite a few very experienced gamers.)

Games succeed because a few people get excited about them and run them for friends, and the friends get excited and run them for other friends, and they build up a fan base. Companies have to hold out long enough for the fan base to be created, and have to figure out how to promote that. That means convincing people that they should try the game, and making sure that when they do they experience something that seems to them to be different from what they've experienced in other games, so they'll want to play it again.

And regarding The Impossible Thing Before Breakfast:

We all agree that texts which say

• the referee has complete control of the game and• the players decide what their characters do

can be read so as not to contradict. I think most of us agree that most people reading such texts will assume they know what this means.

The problem is that in bringing our own "what this means" to the text, we get different outcomes. That is, these are all valid understandings of the text:

Illusionism: the referee controls everything. The players actually don't do more than provide color which the referee, telling his story, incorporates into the action. The players feel like they're involved, and feel like their decisions make a difference in the outcome, but the outcome has been predetermined by the referee, who is clever enough to roll with the punches as his players attempt to derail his story and bring about his ending in which the player characters have saved the day. If he's good, the players never know they had no control.• Participationism: the players recognize that the referee is telling them a story, and they're only providing color. They know that what they do won't affect the outcome one bit, but they enjoy doing it and watching how the referee handles what they do. It may get a bit dysfunctional of one or more players decides to see how far they can stretch events before the referee can't make them all fit, but assuming that the group has agreed that this is the correct mode of play, that doesn't usually happen. This is essentially illusionism by consent.• Trailblazing: the referee decides where the story should go and lays out all the clues; the players are committed to finding the referee's story and following it to the end. Unlike participationism, it is possible for the players to fail to reach the end if they lose the trail; however, the social contract dictates that they will not try to create their own story, but will use the powers invested in them to control their characters in an effort to make the referee's story happen.• Bass Playing: the referee creates the framework in which the characters act, and provides suitable foils and situations for their choices. He is in control of the world and the events around them, but is primarily there to provide support for their choices and help the story happen around them.


The point is (as I think I make in Applied Theory in the articles section) that games have to apportion credibility, and these statements don't do that. These statement in essence say, "The referee has total control of the story, and the players have total control of what the main characters in it are doing, and it's up to you to figure out how that works." All of the above interpretations, and more, are not only possible but commonly practiced by various gaming groups. The fact that Marco can read that text and "know" that it means a certain distribution of credibility only proves that Marco knows how credibility is distributed in most of the games he has played. E. R. Jones in reading such a statement decided on a different apportionment of credibility; Ron Edwards finally settled on something else.

The problem is not that people reading the text will think it conflicts. The problem is that people reading the text will think it doesn't conflict because they will read into it exactly what they think it means, which will not be the same for every person who reads it. Now, if it happens that five people in the same gaming group read that text and come up with five different understandings of the apportionment of credibility, you're going to have a dysfunctional game. If it happens that everyone agrees, either explicitly or implicitly, as to how credibility is distributed, then the game is going to work and you're not going to realize that the text didn't tell you how to do it.

That's the problem with The Impossible Thing Before Breakfast.

I hope this helps someone with something.

--M. J. Young

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On 7/14/2003 at 2:33am, Marco wrote:
RE: Something by way of a counterpoint.

MJ, I think that's the best post I've ever seen by you. I found it very interesting.

I'm not sure System Doesn't Matter means what you say to most people--but it's an interesting take on it. I've never seen anyone do anything even approximately that severe or methodical in terms of throwing stuff out (and admit it)--but appearently I'm sheltered that way.

I also agree with, and understand your explanation of the Impossible Thing. I've never said that sort of question couldn't come up in gaming (what I said was it's miss-named, and I still think it is, clearly miss-named)--and I did assume that because games could be "based on it" that someone, somewhere, presumed that a game designer (at least) believed in the paradox ... which seemed weird to me.

But despite that, what I really liked were the four different functional modes of play that could arrise from TIT text.

It occurred to me, while reading them, that those modes might well be the reason games with that text (and a certain amount of latitude that might be called Incoherencey) do so well: There are several successful power-splits (and possibly several easily drifted-to GNS modes of play) to choose from given the framework of the rules.

Yes, there is, it seems, a failure rate (how high that is is still unclear to me), but the framework encompasses several supported success-modes that cooperative groups or simply like-minded ones can fall into. That may be the "edge" to "Incoherent games" that Raven's discussing.

-Marco

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On 7/14/2003 at 3:46am, greyorm wrote:
RE: Something by way of a counterpoint.

Bruce, what MJ said. I don't think I can add anything to that which wouldn't merely be restating the point. Excellent examination of the issue, MJ.

Also, Marco, what MJ said (again) -- I think he explained my exact position on the TIT more clearly than I probably did for you in the PM I sent your way.

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On 7/14/2003 at 6:40pm, Mike Holmes wrote:
RE: Something by way of a counterpoint.

I'm not sure System Doesn't Matter means what you say to most people--but it's an interesting take on it. I've never seen anyone do anything even approximately that severe or methodical in terms of throwing stuff out (and admit it)--but appearently I'm sheltered that way.
I think a goodly number of Freeform players that I've stumbled across, those who started out as tabletoppers and ended up playing Freeform instead, went with that method of play because they are convinced that anything other than the simplest form of Social Contract to build a good story is doomed to failure. System not only Doesn't Matter, but is Downright Interfering. Yes, I mean to say that these are Narrativists who, frustrated with system not supporting their style of play, gave up on system entirely. And, yes, some of them move on eventually to writing their own solo fiction.

I think that this group is fairly numerous, and we don't hear from them because they keep away from us here (thinking that we're posessed of a strange form of insanity). And I'm not saying that they're wrong in their choice, precisely, just that they don't understand that systems can be made that do work.

Mike

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On 7/14/2003 at 8:08pm, Gordon C. Landis wrote:
RE: Something by way of a counterpoint.

Hmm, I'm wondering how to add something to this thread - the best I can come up with is to say:

"System Doesn't Matter" is troubling not because it says "I can have fun with anything," but because it implies that there is absolutely NO connection between "fun" and "system." Of course, "System Does Matter" can be seen as doing the same thing from it's own vantage (since I've seen far more Doesn't than Does, I personally am less likely to think that Does is exclusionary, but personal experience will vary). Which is why I've always tried to say it as: "System may not DETERMINE, but it does MATTER." Which is (I think) the pretty obvious full description in Ron's essay and other places System Does Matter is used, whereas it is NOT obvious (to me) in most place I see Doesn't Matter used. In fact, I see MANY System Doesn't Matter rants that really, sincerely seem to argue that you should ignore system.

"The Impossible Thing" is troubling because it represents a failure to think through and consider the implications inherent in the statements. In the midst of what might be otherwise crystal-clear text, we get something that we have to fuzz up the brain on to even get it to parse, and are expected to build a coherent in-game and social experience from it. As someone already did in this thread, just taking a fuzzy issue and discussing the ways in which it IS fuzzy (GM power as a practical way to prevent getting bogged down in disputes, rather than as a way for one social creature to extert advantage in a power struggle) would be a HUGE improvement - but that rarely happens.

The Tri-Stat Manifesto (which I've read only here in this thread) is troubling beacuse it follows the exact same pattern as the Sd/dM and TiT - ideas that, while valuable, are incompletely explained and often not fully thought through, such that the really important subtleties and contradictions aren't dealt with. They really should be - either by providing a particular solution, or by offering up the complications to the readers to sort through themselves. Any text that says "The Game Master has full discretionary power over the game" followed by "The Game Master always works with, not against, the players", and LEAVES IT THERE, is (IMO) doing a disservice to the reader. Full power, but never against the players? What happens when the players disagree with you - do we apply the "Full Power" clause or "Never Against The Players" clause? At the very least, give us some acknowledgement of the difficulties and contradictions present here, so we can work through them in a way appropriate for our group.

(Which maybe Tri-Stat does, somewhere - but many, MANY game books that I've read with such text in 'em do NOT.)

That's why *I* can agree with Wayne that the Tri-Stat text is irritating.

Gordon

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