Topic: No More Incoherence! - A Rant
Started by: Le Joueur
Started on: 6/18/2003
Board: GNS Model Discussion
On 6/18/2003 at 1:41pm, Le Joueur wrote:
No More Incoherence! - A Rant
Hey there,
First off, let me apologize that this may be quite likely the last thing I ever post here, my life recently having been turned upside down (in the good way). This is not meant to be a 'parting shot,' but a final gift. I've realized a way to make all Incoherent games golden.
I've been off the Forge for a while and a number of people have asked me why. There are many reasons:
My wife and I no longer share the goal of putting out a role-playing game together (I only kept it up while she was busy dealing with some difficult medical problems and I still had a publisher lined up); on the other hand, we very much like working together and we both love comic books (so guess what...).
I also reached a plateau of understanding where I realized there was more to designing a role-playing game than simply getting all the "System Does Matter" ducks in a row (after grammar, similar to the message hidden in the theme and metaphor of a story, role-playing games quite simply languish if they do not have that 'punch' - and I'm not talking Narrativism where you play with it - but where the game's author embeds the message in the game and only indirectly in the play). Few, if any, on the Forge show any interest in discussing that; here it seems that 'System is All that Matters.'
And there is also 'the whole GNS thing....'
About that.
I've been pondering my work here and 'money-successful' games in general. I finally concluded something after reading Ron's glossaries in his latest GNS essays. Just to be clear, I'm literally using the words of its creator, Ron Edwards, from his latest essays on the subject, rather than my own. Just some simple logic to get you thinking now that I'm gone.
Here are Ron's going definitions of GNS in short:
Ron Edwards wrote: Step On Up
Social assessment in the face of risk. As a top priority of role-playing, the defining feature of Gamist play.
Story Now
Producing, heightening, and resolving a Premise. As a top priority of role-playing, the defining feature of Narrativist play.
The Dream
Commitment to the imagined events of play, specifically in-game cause and pre-established thematic elements. As a top priority for role-playing, the defining feature of Simulationist play. See [Ron's] essay Simulationism.
The right to dream.
And for those it confuses, Premise is no longer considered present in all GNS modes of gaming. That concept is now:
Ron Edwards wrote: Creative Agenda
The aesthetic priorities and any matters of imaginative interest regarding role-playing; replaces all uses of "premise" in the original essay aside from the specific creative agenda of Narrativist play (for which the term "Premise" is retained); Step On Up, The Right to Dream, and Story Now represent the creative agendas, respectively, of Gamist, Simulationist, and Narrativist play.
Premise [from the older work GNS and Other Matters of Role-Playing Theory]
The key to Narrativist Premises is that they are moral or ethical questions that engage the players' interest. The "answer" to this Premise (Theme) is produced via play and the decisions of the participants, not by pre-planning.
Ron also goes on with the usage of the GNS as it relates to game design (and therefore analysis and discussion):
Ron Edwards wrote: Coherence
Any functional combination, including singletons, of GNS priorities. Please note that "coherency" is not a word.
Incoherence
Incompatible combination of GNS priorities, applies by definition to play, but often applied secondarily to game design. Abashedness represents a minor, correctable form of Incoherence.
Abashed
Game design which displays features of one or more GNS modes that, in their applications, are operationally contradictory. It is a minor form of Incoherence. However, an Abashed design is easily correctable by ignoring or altering isolated portions of the rules (minor Drift); typically, extremely coherent play can result in either of the modes involved. However, this also means that two groups will effectively be playing completely different games. See Abashed Vanillaism and my review of Little Fears.
And just to make sure we don't misunderstand what's wrong with Incoherence, it's pretty clear that when it becomes a problem, it is because of:
Ron Edwards wrote: Dysfunction
Simply, role-playing which is not fun. Most Forge discussions presume that un-fun role-playing is worse than no role-playing.
Ron also offers us a few notes on examples of Incoherence, included here not for the issues they raise, but for concepts introduced within them:
Ron Edwards wrote: The Impossible Thing Before Breakfast
"The GM is the author of the story and the players direct the actions of the protagonists." Widely repeated across many role-playing texts. Neither sub-clause in the sentence is possible in the presence of the other.
El Dorado
Originally, used to indicate the search for a Simulationist-Narrativist hybrid mode of play, with the Narrativism being the main priority; more recently, it has come to mean Transition³ from Simulationist to Narrativist play without noticeable Drift in the rules-use. See Simulationism and Narrativism under the same roof and El Dorado.
Taken together, the above says that 1) Dysfunction occurs when two or more modes of GNS play are facilitated¹ at the same time by the same game, except....
There always have to be exceptions, don't there? Ron's recently added a couple to the GNS:
Ron Edwards wrote: Hybrid
A game whose rules include facilitating elements for more than one mode of play. Observed functional hybrids to date include only two GNS modes rather than all three, and one of the modes may be considered primary or dominant, with the other playing a supportive role.
Transition³
Theoretically, shifting from one GNS mode to another (in the large sense, in terms of the overall goals of play for everyone) without Drifting the rules. Scattershot², in development, is designed with Transition³ in mind. See the Scattershot² forum with reference to threads begun by me.
Considering these exceptions, it becomes all the more confusing¹ when you get to this definition:
Ron Edwards wrote: Congruence
Refers to play in which two or more different GNS modes may be expressed in such a way that they neither interfere with one another nor are easily distinguished through observation; the term was coined by Walt Freitag in GNS and "Congruency". I am revising the term to "congruence" in the interest of grammar.
Basically then, 2) you can have a game that supports more than one GNS mode by being a Hybrid or during points of Congruence (or by Drifting an Abashed System). I'm not going to go into the number of times Ron has decried the impossibility of a 'three mode GNS Hybrid,' suffice to note he more-or-less rules them out.
Now before I tie all this into a knot, I need to cover a little about how a game design facilitates¹ GNS-mode-focused play. Because "System Does Matter," it does this by some conspiracy of System:
Ron Edwards wrote: System (character creation, resolution including IIEE, reward system, metagame mechanics)
The means by which imaginary events are established during play (see the Lumpley Principle).
The Lumpley Principle
"System (including but not limited to 'the rules') is defined as the means by which the group agrees to imagined events during play." The author of the principle is Vincent Baker, see Vincent's standard rant about power, credibility, and assent and Player power abuse.
Points of Contact
The steps of rules-consultation, either in the text or internally, per unit of established imaginary content. This is not the same as the long-standing debate between Rules-light and Rules-heavy systems; either low or high Points of Contact systems can rely on strict rules. See Vanilla and Pervy, Pervy in my head, Cannot stand cutesie-poo terms, Pervy Sim, points of contact, accessibility.
Transparency
Rules design that does not call attention to the rules in operation; highly controversial. See Transparency and Transparency again.
Now we finally begin to reach my problem. See, 3) all of the games that Ron deems Incoherent in design (because he observes that at some point the become Dysfunctional in play¹ as implied by their texts), also fit the definition he gives of a Hybrid (note, these aren't required to be non-Dysfunctional - he even notes something about "functional Hybrids," meaning there are those which aren't).
Ron has gone on to say that 4) with a little Drift, Abashed games become non-Dysfunctional or "extremely Coherent." (Sorry, Ron hasn't recently given a clear definition for Drift, only the implication in the definition of Abashed.) I'm the creator of Scattershot² and the term 5) Transition³, which is merely making Drift an explicit component of the written System.
Now, if you look closely enough at it, 6) the Lumpley Principle does not necessarily require that System be written out and explicit in the game's text. This means that 7) Drift is traditionally a part of System, just never having needed to be as explicit as Transition³. You could even say that there is a long-standing tradition in all of role-playing gaming that 'Transparent Transition³' is assumed or that Drift has always been a part of gaming. It may not appear overtly in any product, but the implication is that 8) an Incoherent game will work with some Drift (Abashed games are therefore just 'a little Incoherent').
But if Drift is traditionally a part of System, then 9) how can any game be Incoherent? (Barring the extremes of just bad writing.)
The problem is they aren't!
What is happening, in some cases of GNS breakdown, is that people aren't practicing the traditional assumed Transparent Transition³ (Drift) well. Either by allowing "incompatible combinations" of System to play off each other or by letting "incompatible combinations" of play¹ come into conflict, 10) the only thing that Incoherence is then is an example of people playing the (partially-implied) System wrong.
Now I could understand a call for games that make Drift more explicit, I invented Transition³ after all, but demanding that games are only non-Dysfunctional when they either adhere to one GNS mode for facilitation (or some non-Dysfunctional or Congruent Hybrid) seems therefore narrow-minded.
The gaming community has a long history of practicing Drift. It's so ingrained that perhaps no one ever thought to write it into their System, before. So what? That doesn't make those games 'broken,' unplayable, or Dysfunctional, simply poorly written from an era of poorly understood applied role-playing game design theory.
Granted an adherence to "System Does Matter," then supposedly Incoherent Systems (note: I've just shown that few actually are) are simply Hybrids that only lack explicit Transitional³ Systems. I might go so far as to suggest that White Wolf's Vampire: the Masquerade (at least the earlier editions) isn't as Dysfunctional as Ron often likes to target them for. Certainly the Story Now material is a bit weak, but that's just bad writing from before the invention of Story Now concepts (not all writers who want to design Story Now have had the luxury of studying Lajos Egri). And while it can be argued that the absence of Transitional³ Systems tends to let Step on Up issues overwhelm the others, that's still only a minor example of bad writing (by absenting the Transition³). And I can't see how it fails in any way to support The Dream; so what would fix it? Write a chapter on a System of Transition³ and managing focus (it wouldn't even need to index the GNS) and voila!
As big of System as Vampire is ("big" as in 'doesn't convert well to a "lite" system' or 'doesn't support downloading from the internet well'), it can probably offer nearly all GNS modes, Hybrids, and combinations (either serially via Transition³ or Congruently) fairly well; it can and (in practice with a players who practice the traditional System of Transparent Transition³ - Drift - effectively without being conscious of it) does do this already. This explains its popularity in the face of any supposed GNS Coherency problems (my dictionaries say coherency is a word). Certainly "System Does Matter;" most importantly the System of Drift implicit (and unwritten) in all those games that don't clearly focus on singular GNS modes (or "functional Hybrids").
Why isn't there more analysis of existing games focusing on these kinds of Transitional³ strategies already employed by successful end-users (as a source to mine for new System ideas - the tradition of Transparent Transition³)? Because of an incorrect bias towards 'monotheism' of the GNS I think.
Okay, let's review:
• Dysfunction occurs when two or more modes of GNS play are facilitated¹ at the same time by the same game.
• You can have a game that supports more than one GNS mode by being a Hybrid or during points of Congruence (or by Drifting an Abashed System).
• All of the games that Ron deems Incoherent in design (because he observes that at some point the become Dysfunctional in play¹), also fit the definition he gives of a Hybrid.
• With a little Drift, Abashed games become non-Dysfunctional or "extremely Coherent."
• Transition³...is merely making Drift and explicit component of System.
• The Lumpley Principle does not necessarily require that System be written out and explicit in the game's text.
• Drift is [therefore] traditionally a part of System, just not needing to be as explicit as Transition³.
• An Incoherent game will work¹ with some Drift (Abashed games are therefore just 'a little Incoherent').
• How can any game be Incoherent? [Hint: they can't.]
• The only thing that Incoherence is then is an example of people playing the System wrong. [As in 'forgetting traditional unwritten Transparent Transition³,' exempli gratia "Drift."]
I've gone to a lot of trouble and thought to make this theorem as obvious as possible, since I am not able to hang around for the discussion that will follow (my time only affording being a lurker now). I suggest that any response try and keep to just one counter-argument per any one of these points (perhaps in individual threads connecting back to this one). Discuss that any until the point is comfortably invalidated and then consider the theorem dismissed for as far as your personal opinion goes. Considering the venue, I don't expect anyone to champion this argument despite the logic of it, but it would be nice if no one dismissed it out of hand, instead clearly invalidating at least one point for their opinion. (Ergo, to satisfy yourself that the theorem fails for you, first find the weak link in this chain.)
The spirit of the theory is that Drift is Transition³ that has always been with us and therefore an implicit part of System making all 'Incoherent' games merely mediocre Hybrids that can cause confusion in the absence of explicit Transitional³ Systems. The hope is that, with this understanding, perhaps some analysis can be made of how those have worked in the past and how explicit Transitional³ schemes can be worked out from those practices for future Hybrid games. (Or...what Transitional³ System would 'fix' Vampire: the Masquerade?)
Fang Langford
p. s. If it seems like I'm being a bit PMSy, it's because we're having another miscarriage (that makes it 8 pregnancies and 2 kids so far).
¹ Note: all the usual 'dodges' are in effect here; with actual real play/real people examples, with no mention of user-intent only observable behaviour, only when two modes are conflicting/when a choice must be made, only during full "Instances of Play," and et cetera. Confusion often stems from ideas like Congruence, which seems based on a decision-level frame of reference, not the usual "Instance of Play." (Why a model so 'integral' to successful gaming experiences needs to hide behind all these caveats baffles me.)
² The development of Scattershot is hereby permanently suspended. This does not happen because 'it was too hard' or because 'it failed.' (Despite implications and 'wait and see' statements to the contrary, no one has thus far presented a good case to justify their opinions that it is not possible to support any GNS mode or Hybrid desired within one game.) I simply have other things I want to do more. (Comics, comics, comics - hee hee!) Having no intention to carry the effort further means I'm no longer a designer and therefore am a lurker. If you have any questions on how to make use of what is here of it, I'm still available at ripjack@mad.scientist.com to answer them.
³ I created the term Transition merely to lend Drift some legitimacy before I realized how widespread of tradition it was. I'm not sure how 'Drift' became a 'dirty word' considering how widely accepted and expected it is. Perhaps the connotation that supposedly 'Incoherent Systems are Dysfunctional' forced the implication that Drift was bad because you 'only needed it for bad games.'
Addendum: I really have a problem with decrying gaming that is "un-fun." Is fun being scared in a horror-genre game? Is fun losing at a Step on Up game? Is fun using gaming as a means of flirtation with the natural out-of-game intention? Is fun learning tough lessons that conflict with one's unspoken beliefs? I don't think so. If it were, then saying you were avoiding "un-fun" games would be about as edifying as saying "I wouldn't cut off my arm with a dull pocket knife because it might hurt." Let's lay off the ambiguous term "fun" and use something more appropriate, for example: engaging. (That way we could invent games founded on things like tearjerkers: games to make you sad.)
On 6/18/2003 at 2:22pm, Wormwood wrote:
RE: No More Incoherence! - A Rant
Fang,
I must say I essentially agree with your thesis. I'd only add that covert methods for promoting drift may be even more crucial towards acheiving it's results than overt methods, i.e. transition.
From the perspective of technical play, what you say makes sense. When you take an ungraded class, the quality is often related to how the material is transitioned, not simply the nature of the material. A similiar feature seems to apply to differing modes in GNS.
So, I suppose that means I'll defend the point, until someone manges to change my mind on it.
-Mendel S.
On 6/18/2003 at 4:20pm, Ron Edwards wrote:
RE: No More Incoherence! - A Rant
Hello,
As far as I can tell, the single point of contention is whether 1st edition Vampire "isn't that bad," or more generally, whether a game text can be counter-productive to having fun. I think it can.
Whether anyone else thinks so, all I can say is, "Up to you."
What always puzzles me is that people who assert that incoherent game design is a good thing, because apparently it's desirable to tinker rules to taste, also assert very clearly that a game's design affects how well it plays. Seems to me that there's no need on my part to talk with them - they've taken both sides of the argument and thus can argue against whatever point is raised.
Best,
Ron
On 6/18/2003 at 5:00pm, Anon LeBlanc wrote:
RE: No More Incoherence! - A Rant
ah, Rno's just sore 'cuz somebdy proved there ain't no incoherence. all games work, just add drift rulez!
stop whining, la joueur makes a good argument, if you can't talk the points he used why answer?.
ROCK ON!
anon
--
member of the BLANK GENERATION
On 6/18/2003 at 5:02pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi Fang,
Glad to at least hear a last call from you here. You've provided some great stuff, and good discussion for all. On this one, I don't agree with a couple points, and unless someone cares to discuss them, I'm happy at leaving it at "My view, your view, cool".
1. Dysfunction occurs when two or more modes of GNS play are facilitated at the same time by the same game.
(snip)
3. All of the games that Ron deems Incoherent in design (because he observes that at some point the become Dysfunctional in play?), also fit the definition he gives of a Hybrid.
Um, no. Dysfunction occurs when two or more modes CANNOT be facilitated at once, but the game suggests that they can. That really is the key difference between Incoherence and Hybrids, the functional ability to fulfill 2 or more modes at the same time, without having to necessarily sacrifice one for the other.
7. Drift is [therefore] traditionally a part of System, just not needing to be as explicit as Transition.
You've just stated, System Doesn't Matter, and again, we'll go with the usual caveats("Yes, you can Drift to your delight", "Yes, Drift happens", etc.) and again come back to the point that there is a big difference between selling someone a car that needs a new paint job or interior, and selling someone a car without an engine or transmission.
To pull up a very clear example: Why Scattershot? Why not just use GURPS, or AD&D2E highly Drifted? If we want to argue that anything is possible with "enough Drift" that's about the same as saying the Pool is a highly Drifted version of Rolemaster.
The key problem here is that the rules as written, give a guideline and roadmap for "System in play". Nothing, and absolutely nothing, in Rolemaster as written gives any sort of guidelines to drift it over to the Pool, Scattershot, or a lot of other games. Expecting a group of players to pick up a book as written, magically pluck the possible range of Drift, unto the point of never actually using the rules in the book, is crazy.
It is effectively the argument held by a variety of folks, for a variety of games, when they say, "It can do everything!"(with enough Drift).
Under this logic, it is possible to design the perfect, do-everything game, and I'll give it to you right now:
-Do whatever you want
Brilliant, isn't it? With enough Drift, you can add points of contact, kewl powers, gamist reward, thematic support mechanics, or genre enforcement. It's so flexible!
Granted, this is a snarky example, but in all honesty, let's not confuse Drift and Design. Design is the work of the designers and writers, its what we get with the written rules and whatever materials come with the game. Drift is everything you choose to "make up" or change after that. Design is the work of the designers, Drift is the work of the players.
Arguing that bad design isn't possible because drift can make up for it, is like arguing that a house without a roof is just as good as one with a roof, because you can always add your own.
Let's be honest about the situation: sure, we've got an evolving hobby, with understanding growing as it continues. Mistakes will be made. Let's not be afraid to call out bad design, so that we can analyze it instead of being caught up defending or attacking it based on identification rather than observation. If people's feelings get hurt, well, that's too bad. It's not like bad surgery or bad engineering where people's lives are on the line.
Let's not overlook bad design with excuses, but rather look where it stands strong and where it falls down, and see about learning from it. Let's stop having a hobby where you have to re-invent the wheel based on Drift, over and over, because someone failed to do their homework, and in most cases, you paid cash for it.
Chris
On 6/18/2003 at 5:08pm, ethan_greer wrote:
RE: No More Incoherence! - A Rant
Here's what I get from the essay: Drift is bad when it leads to dysfunctional play. Drift (Transition) is a good thing when it leads to functional play. Pretty straight-forward.
Where I disagree with Fang is his ommision of the following observation: Games whose written mechanics reward a certain style of decision are more effective at curbing Drift towards dysfunction than those that don't reward a certain style of decision.
Incoherent games (which I believe do exist) are games that are easilly drifted to dysfunction, or ones in which the author assumes Drift or Transition will take place in a functional manner when no guidelines are provided for such Transition.
On 6/18/2003 at 5:13pm, Marco wrote:
RE: No More Incoherence! - A Rant
Fang isn't saying a game's design can't effect how fun it is (at least for a given person)--he's saying that 'Drift' is an innate part of System--an unavoidable part of design, intentional or not--and therefore, even if it is true that a system need be drifted for a given group to produce fun play--that is not working against the system, playing outside it, or otherwise countermanding it in any way. It is, still, playing with that system.*
The problem is that Drift is so poorly defined as to be almost meaningless. Someone (Jack?) sorta likened playing AD&D without the aging rules to re-writing Monopoly to be chess. You mention "rules tinkering." Ralph declared drift to be "work" or "effort."
This is the heavy-side of drift. The vast, vast majority of what goes on in games I've seen that would even fit the definition (as I understand it) is so much lighter as to make it absurd when they're grouped together.
Ron: I'm not arguing both sides. I'm arguing right up the middle. Take AD&D: if I figure I have to re-write the magic rules to enjoy play, yeah, I might agree that I'd be better off with another game. But if all I have to do is ditch the Psionics rules in the back of the PHB, I'm *not.* (and if someone is, cool--but that's why it's all super-duper-incredibly personal)
Tell me they're both the same thing--philosophically--and I'll look at you funny. Tell me you never *said* they were the same thing, and I'm not sure I agree with that--drift, IME gets treated implicitly as a boolean: it's either on or off.
-Marco
* I see this as very similar to the way that a traditional GM must set up situation for a game and the way that players make characters (each player then rejecting some aspect of the rules-set for some other one).
On 6/18/2003 at 5:41pm, Jack Spencer Jr wrote:
RE: No More Incoherence! - A Rant
The Venn diagram:
[Social Contract [Exploration [GNS [rules [techniques [Stances]]]]]]
Drift, as I understand it, seems to come from the GNS box and effect the rules which has effects that travels up the diagram like dominoes.
[Social Contract [Exploration [GNS >rules >techniques >Stances]
With system does matter, part of what we seem to be saying is that the printed book, and the rules contained therein effects play in both directions. Certain rules suggest certain GNS mode, suggest certain Exploration suggest certian Social contracts
[Social Contract <Exploration <GNS <rules >techniques >Stances]
Drift comes when the published social contract, exploration or GNS mode is not desired by a play group but for some reason the rules, or a portion of the rules is desired.
[Social Contract [Exploration [GNS >rules [techniques [Stances]
[Social Contract [Exploration [GNS >rules [techniques [Stances]
(you'll have to imagine that the black portion of these two diagrams are actually on line and it then splits into the two colored forks, indicating that the red portion is the game as written and the blue fork is how a play group varies the game rules.)
The question is how much drift does it take? Does it require so much work that you may as well start from scratch? (see the incoherent kit-bashing thread)
On 6/18/2003 at 5:58pm, Mike Holmes wrote:
RE: No More Incoherence! - A Rant
Marco, let's assume that your definition is right. Who ever said that drift was bad? I mean, some people like it, some people don't. Seems like a personal preference.
The question is one of design. Play and design are being mixed up here quite a lot once again. If I'm designing a game, do I want to make it such that it does not accomplish any goal? The idea being that the players can then do what it takes to make it accomplish some goal? Even if all games do require some drift, should I make mine such that it requires more than neccessary?
Actually, if you say yes, I'll agree with that, too. I mean, what is a non-system specific setting supplement, if not something that needs some drift to incorporate into a game? And that's fine. Players know what they're getting into here.
The only thing that anyone has ever said was always wrong was games that were written in such a manner as to cause confusion as to what the goal of play was. If a game indicates that it needs to be drifted, and what the likely effects of Drift are, then no problem. It's not making the required drift obvious and clear, and then making it neccessary that's problematic. What Fang would apparently call bad writing. I'd say it goes beyond that to include designers who write well, but are trying to advocate doing things that just can't be done effectively in RPGs. That is, they say, "play like this because this system will do that," and then it fails to do that for a significant number of players.
If and when Drift fixes this, it's a fine, fine thing, actually. The point is to design games that don't have severe problems that require Drift.
Because some players won't realize what needs to be done. They won't do the required Drifting, and then they'll have incoherent play.
Play can be incoherent, but not games. A particular game can tend to produce incoherency more than others, but that'll be on a case by case basis depending on the game and the group and how they employ it. Again, when drift fixes a problem in the sorts of play that a game is producing, then it's a wonderful thing.
I wouldn't say, "Don't make a game that needs to be Drifted." I'd say, "Make a game that doesn't need to be Drifted in order to make play that it tends to produce coherent." Given that incoherrent play is play that is dysfunctional by definition, and dysfunction means that games aren't (I'll stay away from "fun") engaging to the players, I can't see how one could say otherwise. Why allow for greater possibility of problematic play than one has to?
I am loathe to directly attack a theory of someone who is not there to defend it, lest I seem to be cherrypicking. So, I haven't gone into my particular objections here to Fang's post, except as they pertain to Marco's comments. If Mendel or, given that he states that he fully supports the theory, Marco want me to make that argument with them playing the part of the opposition, then I will do so upon their indication of such. I'm not enthusiastic to do so, and Ron has summed it up rather well without going into details. But I will if it's seen as neccessary.
Mike
On 6/18/2003 at 7:18pm, Marco wrote:
RE: No More Incoherence! - A Rant
Mike Holmes wrote: Marco, let's assume that your definition is right. Who ever said that drift was bad? I mean, some people like it, some people don't. Seems like a personal preference.
The question is one of design. Play and design are being mixed up here quite a lot once again. If I'm designing a game, do I want to make it such that it does not accomplish any goal? The idea being that the players can then do what it takes to make it accomplish some goal? Even if all games do require some drift, should I make mine such that it requires more than neccessary?
:: snip ::
Mike
Hi Mike,
I think I said that there is no valuable definition of drift. It means one thing to some people and another thing to others (and mostly in terms of degree--but the change in degree is so sweeping as to make the conversation seem absurd to the opposite interpertation).
I didn't say Drift was bad. I said it was described (often) as "effort" or "work" and had been likened to "rules tinkering" or "re-writing monopoly to be chess." (and then blinking in surprise when someone asks "why not play chess?"). The examples I can think of in my on play of "drift" don't come close to that.
As long as drift is treated like a boolean, the idea of coherent game design is, IMO, in question. How much drift is necessary?*
-Marco
[ * I read, and much liked Chri's MayhemPT game file. If I was going to use it I'd want to add a cool two-phase "climactic battle" resolution system with a higher-risk dice wager on the second half to allow losers of the first round a chance to "come back." Does that say any damn thing at all about his design? No. I can give you every piece of information about how I'd drift it and why and it doesn't tell you if the game lends itself to coherent play as written or not. ]
On 6/18/2003 at 7:45pm, Mike Holmes wrote:
RE: No More Incoherence! - A Rant
Right, Marco, we agree. Drift is not part of the definition of coherence. Never has been. Drift is sometimes a result of incoherence, but certainly not the cause of Incoherence, nor even neccessarily a symptom of it.
Basically if you have to do something to fix a game because it's "broken" for your purposes, then that's what's bad. I think that's one cause of Drift. But it's the problematic design that's a problem, not the Drifting. The Drifting is likely the solution to the problem in this case.
Mike
On 6/18/2003 at 8:09pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi guys,
My take on drift is:
Playing in a manner not indicated by the rules as written
recognizing that there is a definite range of drift, from small stuff("All Elves must have Elf History skill") to really big stuff ("We use the Pool for metagame stuff, but using Marvel Universe's stone system instead, and we're playing Rolemaster but utilizing TROS's combat system...").
With that, I think the problem with Incoherence and Drift is that we have a lot of games that claim to push certain agendas, and fail to back it up with usable guidelines or rules to enable that agenda. There is a big difference between Drifting cause you want to and Drifting because you have to.
For me, the most glaring example is the various Storyteller games, that give you a chapter or two extolling effectively narrativist goals, and then throwing you mercilessly into a World of Sim mechanics where the only recourse is to GM Fiat and fudge, fudge, fudge your way to Golcanda/Ascension/Functional play.
Playing according to the rules does not deliver the thematic entertainment and "Storytelling" it promises. You are forced to either ignor the chapters explaining what storytelling is about, or you're forced to ignor rules as written. This is not Hybrid play in any fashion.
To give a counter-example, TROS can be played all the way according to the rules, and will deliver the goods it promises. High Sim stuff happens, Narrativism happens, and neither shoves nor jostles the other. That's functional hybrid play. I'm not forced to have to renegotiate the Social Contract based on choosing between rules as written and "intended creative agenda" all the time.
My key point is that drift is always an option. When you MUST drift, in order to play, then we have incoherency.
Thoughts?
Chris
On 6/18/2003 at 11:08pm, John Kim wrote:
RE: No More Incoherence! - A Rant
Marco wrote: I didn't say Drift was bad. I said it was described (often) as "effort" or "work" and had been likened to "rules tinkering" or "re-writing monopoly to be chess." (and then blinking in surprise when someone asks "why not play chess?"). The examples I can think of in my on play of "drift" don't come close to that.
As long as drift is treated like a boolean, the idea of coherent game design is, IMO, in question. How much drift is necessary?
OK, here is the problem I have with this. Essentially, you seem to be saying that dropping rules is essentially effortless. i.e. It counts very little towards rules.
The problem I have is this: I have run and played in a number of "systemless" games (i.e. in a broad sense we have an unwritten system, but there is nothing written down). Essentially, the GM is final arbiter but is flexible. We may occaisionally throw dice if the outcome is in doubt.
Basically, it is effortless to drift into this. i.e. I can pick up virtually any game and play it in a more-or-less systemless mode. Heck, it's actually easier to play systemless since I don't have to read the rulebook very well. But really what I am doing is substituting one system (i.e. my unwritten, intuitive one) for another.
Now, on the other hand, a game could really aim for systemless (or intuitive-system) play. For example, Fudge is essentially a toolkit -- and moreover it is a toolkit which encourages fudging and/or drift. The less a system specifies, the more it puts in the hands of the participants. For example, a universal system with no sourcebook is a less complete game that asks that the participants make up their own world. On the one hand, there is nothing wrong with that. On the other hand, the system definitely is doing less.
If you judge that "doing less" and "allowing for drift" is just as good as actually specifying how to play, then you really get to the point of saying that the perfect system is "do what you want".
On 6/19/2003 at 2:04am, M. J. Young wrote:
Re: No More Incoherence! - A Rant
Fang 'Le Joueur' Langford wrote: The gaming community has a long history of practicing Drift. It's so ingrained that perhaps no one ever thought to write it into their System, before. So what? That doesn't make those games 'broken,' unplayable, or Dysfunctional, simply poorly written from an era of poorly understood applied role-playing game design theory.
I've had two threads in my mind that I've been thinking of starting for a couple weeks now, holding off until I have time to initiate something of that sort. It appears tonight that both have been started. This is one.
Long before I heard of role playing games I was a gamer--board games, card games, parlor games, trivia games, even the occasional bookcase and war games.
As a gamer, I expect the rules of the game to tell me how to play. It's as simple as that.
Sure, people adapt games. I don't. I play as close to the rules as I can manage, and if it doesn't work, it's a broken game, and I have no intention of fixing it.
Call me strange; call me an outsider, someone who doesn't understand the hobby. But allow me this much: role playing games cannot reach the mass market as long as it's inherent in the design that they don't work as written. Most people expect a game to play as designed, not as adjusted by the user.
I think Fang is saying something I've heard a lot of people say of late: that incoherence is good and sells well because it provides support for multiple goals, and players can ignore the support for those goals that don't interest them, in essence customizing the game to their own needs. I find this at least foolish. Multiverser is certainly customizable--it frequently says that the referee should use whichever of certain rules seem most appropriate and best for the circumstances of the moment, about many things. It doesn't thereby create rules that must be ignored to be able to understand or play the game. It explicitly assigns referees the task of setting some of the dials and switches, but other than in those situations in which it's this way or that way there isn't any overall "this choice won't work in this area if you made that choice in that area"--you don't have to "ignore entire chapters" to get it to work.
Incoherence is not necessary for customizability, and is an obstacle to play. Customizing incoherent games into coherent play inherently means making choices that will make the game in play unrecognizable to some players whose customization choices were contrary.
Incoherence is still bad design.
--M. J. Young
On 6/19/2003 at 2:36am, Jake Norwood wrote:
RE: No More Incoherence! - A Rant
My key point is that drift is always an option. When you MUST drift, in order to play, then we have incoherency.
I'll agree with that. I'd like to add more, but I can't. I don't have a problem with incoherent games anymore than I have with poorly written action movies. I'll watch 'em and buy 'em, but they'll never capture me like Gladiator did.
Jake
On 6/19/2003 at 2:36am, C. Edwards wrote:
RE: No More Incoherence! - A Rant
M.J. Young wrote: Call me strange; call me an outsider, someone who doesn't understand the hobby. But allow me this much: role playing games cannot reach the mass market as long as it's inherent in the design that they don't work as written. Most people expect a game to play as designed, not as adjusted by the user.
I, and probably many others, agree that as long as role-playing games don't work as written that there is zero chance of them reaching into the mainstream market. Just the fact that most rpgs don't have a 'goal' (generally meant as 'win condition' that determines when the game is over) puts them in another dimension. Having to play 'cut and paste' with the rules puts rpgs completely in the 'when hell freezes over' category for most people. Except for us pervy gamer types anyway. :)
-Chris
On 6/19/2003 at 5:35am, Wormwood wrote:
RE: No More Incoherence! - A Rant
The paradox of sales is that if you give someone what they think they want, then you get the sale. But if you sell someone what they actually want, then you get the repeat business.
All too often these two things are quite different. One of the main utilities of drift, especially covertly supported drift, is that of giving the purchaser of an RPG both of them. For example, consider V:tM. The main selling point of the game is the idea of thematic play and deep moral conflicts. But the actual reason most people buy Vampire books is for the setting, and the "immersiveness" of it. Simply put if Vampire were coherent it never would have sold as well, and probably wouldn't play as well.
Ultimately the problem lies in understanding the layered elements of how the game translates through the text to the players.
To restrict this process to just the fully open level is tempting. Then indeed the game is what the game is, and is played as it is written. But this is not in practice how games are written, and trying to produce something like this is often very difficult. Especially since you must eliminate the key element of reader interpretation. By making the text transparent you can project the game as it is to the reader. Of course this projection will subsequently rely on memory and re-exposure to the text. Hence drift is inevitable, and innately part of what occurs in games. But on the other hand the risks of the lack of subtlety and directness of the single layer can be singificant. This will inevitably seem didatic and constrained. However, in the context of a game, there is a certain desirability for this as well.
Depth of translation provides a different structure, permitting more duplicity, and hence allowing the satisfaction of more readers. The risk in this case is that of overcomplexity, where the necessary drift to acheive a rapport (one of several possible ones, perhaps) is prohibitive. It is a subtle balance.
The key holy grail of this approach is that of the deep, but nearly transparent text. This provides, very clearly, one of a collection of translations, geared towards the reader. This is a powerful technique, but one that is difficult to study without accepting the depth as much as the transparency. In essence, the naive way to design is accidental depth, but lack of transparency. The more mature method is to develop transparency. But there is no easy method to reach both depth and transparency, the former must be explored.
Drift is an intrinsic part of the designer's art. In many ways, accounting and exploiting drift is a difficult but potent tool of game design. Making this explicit is one approach, but there are others as well. In the very least the eschewing of this principle leads to a poorer design space, and ultimately to misunderstand the richness of even accidental designs.
I hope that helps,
- Mendel S.
On 6/19/2003 at 12:45pm, ethan_greer wrote:
RE: No More Incoherence! - A Rant
I think I get what you're saying, Mendel, but I disagree with it. Basically, game text that is more open to individual interpretation is problematic because it will inevitably lead to disfunctional play when one player's expectations are totally different from another player's. This leads to rules arguments and all sorts of bad stuff that basically prevents good role-playing.
Then again, a game using this technique may very well sell better. But sales are not what we're talking about, are they? We're talking about actual play.
On 6/19/2003 at 1:15pm, Wormwood wrote:
RE: No More Incoherence! - A Rant
Ethan,
I argue that, a game which relies upon transparency will necessarilly have drift, regardless of the transparency, and hence will have uncontrolled interpretations. This leads to almost inevitable dysfunctionality, as it requires constant back-checking to maintain that transparency.
On the other hand a game which controls drift, is far more likely to produce multiple functional attractors for interpretation. The switching between attractors is easier the more "effectively transparent" the system is, and these attractors are innately more stable, since they incorporate drift as an element. This phenomena is analogous to people realizing that there is another way to interpret / play the game, and for lack of a better term converting. This adjustment occurs frequently, and is, incidently, part of the reason facilitation is so vital to understanding actual play.
Sure some people will find a perspective and adhere to it, inspite of reduced enjoyment. But this is quite possibly disfunctional behavior on the part of the player. On a side note, it also bears mentioning that drift is frequently found in even "well-defined" games. Observing the subtle drifts found in Pinochle and Monopoly is a useful excercise, as well as that of other "pure" games. Drift ultimately is a very deep and very important concept, it is a description of how humans interact with rules. To treat it as an error is a necessarilly a naive perspective on human behavior in games.
I hope that helps,
-Mendel S.
On 6/19/2003 at 1:48pm, Marco wrote:
RE: No More Incoherence! - A Rant
John Kim wrote:
If you judge that "doing less" and "allowing for drift" is just as good as actually specifying how to play, then you really get to the point of saying that the perfect system is "do what you want".
Hi John,
Okay, hold the phone: I'm not saying throw everything out and you'll be fine. I'm saying that deciding, say, not to use the Charisma Rules in AD&D isn't the same as totally re-designing the magic system (and if you think that's just pedantic, the reason I bothered to say that is because a post from one of the people here on RPGnet did use an extreme example of that as drift, concluding "why not play [game drifted to]?"
I'm also saying that constructing an adventure to work around the VtM frenzy rules (which I have seen cited as running counter to the Narrativist nature of the text--as an example) is not the same as not the same as, say, altering the speed chart in Hero (the idea that a GM might construct a scenario to produce coherent play is right in line with what I think Fang was saying--that some form of Drift is an irrevocable part of System).
I'm saying that the concept (and hell, maybe I'm the only one that has it) that an Incoherent system needs to be drifted to produce coherent play is highly questionable until drift is better defined.
I'm having a PM discussion with Chris about MayhemPT right now in PM's. It's about rule-changes to his system (in this case: the representation of gear). The fact that I'd (likely) drift his system to do what I want to with it (play a Robo-Racer and compete against peers in an arms-race (literally!) of building better and better (and more outrageous) machines doesn't say anything about the system's ability to produce coherent play without those rules.
The fact that I'd need to drift it (in this case, maybe heavily) still says nothing about the rules themselves. I'm certainly not saying I'd throw the rest of the system out--far to the contrary, I think it's the core of the system that makes it clear how gear can/should/would work.
And yet, that still says nothing at all about the rules ability, as they stand, to produce coherent play.
-Marco
On 6/19/2003 at 1:58pm, Mike Holmes wrote:
RE: No More Incoherence! - A Rant
I totally agree that a game that is clear about how to drift it, and what the results of such drift are, is a good thing. The question is, does a game like V:TM inform players that they may need to drift, and what the effects of such drift might be. Or does it present a lot of material that players will tend to look at as optional given that it all doesn't seem to work together.
Because the former model is fine. But I think that the problem with these games is that they are the latter. They claim to be fine as is. So when they do get drifted, players who don't like the direction of the drift, who haven't been part of chosing the direction of the drift, may (note "may", this is not absolute) become disenfranchised.
Again, it's not drift that's bad, and it's not that a game can be drifted or even needs to be drifted. It's that the game that needs to be drifted doesn't tell you what the ramifications are.
In Universalis, we present the Gimmick rule. Basically this says to the players that it's totally OK to drift the rules. But it does it in the framework of the game. Such that any player can object. In the process of which, hopefully, players will ensure that the system that results is one they like, and does what they want. The idea being that drift (or transition since this is enabled by the game) will occur, and all will remain functional.
Few other games have that sort of control over drift. Or text explaining the ramifications of drift (though I've seen that on occasion as well). The result of which is a higher tendency to produce incoherent play.
So are we agreeing or disagreeing still, Mendel?
Mike
On 6/19/2003 at 2:00pm, Marco wrote:
RE: No More Incoherence! - A Rant
ethan_greer wrote: I think I get what you're saying, Mendel, but I disagree with it. Basically, game text that is more open to individual interpretation is problematic because it will inevitably lead to disfunctional play when one player's expectations are totally different from another player's. This leads to rules arguments and all sorts of bad stuff that basically prevents good role-playing.
Then again, a game using this technique may very well sell better. But sales are not what we're talking about, are they? We're talking about actual play.
It will potentially lead to a resolution of what is delivered vs. what is expected (and this is on the parts of the players, not the game). That doesn't inevitably lead to dysfunction. C'mon, this exactly sort of prescriptive stuff is what I'm objecting to.
And it's not the language I'm talking about--I credit ethan with the acumen to use the term inevitable (in italics) to mean "assuredly" or "without fail"--and I categorize that in the realm of belief.
No one always gets what they expected in real life. It doesn't always lead to dysfunction. When it *does* lead to bitter disappointment it's because the level of expectation was both extremely high and unrealisitc. The inevitably doesn't credit the participants with any responsiblity for their own dysfunction--I guarantee you, if you're in a power-struggle it's *your* responsibility--not all the other guy's and certainly not some game designer dude.
-Marco
On 6/19/2003 at 2:07pm, Marco wrote:
RE: No More Incoherence! - A Rant
Mike Holmes wrote: I totally agree that a game that is clear about how to drift it, and what the results of such drift are, is a good thing. The question is, does a game like V:TM inform players that they may need to drift, and what the effects of such drift might be. Or does it present a lot of material that players will tend to look at as optional given that it all doesn't seem to work together.
Mike
For what it's worth, I agree that it would be hella-good for a game to decribe different potential modes and focuses of play. One good thing that has come out of this thread is that I'm doing that in my current designs.
I suspect that it's the lack of necessity of that for most people that accounts for the popularity of a lot of designs.
-Marco
On 6/19/2003 at 2:08pm, Mike Holmes wrote:
RE: No More Incoherence! - A Rant
Marco, when I read "inevitably" in Ethan's post, I read it to mean that in some game, somewhere it will happen. Not that it will inevitably happen in every game. And even that statement may be too much. But would you buy it if we were to replace inevitably with "likely"? Or "more likely" (really more accurate because dysfunctions like this will occur despite system sometimes?
Would you then agree?
Mike
On 6/19/2003 at 2:20pm, Marco wrote:
RE: No More Incoherence! - A Rant
Mike Holmes wrote: Marco, when I read "inevitably" in Ethan's post, I read it to mean that in some game, somewhere it will happen. Not that it will inevitably happen in every game. And even that statement may be too much. But would you buy it if we were to replace inevitably with "likely"? Or "more likely" (really more accurate because dysfunctions like this will occur despite system sometimes?
Would you then agree?
Mike
Yuh, I think I could agree to that.
I'd prefer it be presented as "a potential-trigger for dysfunction" rather than a "cause." But I could, y'know, buy the "more likely" as a personal take on it that I wouldn't have responded to.
The italics are pretty strong for sometime-somewhere though. I mean, everyone agrees that nothing is 'always' (in anything)--but there's a lot of space between "produces a higher incidence of" and inevitable (IMO).
Really, though, the thread's about drift being implicit in system--and I'm not sure we're any closer to that. I suspect my "toolkit" way of looking at a design comes from the fact that when I play, it tends to be relatively condensed sessions with beginings, middles, and ends where the genre is not appearent at the outset and the starting sitution is usually very carefully considered--and the PC's identities are known by the GM during set up to ensure extremely relevant games (and the players discuss PC's with with eachother during generation).
I try to run games that way too.
It's clear not everyone does it like that--so ultimately it comes down to a matter of personal experience and perception thereof.
-Marco
On 6/19/2003 at 3:22pm, ethan_greer wrote:
RE: No More Incoherence! - A Rant
I shouldn't have used italics. Marco, I didn't mean to get your hackles up. Let me rephrase: When, in a single group of players, one player's expectations are at odds with another's expectations, that group's play will be dysfunctional. I believe that to be the case, but I might be wrong. My point is that a game text that does not effectively address the players' expectations is more likely to lead to such dysfunctional play.
Is a game text such as Mendel postulates possible? I think it is. Has such a text been produced? I don't know. But I don't believe that Vampire fits the bill.
On 6/19/2003 at 4:00pm, Wormwood wrote:
RE: No More Incoherence! - A Rant
Mike,
I see drift control as a very effective work horse in game design. Of course the hard part about drift control is that an explicit method will tend to be a bit more subject to drift itself (although any method is, ultimately). I expect that there may be implicit elements in Universailis that help on that end too, alas I haven't yet managed to look it over.
I never claim Vampire acheives more than an accidental drift control, as much culturally as otherwise. The same also appears in several versions of D&D. This drift control is apparent from the ease by which people take the game with something in mind, and then immediately drift to something else. This does frustrate the consumer who wants truth in advertising, but regretably this is a minority. Ethan, I expect this answers your question on this matter too.
One thing I've been meaning to post about is how game design mimics play. Not in the sense that play can be defined by the design, as much as the processes to achieve one have strong associations to the processes in the other. I think that there is an element of drift in design. But tweaking where that comes from is a difficult task in itself.
Thank you for your time,
-Mendel S.
On 6/19/2003 at 5:35pm, Green wrote:
RE: No More Incoherence! - A Rant
ethan_greer wrote: I think I get what you're saying, Mendel, but I disagree with it. Basically, game text that is more open to individual interpretation is problematic because it will inevitably lead to disfunctional play when one player's expectations are totally different from another player's. This leads to rules arguments and all sorts of bad stuff that basically prevents good role-playing.
Then again, a game using this technique may very well sell better. But sales are not what we're talking about, are they? We're talking about actual play.
This is true. It has been my experience on several occasions when my idea about what a game was about was different from the group's. Even though I was willing to admit that RPGs, as a form of literature and drama, are by necessity interpretive, the group was having none of that, and my thoughts and views more or less discarded. Needless to say, it was not a pleasant experience.
On 6/19/2003 at 6:21pm, Marco wrote:
RE: Re: No More Incoherence! - A Rant
M. J. Young wrote:Fang 'Le Joueur' Langford wrote: The gaming community has a long history of practicing Drift. It's so ingrained that perhaps no one ever thought to write it into their System, before. So what? That doesn't make those games 'broken,' unplayable, or Dysfunctional, simply poorly written from an era of poorly understood applied role-playing game design theory.
I've had two threads in my mind that I've been thinking of starting for a couple weeks now, holding off until I have time to initiate something of that sort. It appears tonight that both have been started. This is one.
Long before I heard of role playing games I was a gamer--board games, card games, parlor games, trivia games, even the occasional bookcase and war games.
As a gamer, I expect the rules of the game to tell me how to play. It's as simple as that.
Sure, people adapt games. I don't. I play as close to the rules as I can manage, and if it doesn't work, it's a broken game, and I have no intention of fixing it.
Call me strange; call me an outsider, someone who doesn't understand the hobby. But allow me this much: role playing games cannot reach the mass market as long as it's inherent in the design that they don't work as written. Most people expect a game to play as designed, not as adjusted by the user.
I think Fang is saying something I've heard a lot of people say of late: that incoherence is good and sells well because it provides support for multiple goals, and players can ignore the support for those goals that don't interest them, in essence customizing the game to their own needs. I find this at least foolish. Multiverser is certainly customizable--it frequently says that the referee should use whichever of certain rules seem most appropriate and best for the circumstances of the moment, about many things. It doesn't thereby create rules that must be ignored to be able to understand or play the game. It explicitly assigns referees the task of setting some of the dials and switches, but other than in those situations in which it's this way or that way there isn't any overall "this choice won't work in this area if you made that choice in that area"--you don't have to "ignore entire chapters" to get it to work.
Incoherence is not necessary for customizability, and is an obstacle to play. Customizing incoherent games into coherent play inherently means making choices that will make the game in play unrecognizable to some players whose customization choices were contrary.
Incoherence is still bad design.
--M. J. Young
Well MJ, I don't think you're wrong or strange--but I do think you're applying your standard universally.
1. RPG's may have rules but they are essentially a medium--that requires creative interpertation of some sort. Unlike chess. One groups play may be unrecognizable to another group without chaning a rule at all (a session when no mechancics come up is possible in many games, I don't know about Multiverser--in that event it could be mistaken for something else quite easily).
2. "Doesn't work" is poorly defined. Do you mean if you can't make out the rules you won't fix it? Does it mean that if you play GURPS you have to buy all the additional books? If you'd run into Time Ship, would you have lit the candles and held the seance before playing? When I see "doesn't work" I'm not sure what that means.
My read is that the writer is usually saying "I'd have done it different." Under many common meanings of "work" Vampire worked fine. Note that while it didn't hit "main stream" it did bust out of the D&D corridor.
3. Fang is saying that drift is inherent in system (I think). I think that's true. If I were to buy and play Multiverser and find that some aspect of it didn't suit me, I'd be drifting it, no? (I mean. I'm sure it's modular and such--but I could decide to use Fortune in the Middle if it's not already in there--or Fortune at the end if it does--and if holds forth on both of those aspects, I'm sure I could find somehting else I might want to drift).
Does that make Multiverser Inchoherent? A bad design? What does that mean? (very little as far as I can tell).
Does drift (you say "customization"--I'm not clear on whether that's a subset of drift or not) only cross the boundary into existence when it makes one groups play unrecgonizable to the next?
In short what are you saying beyond "I think Multiverser is well designed and you don't need to change any rules to play it?" I think the Vampire guys probably thought that too.
-Marco
On 6/19/2003 at 6:22pm, Marco wrote:
RE: No More Incoherence! - A Rant
Green wrote: This is true. It has been my experience on several occasions when my idea about what a game was about was different from the group's. Even though I was willing to admit that RPGs, as a form of literature and drama, are by necessity interpretive, the group was having none of that, and my thoughts and views more or less discarded. Needless to say, it was not a pleasant experience.
There is no ruleset I'm aware of that will turn jerks into reasonable people. I think their dismisial of you owes more to them than the game they were playing though.
-Marco
[Edited: came off flippiant. ]
On 6/19/2003 at 8:59pm, John Kim wrote:
RE: Re: No More Incoherence! - A Rant
Marco wrote: 1. RPG's may have rules but they are essentially a medium--that requires creative interpertation of some sort. Unlike chess. One groups play may be unrecognizable to another group without chaning a rule at all (a session when no mechancics come up is possible in many games, I don't know about Multiverser--in that event it could be mistaken for something else quite easily).
2. "Doesn't work" is poorly defined. Do you mean if you can't make out the rules you won't fix it? Does it mean that if you play GURPS you have to buy all the additional books?
The thing is, I think you have a particular view of what the rules of an RPG are. A common theme to recent discussion has been confusion over what is referred to when we say "system". That is, someone says "System matters"? But what is included in system? Is setting a part of system? Many published games include a setting as an integral part of the system, such that it requires significant modification to use it for a different setting. However, other games are designed to be universal.
But it goes much deeper than that. Some systems specify how to do things which are not specified in other systems. At an extreme example, Puppetland has a rule which says that players cannot make out-of-character statements -- not even "My character sits down." This is something which other games don't have rules for -- it is left up to the group. In discussion, we want "system" to refer to a specific thing -- but published game rules cover different scope.
Marco, you suggest defining "Heavy Drift" as "major modification to the rules system" -- but that means that the less that is specified in the rules, the less chance that Heavy Drift is called for. Even though you specify that change is in proportion to the size of the rules, a very unspecific rules set likely means that no change at all is required. This is exactly what you say when you refer to play becoming unrecognizable without changing a rule at all.
Let me take a specific example: I run a game of original AD&D, but it is set in a royal palace where the PCs are various residents. As play progresses they discover that there is some sort of mystery going on. We follow the rules exactly as written. When combat comes up, we duly roll the dice. However, for many sessions there is no combat: just dialogue with various palace members, finding clues, and wandering about. This required no rules modifications -- but I would argue that it should be considered major drift from original AD&D.
On 6/19/2003 at 11:38pm, Marco wrote:
RE: Re: No More Incoherence! - A Rant
John Kim wrote:
Let me take a specific example: I run a game of original AD&D, but it is set in a royal palace where the PCs are various residents. As play progresses they discover that there is some sort of mystery going on. We follow the rules exactly as written. When combat comes up, we duly roll the dice. However, for many sessions there is no combat: just dialogue with various palace members, finding clues, and wandering about. This required no rules modifications -- but I would argue that it should be considered major drift from original AD&D.
Hi John,
I actually specified this description as "situational drift"--and for puppet land it would, I agree, be "major" to change the situation dramatically. But not "heavy" since no effort was expended changing rules.
For AD&D, though, I don't think you can say that though. I find nothing in the description of the game that tells you explicitly where or how to play. Sure, Chainmail took place in dungeons--but Village of Homlet wasn't so far off what you describe.
You choose Puppet Land--which explicitly has meta-game rules as a counter example--a good one, but I don't think you could easily argue it isn't extreme in that regard.
The idea that you can say you know what AD&D is supposed to be like is what I disagree with. There's nothing that mandates how often combat should come up. There's nothing that mandates that you can't play a political game. These assumptions are, IMO, like phrenologists pouring over a skull and going "there's a bump in the combat section--it must be violent."
It's a theory that, like subliminals, seems to make sense. I'm challenging it. Since the studies have not been done to provide the body of evidence needed (and heaven knows what you'd use for a control) I don't see any way to prove it--but are we really so sure that I'm the only wierdo who doesn't just buy into it that we can go around confidently saying "if you put a combat system in a game then the game is about combat?"--without even qualifying it as an unproven theory?
If you play so that rules sections are cut out--and construct the game so that that's intentional then, yes, I'd categorize it as drift (and for some examples, very major--for most, I think minor). But to decide what a game's base-line is when it's not specified seems very iffy to me.
-Marco
On 6/20/2003 at 5:04am, Valamir wrote:
RE: No More Incoherence! - A Rant
The idea that you can say you know what AD&D is supposed to be like is what I disagree with. There's nothing that mandates how often combat should come up. There's nothing that mandates that you can't play a political game. These assumptions are, IMO, like phrenologists pouring over a skull and going "there's a bump in the combat section--it must be violent."
Oh come now Marco. In the effort to make your point, you're straying into hyperbole. Virtually every rule in AD&D and virtually every variant published in Dragon, and I'd venture to guess virtually every house rule ever written had something to do with Combat. Either combat directly or with things whose primary purpose was modifying combat effectiveness (like encomberance, fatigue, and falling damage). This is way beyond someones untested assumptions.
Besides you are falling into a trap that is a pretty common one with you. Saying a game is "about" something in no way mandates that that's all it can be used for.
Besides #2, if you can't tell what a game is supposed to be like and what it looks like in play from reading the text and playing a few times, that's a whole nother category of design failure. One that Jack brings up in another thread, and one that most RPGs are guilty of.
On 6/20/2003 at 5:43am, John Kim wrote:
RE: Re: No More Incoherence! - A Rant
Marco wrote: I actually specified this description as "situational drift"--and for puppet land it would, I agree, be "major" to change the situation dramatically. But not "heavy" since no effort was expended changing rules.
For AD&D, though, I don't think you can say that though. I find nothing in the description of the game that tells you explicitly where or how to play.
Well, I don't agree, but it doesn't really matter. Regardless of what AD&D says, your point in general is true. You can write a game which has no rules or hints for situation. After all, the GM and/or players can make this up for themselves. Further, I can write a game which has no rules or hints for setting. The GM and players can create their own world however they like. For that matter, I can write a game which has no character generation system. The GM and players can make up characters however they like.
Now, I would guess that you will jump in objection to that last one. You will say that it's fine to create the whole rest of the world without any rules, but rules for player character creation are a "core" of the system. I would say that this is a common custom in some previous published RPGs, but there's no intrinsic logic to it. You just have a habit of doing things this way: i.e. certain things you always look in the book for how to do, certain things you make up for yourself.
Nor do I agree that the customary "core" parts are the hardest. Designing a complete world and characters is difficult and exactly how it is done makes a huge difference to play. Nor is playing without any of the other stuff terribly difficult. Heck, I did it when I was only nine years old.
So getting back to the question of drift...
Marco wrote: The idea that you can say you know what AD&D is supposed to be like is what I disagree with. There's nothing that mandates how often combat should come up. There's nothing that mandates that you can't play a political game.
...
If you play so that rules sections are cut out--and construct the game so that that's intentional then, yes, I'd categorize it as drift (and for some examples, very major--for most, I think minor). But to decide what a game's base-line is when it's not specified seems very iffy to me.
I could quibble about AD&D, but in general, sure -- you can make a game where you can't tell from reading it what play is supposed to be like. I guess there is a gap in terminology here. Perhaps we could say that requiring significant change for functional play is "Incoherency", while simply leaving vital elements unspecified is "Incompleteness". The literal idea of drift only really applies to Incoherent games. We need a parallel term, then, for what is done with Incomplete games to complete their functionality.
On 6/20/2003 at 12:01pm, Marco wrote:
RE: No More Incoherence! - A Rant
Valamir wrote:The idea that you can say you know what AD&D is supposed to be like is what I disagree with. There's nothing that mandates how often combat should come up. There's nothing that mandates that you can't play a political game. These assumptions are, IMO, like phrenologists pouring over a skull and going "there's a bump in the combat section--it must be violent."
Oh come now Marco. In the effort to make your point, you're straying into hyperbole. Virtually every rule in AD&D and virtually every variant published in Dragon, and I'd venture to guess virtually every house rule ever written had something to do with Combat. Either combat directly or with things whose primary purpose was modifying combat effectiveness (like encomberance, fatigue, and falling damage). This is way beyond someones untested assumptions.
Besides you are falling into a trap that is a pretty common one with you. Saying a game is "about" something in no way mandates that that's all it can be used for.
Besides #2, if you can't tell what a game is supposed to be like and what it looks like in play from reading the text and playing a few times, that's a whole nother category of design failure. One that Jack brings up in another thread, and one that most RPGs are guilty of.
I think you're misunderstanding me.
AD&D is not "about" combat. A whole lotta people play AD&D with a whole lotta combat. Those two statements are not the same thing. A game with knights and cavaliers and rogues and wizards where romping off across the country side is exciting and there are all these mysterious lost tombs filled with traps and treasure that didn't have any rules for combat, magic, traps, or treasure would be (IMO) pretty lame.
If I decide I want to inhabit the world from the top of the social structure rather than the bottom, I'm not changing the game--I can still find a Rust Monster in the treasury (ack!) or throw a Maze spell on myself to be missing when the assassins come. I can get a Mace of Disruption from the catacombs or go out in the woods to find my Druid friend reincarnated as a bear.
Or I can plot and scheme and beware of poison and recruit followers and do all kinds of things. RPG's are a medium, not a message. Using the term "about" with them is, IMO, simply incorrect.
Also: I think I very much (but perhaps not in totality--and perhaps not with some of the more radical designs out there) *can* tell what a game is like from reading the rules (assuming I was going to run it). I think the idea that one can't exists because it's hard to make certain *kinds* of judgments about a game (what GNS mode a rule will result in in *your* play vs. *my* play). But no. I think you read the rules. You interpert them. You run the game. You have a pretty good clue.
Someone else runs it? Well, yeah I'm (hopefully) in for some surprises--but that's because situation is usually pretty darn key to experience--and situation *is* often different each time.
-Marco
On 6/20/2003 at 12:21pm, Marco wrote:
RE: Re: No More Incoherence! - A Rant
John Kim wrote:Marco wrote: I actually specified this description as "situational drift"--and for puppet land it would, I agree, be "major" to change the situation dramatically. But not "heavy" since no effort was expended changing rules.
For AD&D, though, I don't think you can say that though. I find nothing in the description of the game that tells you explicitly where or how to play.
Well, I don't agree, but it doesn't really matter. Regardless of what AD&D says, your point in general is true. You can write a game which has no rules or hints for situation. After all, the GM and/or players can make this up for themselves. Further, I can write a game which has no rules or hints for setting. The GM and players can create their own world however they like. For that matter, I can write a game which has no character generation system. The GM and players can make up characters however they like.
Now, I would guess that you will jump in objection to that last one. You will say that it's fine to create the whole rest of the world without any rules, but rules for player character creation are a "core" of the system. I would say that this is a common custom in some previous published RPGs, but there's no intrinsic logic to it. You just have a habit of doing things this way: i.e. certain things you always look in the book for how to do, certain things you make up for yourself.
Nor do I agree that the customary "core" parts are the hardest. Designing a complete world and characters is difficult and exactly how it is done makes a huge difference to play. Nor is playing without any of the other stuff terribly difficult. Heck, I did it when I was only nine years old.
So getting back to the question of drift...
Marco wrote: The idea that you can say you know what AD&D is supposed to be like is what I disagree with. There's nothing that mandates how often combat should come up. There's nothing that mandates that you can't play a political game.
...
If you play so that rules sections are cut out--and construct the game so that that's intentional then, yes, I'd categorize it as drift (and for some examples, very major--for most, I think minor). But to decide what a game's base-line is when it's not specified seems very iffy to me.
I could quibble about AD&D, but in general, sure -- you can make a game where you can't tell from reading it what play is supposed to be like. I guess there is a gap in terminology here. Perhaps we could say that requiring significant change for functional play is "Incoherency", while simply leaving vital elements unspecified is "Incompleteness". The literal idea of drift only really applies to Incoherent games. We need a parallel term, then, for what is done with Incomplete games to complete their functionality.
Maybe it's just a matter of degree. My guess would be that most people played AD&D with some kind of dungeon crawl, yes. The descriptions in the game mention that. The module B1 was one. Although I can see how it looks like I'm being blind to that--I'm not.
AD&D sort of defacto assumes a feudal structure. Most people have an idea of what that's like--somewhat (and probably more than what a "dungeon crawl" is like if starting from scratch). We know there were food tasters and kings and unscrupulous advisors and all that. If you ask a man on the street to describe some of that stuff, they're probably gonna give up some data.
If you ask them what's on the 32nd level of Angband, they won't have any idea what you're talking about. Agree?
I submit that, yes, running a court-intrigue game is a lot of work. I've done it. Making a dungeon is easier. And yes, a game of court-intrigue that gave a lotta background notes would assist greatly with that and push play in that direction. Agreed. No question.
But, and this is the imporant part: in the AD&D world, the intrigue game is implied. I think. There *are* castles. There are kings and dukes and thrones and successors and such. There are court wizards and deadly poison. All of that stuff goes on.
Any character, anywhere can (and likely, logically would if ascending in level) run into that. Saying that putting it in is a major departure from the concept of the game doesn't make sense to me.
The way it sounds to me when you say it is is that the combat tables are an itch and that not scratching them (running combat--and lots of combat--each session) is fighting against some kind of stream. The idea that the focus on something which, I think we'd agree already does exist in the world is somehow radical leaves me confused.
I don't see it that way, and I kind of doubt you do too. So maybe my language is too strong. Maybe nightfal is a "major" shift from day--a common one but still a "major" shift. Maybe your statement isn't as strong as I read it.
You liken making up a char-gen system to creating a world background. In some sense this is true. But the creation of setting is something you've always got to do--it's implicit. Even with heavily defined settings, the PC's won't find all the NPC's they meet in the book. They won't find every location detailed. You can buy products that give you detailed maps and such--but how many times will you re-use that?
Char-gen is substantially different than that.
I think a better comparison would be: making up characters rather than rewriting chargen.
-Marco
On 6/20/2003 at 5:32pm, John Kim wrote:
RE: Re: No More Incoherence! - A Rant
Marco wrote: But, and this is the imporant part: in the AD&D world, the intrigue game is implied. I think. There *are* castles. There are kings and dukes and thrones and successors and such. There are court wizards and deadly poison. All of that stuff goes on.
Any character, anywhere can (and likely, logically would if ascending in level) run into that. Saying that putting it in is a major departure from the concept of the game doesn't make sense to me.
Just because it logically exists in the world doesn't mean that such play is supported by the game. As a counter-example, Nicotine Girls is set in the modern world -- so logically there should be organized crime and police conflict going on. After all, there are cigarette-smoking girls in all sorts of police-action movies. It could easily be that a PC's boyfriend is a hit man on the run from his former bosses. He might be attacked by his former boss' men while they are out on a date, leading to a high-speed car chase.
Mind you, I agree that Nicotine Girls is a more narrowly focussed game than AD&D. However, the comparison has some validity, I think. There is nothing in the rules which prevents a car chase. However, there is also nothing in the rules to encourage it or make it interesting.
Marco wrote: The way it sounds to me when you say it is is that the combat tables are an itch and that not scratching them (running combat--and lots of combat--each session) is fighting against some kind of stream. The idea that the focus on something which, I think we'd agree already does exist in the world is somehow radical leaves me confused.
But I never said anything about the combat tables. Original AD&D is more than just combat tables. It specifies in character creation that your character is an "adventurer". It has an experience system which rewards particular behavior. It does not narrowly conform to what you would intuitively expect for a feudal world. For example, PCs gain followers and land ownership solely from experience level -- independent of their born social class. In short, it says far more about what play should be like than just "If there happens to be combat, here is how to resolve it."
Marco wrote: You liken making up a char-gen system to creating a world background. In some sense this is true. But the creation of setting is something you've always got to do--it's implicit. Even with heavily defined settings, the PC's won't find all the NPC's they meet in the book. They won't find every location detailed. You can buy products that give you detailed maps and such--but how many times will you re-use that?
I never said that char-gen is exactly the same as world background in every way. However, they are both required elements for play. Sure, char-gen gets re-used more -- so if I come up with my own char-gen system, I can re-use it.
However, it is not inherent that a game cannot provide the locations and characters for play. For example, in my game The Business of Murder there are no NPCs. All of the characters are played by players, and they are included with the game. It doesn't have much re-play value, but on the other hand it is very easy to jump into. I can invite a bunch of non-role-playing friends over and they can play it with ease.
On 6/20/2003 at 5:56pm, Marco wrote:
RE: No More Incoherence! - A Rant
Hi John,
I can agree with that: without some rules-mod, a purely aristocratic AD&D game would have some difficulties with character advancement (although a game with a heavily intrigue oriented bent that still included adventure wouldn't necessiarily). So yeah. I can agre that AD&D is "about" playing adventurers (which I still think is a big difference from Dungeon Crawls or Amassing Treasure or Leveling Up ... or Combat ... or a lot of other things I've seen people assume).
And yes--non-traditional designs can vary widely. I didn't intend to cast the net as far as apparently it came off.
Of course the idea that AD&D or Nicotine Girls would need some rules-mod to play comfortably within zones they might well wander into is pretty intrinsic to Fang's point. And for what it's worth, I think I'd have an easier time solving the adventurers-turned-politicans issues in AD&D than I would having a shoot-out at a night club go down dramatically in Nicotine Girls.
-Marco
On 6/21/2003 at 12:34am, John Kim wrote:
RE: No More Incoherence! - A Rant
Marco wrote: I can agree with that: without some rules-mod, a purely aristocratic AD&D game would have some difficulties with character advancement (although a game with a heavily intrigue oriented bent that still included adventure wouldn't necessiarily). So yeah. I can agre that AD&D is "about" playing adventurers (which I still think is a big difference from Dungeon Crawls or Amassing Treasure or Leveling Up ... or Combat ... or a lot of other things I've seen people assume).
The thing is, I think you have an idea that certain things are the core of the system. i.e. Someone can ignore over half the rulebook text, but as long as they are still using unmodified the core -- then the game is only lightly drifted.
I see the game as a collection of parts. The more you ignore or change from what is described (or implied) in the text, the further you are from the written game. Certainly I see some things as being more central than others -- but that is a subjective judgement based on my own preferences. What I feel is the core might be different than what you feel is the core.
I certainly know that when I played original AD&D (many years ago), I would fairly regularly toss aside things which I think you regard as core. For example, I would commonly play diceless: especially at school, on trips, or at other times when dice weren't practical. However, other things like the magic item descriptions I strictly adhered to.
On 6/21/2003 at 3:30am, Marco wrote:
RE: No More Incoherence! - A Rant
John Kim wrote:Marco wrote: I can agree with that: without some rules-mod, a purely aristocratic AD&D game would have some difficulties with character advancement (although a game with a heavily intrigue oriented bent that still included adventure wouldn't necessiarily). So yeah. I can agre that AD&D is "about" playing adventurers (which I still think is a big difference from Dungeon Crawls or Amassing Treasure or Leveling Up ... or Combat ... or a lot of other things I've seen people assume).
The thing is, I think you have an idea that certain things are the core of the system. i.e. Someone can ignore over half the rulebook text, but as long as they are still using unmodified the core -- then the game is only lightly drifted.
I see the game as a collection of parts. The more you ignore or change from what is described (or implied) in the text, the further you are from the written game. Certainly I see some things as being more central than others -- but that is a subjective judgement based on my own preferences. What I feel is the core might be different than what you feel is the core.
I certainly know that when I played original AD&D (many years ago), I would fairly regularly toss aside things which I think you regard as core. For example, I would commonly play diceless: especially at school, on trips, or at other times when dice weren't practical. However, other things like the magic item descriptions I strictly adhered to.
Well, hey bro,
You gotta give me some credit. I pepperd the list with IMO and noted that some cases might seem one way to one person and another way to another--and I did say the list was all off the top of my head. But I'll agree--I made some assumptions and I shouldn't have assumed mine'd be yours.
I'd consider diceless AD&D fairly major (yes, we played diceless on school field-trips too or used the 10ths/100ths of a second hand on a digital watch as a generator--but certainly not the standard numerical spread).
However, I'll try to stand by a stake in the sand:
Someone who comes up with a new magic system for AD&D, with, say some new currency (magic points)--and does it with the intent of changing the way the classes work (as opposed to, say being forced to play without dice or a book)--is doing more work than ... the guy who doesn't use the AD&D Charisma rules (the definition of work being effort expended in the construction of the rules as a game designer)
Okay, it's not much. And I bet someone disagrees with it. But it *is* a start.
Hell, I'll throw caution and go out on a limb here:
An AD&D player who leaves Char-gen, General Resolution, Combat, and Magic unchanged will find his game statistically recognizeable to another player over a course of several sections where those aspects of the game are in use. A player who heavily modifies Char-gen, General Resolution, Combat, and Magic--and uses those sections over several sections of play will be engaging in an activity that is significatntly less recognizeable.
The collerary
An AD&D player who engages in a game that doesn't modify those (above mentioned) "core" systems but modifies or ignores other systems of the same systemic magnitude as Charisma rules, aging rules, the omission of psionics, and the removal of several monsters from the game will still find their game where the afore mentioned major systems are used recognized by most players as often or not significantly less than the unmodifed game.
It's at least a place to start making some determination about how drift could be categorized.
Drift seems to be definable in how it separates a system's recognizability, the magnitude of work (again, defined as the exercise of game-design: the process that we recognize as game design) that is done by the drifter, and the stated purpose in the alteration.
If I wanted to stick by the nomenclature I happened to pick orignally:
Heavy would move towards the upper end of the un-recognizable and work-magnitude.
"Major" could be anything--totally in the eye of the beholder. Your description of AD&D without playing adventurers would still be recognizable and not much work--but it'd be, I concurr major.
Situational drift would mean the alteration to game-play experience comes from the setting and the in-game action rather than a rules-modification. It might be "major" ... it might be "minor"--but it wouldn't (using the terms I'm pickin') be "heavy" or "light"--it'd be "situational."
Finally though:
I really think someone has to make some hard and fast decisions about this stuff before the statement that an Incoherent game must be drifted for coherent play has any real meaning. As it stands, that could simply be a person's reading of it and interperting all the words in a fairly loose manner vs. another's reading it and having very specific interpertations of what it says. IMO That's not saying a whole hell of a lot.
-Marco
On 6/21/2003 at 2:47pm, Jack Spencer Jr wrote:
RE: No More Incoherence! - A Rant
Sitting here now, I see three distinct types of Drift: rules ignored, rules rewritten, and rules added
Rules ignored is fairly simple a particular rules for a particular purpose is simply not used and replaced with...nothing. The D&D aging rules being a classic example of this. In the play I had participated in, these rules were simply never used and no other rules for that situation were made. In short, the situation never came up.
Rules rewritten is when there is a rule in the book covering the situation, but this rule is somehow not to the taste of the players (in many cases, just the GM) and the rule is changed. This may be lightly difted, retaining the mechanics or dice-rolling techiniques etc but with modified values for thing that use this mechanic or totally rewritten as if from scratch.
Rules added if when a situation comes up and there is no rule covering this situation, so a rule is written to cover the situation. Most of early D&D, especially the suppliments, were this-- adding classes, falling damage, hit locations, psionics, etc.
I think that we can judge the amount of drift of a game by how much is drifted and by what type. Determining by which rules were drifted and which were not is subjective opinion and doesn't help anybody.
On 6/22/2003 at 1:53am, cruciel wrote:
RE: No More Incoherence! - A Rant
I agree with Jack's types of drift.
*****
Marco,
I'm having trouble getting ahold of where you are going. I'm agreeing with both sides of the arguement, but not really seeing how they connect (I could just be tired).
When I think of a game (my example will be D&D3E) I think of the text and pictures. The system (little 's') is about combat if that's what the book is talking about. D&DE3 is about combat, practically every page in the book is devoted in one way or another to combat or things that relate to combat. I just don't see how it could not be considered about combat.
Do you have to have combat in your D&D3E play? No...but now we are talking about play, which is a whole different beast and can be about whatever the group damn well pleases. Play is only colored by the game system, not created by it.
*****
As far as Incoherence goes, we seem to have taken the Drift angle and that's fine. But, I'm still chewing on the square horseshoe and the chain kinda falls apart if you ditch the terms Hybrid, Congruence, and El Dorado; combine Drift and Transition; and consider games on that model.
However, I would like to say that I think Incoherence should get the boot in relation to this:
Fang wrote: Now we finally begin to reach my problem. See, 3) all of the games that Ron deems Incoherent in design (because he observes that at some point the become Dysfunctional in play¹ as implied by their texts), also fit the definition he gives of a Hybrid (note, these aren't required to be non-Dysfunctional - he even notes something about "functional Hybrids," meaning there are those which aren't).
First off, yes Incoherent as a label is short hand.
1. Saying a game is Incoherent doesn't actually say anything useful. Incoherent how? And for whom? See, my thinking is VtM is coherent Sim...but pretend with me for a moment that I think it's Incoherent. How? Incoherent Gam because the combat mechanics conflict with humanity? Incoherent Nar because the text conflicts with itself about story authorship (still pretending, don't argue against it). Incoherent what? Saying that mechanic A conflicts with priority B has value. Saying something is Incoherent does not define how or for what priority.
2. Incoherence is about play, and so is Dysfunction. Duplicate terminology? You are also less likely to use Dysfunctional as a label on a game.
3. You cannot rightly identify whether or not a game is Incoherent, Coherent, or Hybrid without playing it. When you do, you may encounter Incoherent play. But, the Incoherence in play could arise from your own priorities conflicting with that of the game as opposed to the game conflicting with itself. For other priorities it may be very weak Incoherence (Abashed), or a completely different conflict. If play is our only metric, and that metric is based on PoV; I don't see the functionality.
On 6/22/2003 at 4:41pm, Jack Spencer Jr wrote:
RE: No More Incoherence! - A Rant
cruciel wrote: 3. You cannot rightly identify whether or not a game is Incoherent, Coherent, or Hybrid without playing it.
Well, yes & no. I think the example of VtM goes that the text constantly says it's about story, like they invented Narrativism or something, but in play it is more Simulationist, as you had said.
On 6/23/2003 at 12:47am, Marco wrote:
RE: No More Incoherence! - A Rant
I'm not ... I'm not sure I got much more to add here right now ... but yeah, I'm not *disagreeing* with anything Jack said just now--actually I'm in utter agreement (esp with the last bit about trying to make a determination about things from *which* rules were drifted being a rough call to make).
I posited "situational drift" wherein a rule isn't modified, added, or deleted--it's just made highly irrelevant by the circumstances of play. That's something I don't think Jack allowed for--but I don't see that as a disagreement. I do agree with what he said.
I allowed that AD&D is about *adventure* which, yes, is often gonna include combat. Absolutely.
As for the Incoherent design vs. Incoherent play thing? Well it is believed (by some, I think) that a given design can promote fun play (Coherent design). Not all designs, this thinking goes, *do* that.
Do they incourage dysfunctional play? I don't know? Do they just not *assist* fun play? I'm not sure--but there are some designs that are coherent ... and some that aren't. Saying those designs are incoherent doesn't seem to be much of a stretch.
However, I remain unconvinced. I suspect that one person's coherent game is another person's incohernet game. Since I don't know how to define Incoherent, I'm using: a game that must be drifted for fun play.
It's clear that some very focused games will be played with low amounts of drift. Larger rules-systems (GURPS?) will tend to have higher amounts (who uses all the rules?). Heavily disparate systems (AD&D) will tend to be higher than more centralized ones (Over the Edge).
One could make the statement that since simpler systems will tend to be drifted less, they'll lead to better play. But I'm not sure anyone *is* making that claim (Ron, IIRC, suspected The Window--a contender for the simplest system in existence--would need drifting for coherent play). So I don't know.
-Marco
On 6/23/2003 at 12:50am, Marco wrote:
RE: No More Incoherence! - A Rant
Jack Spencer Jr wrote:cruciel wrote: 3. You cannot rightly identify whether or not a game is Incoherent, Coherent, or Hybrid without playing it.
Well, yes & no. I think the example of VtM goes that the text constantly says it's about story, like they invented Narrativism or something, but in play it is more Simulationist, as you had said.
No argument here--(and I dunno what VtM meant--at this point I will consider that, yes, they probably did get it all wrong and promise something they didn't deliver--I haven't the text so I can't say exactly what). But it is possible to claim to be "all about story" and still be completely simulationist ... I would say. The problem lies in what the speaker thinks story means vs. what the listener thinks it means. The whole "real life isn't a story" discussion is tied up in this.
-Marco
On 6/23/2003 at 1:04am, cruciel wrote:
RE: No More Incoherence! - A Rant
Jack Spencer Jr wrote: Well, yes & no. I think the example of VtM goes that the text constantly says it's about story, like they invented Narrativism or something, but in play it is more Simulationist, as you had said.
Marco wrote: No argument here--(and I dunno what VtM meant--at this point I will consider that, yes, they probably did get it all wrong and promise something they didn't deliver--I haven't the text so I can't say exactly what). But it is possible to claim to be "all about story" and still be completely simulationist ... I would say. The problem lies in what the speaker thinks story means vs. what the listener thinks it means. The whole "real life isn't a story" discussion is tied up in this.
There seems to be a lot of disagreement about whether VtM is Incoherent or not; from one angle and group of play experience yes, from another no. VtM is, for me, a great example of Incoherence being highly open to interpretation. Don't mistake this for me saying a game cannot have internal conflicts, or present confusing message, or that drift is all there is to play, or other system doesn't matter type stuff. Just that Incoherent as a short hand label on a game may be too dependent upon PoV and not provide enough information to be useful.
On 6/23/2003 at 7:16am, Jack Spencer Jr wrote:
RE: No More Incoherence! - A Rant
Marco wrote: I posited "situational drift" wherein a rule isn't modified, added, or deleted--it's just made highly irrelevant by the circumstances of play. That's something I don't think Jack allowed for--but I don't see that as a disagreement. I do agree with what he said.
I think this fits neatly under rules ignored.
As for the Incoherent design vs. Incoherent play thing? Well it is believed (by some, I think) that a given design can promote fun play (Coherent design). Not all designs, this thinking goes, *do* that.
Do they incourage dysfunctional play? I don't know? Do they just not *assist* fun play? I'm not sure--but there are some designs that are coherent ... and some that aren't. Saying those designs are incoherent doesn't seem to be much of a stretch.
I think it may have something to do with leaving the rules path as described in Christopher's thread. Both VtM (Vampire the Masquarade, 1st ed BTW) and the Window claim to support creating a story in the text but how they support this they mostly just get out of the way. So they support the creation of the story by convince you to leave the rules and do...whatever. You see. Sorcerer, by contrast, also claims to encourage story making, but never leaves the rules path. As such it helps the players create a story. Granted a *type* of story, but a story nevertheless.
This seems to be a key factor. Doing...whatever, whether it's encouraged by the rules or not, and using the rules to facilitate, encourage, enforce, support play.
This is a heavy-handed and not very tight analogy but it's the difference between tossing someone in the deep end of the pool and actually teaching them how to swim.
Forge Reference Links:
Topic 6958
On 6/23/2003 at 11:34am, Marco wrote:
RE: No More Incoherence! - A Rant
Jack Spencer Jr wrote:
This is a heavy-handed and not very tight analogy but it's the difference between tossing someone in the deep end of the pool and actually teaching them how to swim.
Marco's Law
"For every RPG analogy there is an equal and opposite counter-analogy."
Collary
"If the counter (counter-counter, etc.) analogy seems weaker, it simply may not have been the equivalent choice of counter-analogy."
Sorceror might be said to be tightly mechanically *focused* and The Window less so. That doesn't make it necessiarly any more fun (or un-fun). I read a post by Ron on RPG.net where he discussed how he'd had fun playing gamist games really gamist and simulationist games really simulationst, etc. I suspect that for a lot of people here coherent play means *focused* play.
Since coherent play is more or less defined as *fun* play, that means coherent = fun. That'd be in the neighborhood of a definitive, maybe proveable statement. Is anyone making it? I'm, y'know, not sure myself.
I can agree with "rules ignored" although in the examples discussed here and postulated the rule isn't actually ignored--it's just made differently (usually 'less') relevant.
So then it'd be a gradient of lack of use of rules and I think that gradient might be steep enough to be a silppery slope ("Tom doesn't put rust-monsters in his game ... except for that 1 time ... is he drifting?")
-Marco
On 6/23/2003 at 3:20pm, Mike Holmes wrote:
RE: No More Incoherence! - A Rant
In this thread, people keep saying that the proponents of the theory are saying things that they've never said.
Nobody has ever said, that only single mode gaming is the only way to coherence. Ron can be quoted in several places saying the opposite. And Marco, you're above quote is simply reading into Ron's statement things he didn't say.
Nobody has said that coherence is the only ingredient to making a game "fun" or otherwise good. Just that INcoherence is one way a game can be "non-fun". Not the only way, of course, just one.
Nobody has said that GNS is the only thing that's important in design. In fact, we're all on record saying how we feel that it's just one small part of the whole picture. And Ron will even tell you that it's not really about design at all.
So people have to stop setting up these straw men. You can say all you want that we believe these things, but it will not make it true.
You're argument seems to be, Marco, that we won't say what our arguments really are, and that you know what they really are, and that those things that we're not stating aren't true. I could as easily say that you are a terrorist sympathizer, but just not stating it, and say that you ought to be jailed because of it. Do you see how that might be offensive?
We have put out our arguments repeatedly in cogent format. If you don't think that's true, then tell us where we've failed to be clear, and we'll try to be more clear. But don't argue against things that you "suspect" that we think. Please stick to the statements that we've actually made.
Mike
On 6/23/2003 at 3:49pm, Marco wrote:
RE: No More Incoherence! - A Rant
Mike Holmes wrote:
We have put out our arguments repeatedly in cogent format. If you don't think that's true, then tell us where we've failed to be clear, and we'll try to be more clear. But don't argue against things that you "suspect" that we think. Please stick to the statements that we've actually made.
Mike
I'm not looking for strawmen. I'm tellin you how I read the body of work on this. I'm not disagreein' with Jack or John--or anyone else to my knowledge (I'm frankly not sure if I agree with contracycle or not--but that may be due to tiredness).
I'd like to know how someone is supposed to try to design a coherent game--if armed with the definition and the tools and the concept what does one do?
Be real explicit about GM/Player power split?
Focus tightly to make sure rules can't be omitted? Make all rules explicitly optional so the game can never be said to be truly drifted? Does not using an optional rule constitute drift?
Build however you want and then play-test and look for ... what?
All of the above? More? What if I miss a piece?
And once you have your Coherent game, what's that mean exactly? That it "does what it says it does?" (according to who, then?) That people who play it will find it fun? (all people? most people? people who 'get it?' people who like the subject matter and the specific implementation?) That it will appeal to people who will play it as the designer intended? I really wouldn't know how to explain this to someone. Surely I can't be the only guy whose a bit confused about it.
-Marco
On 6/23/2003 at 4:15pm, Matt Snyder wrote:
RE: No More Incoherence! - A Rant
I'd like to know how someone is supposed to try to design a coherent game--if armed with the definition and the tools and the concept what does one do?
Be real explicit about GM/Player power split?
That's certainly one way of many, and it's one that's been very popular in games discussed here at the Forge.
Focus tightly to make sure rules can't be omitted? Make all rules explicitly optional so the game can never be said to be truly drifted? Does not using an optional rule constitute drift?
Trying to prevent drift to this degree is absurd. No matter how focused a game, someone will find a means to drift the damn thing. It's just bound to happen. As a game designer, it's something I accept. Hell, it's something I really don't think about. Yeah, somone's bound to beat and hammer Dust Devils into something it was never intended to do. <shrug> So what. That doesn' t prevent me from crafting a coherent game, a game that MOST of its players will play according to the way it was basically intended.
Again, as has been stated elsewhere, Drift is not a Bad Guy. Just make a coherent game. There are many ways. It's not always easy to do. But Drift-proofing your game is missing the point. Make your game coherent, and the likelihood that people will Drift the thing diminishes greatly.
And once you have your Coherent game, what's that mean exactly? That it "does what it says it does?" (according to who, then?) That people who play it will find it fun? (all people? most people? people who 'get it?' people who like the subject matter and the specific implementation?) That it will appeal to people who will play it as the designer intended? I really wouldn't know how to explain this to someone. Surely I can't be the only guy whose a bit confused about it.
First, it means you've likely done a good job. It also means that, yes, the game does what is says it does according to you, the person who owns (hopefully) and creates the game. Also, that that SOME people (perhaps a very small few, perhaps more) will find it rewarding and entertaining. Marco, I don't understand why this is, as you say, hard to explain.
What exactly is the problem here, because I've lost any identification to what your concern is? Is it that you don't like the term Coherence? Don't understand it? Don't think it exsits? Think Drift is required for all games? Can you clarify, simply and concisely? Sort of a "Class, lets review."
On 6/23/2003 at 4:27pm, Marco wrote:
RE: No More Incoherence! - A Rant
Hi Matt,
Actually the term I was questioning was "Incoherence" (although that, by nature questions Coherence.
I've seen it said that Incoherence can't apply to games (but Coherence can?)--I don't get that.
The best definition of an Incoherent game I've seen, then is "one that must be drifted for Coherent ('fun') play."
I don't know if anyone's subscribing to that--but if you subscribe to the notion of a coherent game that logically assumes an incoherent one exists--so what's the definition?
If my working defn' *is* valid, then what does drift mean? Since it seemed it could mean almost anything from playing nobles in AD&D (for some values of nobles) to a complete re-write, to not using the AD&D aging rules I was asking if it's so vauge then: "What does saying a game is coherent or incoherent actually mean?"
Also: I gave an example of a game that seemed pretty clean and focused that *I'd* have to drift to play what I wanted--that was thematically within the scope of it. It seemed a fairly strong dis-proof of my working definition of Incoherent.
-Marco
On 6/23/2003 at 5:32pm, Mike Holmes wrote:
RE: No More Incoherence! - A Rant
Marco wrote: I've seen it said that Incoherence can't apply to games (but Coherence can?)--I don't get that.This is just an attempt to be rigorous. That is, these terms both refer to play. For purposes of design, what should be said is that one can attempt to design a game that tends to produce coherent play more often. Or that a particular game tends to produce incoherent play.
The best definition of an Incoherent game I've seen, then is "one that must be drifted for Coherent ('fun') play."But that's diagnostic, or more closely, the desription of the solution to the problem, not a description of the problem. It's a true statement, but it doesn't say anything about the causes. It's like saying that a headache is something that you take asprin for. That's true. But you also take asprin to lower fevers, and relieve other problems. It doesn't say anything about the headache, or how you prevent the problem from starting in the first place.
That's why Drift is not important to the analysis of play. Drift could mean that you have incoherence. It could also mean that the player just likes to tinker. Just like a person taking asprin could be a sign of a headache or a fever.
So what is Incoherence? It's when in play of a game, some player is dissatisfied with play because either they aren't allowed to play as they'd prefer, or other players are playing in a mode that annoys them. Is that clear? See why you can't say that a text is incoherent or coherent technically? A text can only tend to produce coherence or incoherence. More importantly, the text is only one potential source for the problem. They also originate from player behaviors, for example.
This is the same definition that's been stated repeatedly. Saying that it's the drift definition, and then knocking it down is exactly the sort of straw man that I've been talking about.
Also: I gave an example of a game that seemed pretty clean and focused that *I'd* have to drift to play what I wanted--that was thematically within the scope of it. It seemed a fairly strong dis-proof of my working definition of Incoherent.Not at all, it just proves that drift is not proof-positive that incoherrence is happening. Which I keep saying.
As for the previous questions:
I'd like to know how someone is supposed to try to design a coherent game--if armed with the definition and the tools and the concept what does one do?Armed with the definition I give, one should lool for mechanics that inform players that it's OK in particular places to use multiple modes, and has no mechanism for ensuring that the output is coherent. This is not to say that you can't promote more than one mode. It means that if you do so, you shouldn't just leave it there, and hope that it'll sort out in play. You should take steps to make sure that it happens.
Be real explicit about GM/Player power split?That does tend to help, but it not the end-all solution. As I've said before, it's as useful to inform the participants of what the potential results of mixing are, and let them work it out themselves. I'm sure that there are lots of solutions. Conguence comes to mind.
Focus tightly to make sure rules can't be omitted? Make all rules explicitly optional so the game can never be said to be truly drifted? Does not using an optional rule constitute drift?Completely wrong perspective. One should not make a game where one is forced to play some way or be "cheating". What one ought to do is to make a game well enough designed that the players always want to use the rules. I mean, they've decided to use this ruleset, presumably there's something about it that they like. To the extent that you can make it all "likeable" you're designing well. Sure that's a, duh, statment, but in large part it's what the theory is all about.
Build however you want and then play-test and look for ... what?Players saying things like, "That's not realistic," in response to another player's decision. This is a tricky example. This doesn't indicate that the system is too unrealistic, neccessarily (though that's a possibility). It indicates that the game is telling one player that it's about being realistic, and telling another that it's not. That's one sort of place where incoherence comes in. There are lots of signs to look for that indicate incoherence in play as a problem.
All of the above? More? What if I miss a piece?There are probably a lot more. You know what one big problem is? We've only just scratched the surface on this. We've done some stuff with stances, and reward systems, and the like, but to a great extent we don't know the answers.
What if you miss it? Probably not a big deal. At the very worst, it's got no more problems than Vampire. And since you think that's just fine, you shouldn't worry. Yes, that's right, it's not a big deal if your game is incoherent. All I've ever said is that it would be better if it weren't. Not that it's broken, not that nobody can play it, just that occasionally this will cause problems. For the most part, they'll be solved by drift, and no biggie, tho.
And once you have your Coherent game, what's that mean exactly?A game that promotes coherence can be said to cause mode related problems less often. For everyone? No, just in general, and as a tendency. How will you know? You won't. Other than you hear back from informed people that play was coherent, the best you can do is to wait for reports that can be attributed to incoherence, and add that to your data set.
But is that limiting? I mean, we all talk about what rules are "realistic" all the time without knowing how the market players are going to percieve it. We make certain assumptions because they're safe to make, and other times we go out on a limb. Creating a game that tends to produce more coherent play is, and will probably always be more art than science. So there is no magic bullet.
But that doesn't mean that it's not useful to talk about. To the extent that you think that you want to address coherency issues in your design you should. Just like the decision to address realism issues, or any other of the myriad issues that a designer has to address.
Getting anywhere? Or am I just spinning in place?
Mike
On 6/23/2003 at 5:42pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi Marco,
GNS essay:
In terms of design, the issue is incoherence, defined here as failure to permit any Premise (or any element of Exploration) to be consistently enjoyed.
SNIP
*Incoherent 1: the design fails to permit one or any mode of play. In its most extreme form, the system may simply be broken - too easily exploited, or internally nonsensical, or lacking meaningful consequence, to pick three respective possibilities for Gamism, Simulationism, and Narrativism.
* Incoherent 2: more commonly, the design presents a mixed bag among the modes, such that one part of play is (or is mostly) facilitating one mode and other parts of play facilitate others.
To me, it looks like Incoherence is fairly well defined. Under Fang's original post, he's arguing that Incoherence doesn't exist because you can always Drift it into something Coherent. That's rather like saying "Nothing is ever broken, because it can always be fixed or replaced".
GNS essay on Drift...
In terms of actual play, yes, one "can" bring "any" GNS focus to "any" RPG - but I argue that in most cases the effort and informal redesign to do so is substantial, and also that the effort to keep focused on the new goals as play progresses is even more substantial. This chapter discusses why that effort needs to be there at all.
SNIP
Drift is a related issue: the movement from one GNS focus to another during the course of play.
Ok, so your example of politics in D&D is a matter of drift by choice, not drift by necessity. D&D doesn't claim to be a political game. Here, you are choosing to change the focus of the game, and that's fine.
I'm not sure what the confusion is about, it's really simple:
-Games are supposed to play in a certain way(according to design), when they fail to do what you intended(as a designer), or what they claim to do(as a player), then that is "not good" compared to ones that do.
This is no different than comparing a hammer, a saw, and a broken piece of rotted wood. The hammer and the saw, each, have their own uses, and are good at that particular use. The rotted wood, fails both as a hammer and a saw, and most anything else(except maybe firewood or mulch).
Does that clarify anything for you?
Chris
On 6/23/2003 at 6:05pm, Marco wrote:
RE: No More Incoherence! - A Rant
Mike Holmes wrote:
Getting anywhere? Or am I just spinning in place?
Mike
Nope--'s a good post. I'll take a close look through it when I have the chance but it looks like a well wrought explanation.
-Marco
On 6/23/2003 at 6:55pm, Marco wrote:
RE: No More Incoherence! - A Rant
Chris,
I'm good with ya, all the way to this:
Bankuei wrote:
-Games are supposed to play in a certain way(according to design), when they fail to do what you intended(as a designer), or what they claim to do(as a player), then that is "not good" compared to ones that do.
This is no different than comparing a hammer, a saw, and a broken piece of rotted wood. The hammer and the saw, each, have their own uses, and are good at that particular use. The rotted wood, fails both as a hammer and a saw, and most anything else(except maybe firewood or mulch).
Does that clarify anything for you?
Chris
I see this as relating coherence to drift (something I think mike nicely separated).
I have big questions about this. I realize that the right-tool-for-the-right-job analogy gets tossed around a lot. It's an analogy and so I'm not going to debate it with another analogy or an extension of that one--that's just not workin'.
I got like 4 games I want to run--and none of them mesh directly with an existant system or setting. How does the theory apply to that (this has nothing to do with coherence as I see it, but the analogy was in your post).
One of the problems with RPG discussion is that a lot of things in RPG's (story) are analogous to other things (literature)--but not identical. So the tool analogy, I think, by its very existence, will create problems.
-Marco
On 6/23/2003 at 7:22pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi Marco,
Ok, we'll drop the analogy bit for now(although I tend to use the a lot for pretty much everything, not just rpgs).
I got like 4 games I want to run--and none of them mesh directly with an existant system or setting. How does the theory apply to that (this has nothing to do with coherence as I see it, but the analogy was in your post).
Ok, let's start with the "heart" of GNS. To paraphrase: There are different ways to play. Figure out what you want, coordinate it with mechanics that support that, and a group of folks on the same page.
So you've got 4 different games you want to run, and you know nothing fits it exactly. Identify what "exactly" that is, see what comes close to it, and identify what falls short of that exact need. Now, you can either choose to Drift it(which has nothing to do with the games Coherency or lack of it), or else design something ground up that takes what you like, or else does it better.
To give you a solid example: Mayhem High is the result of the influence of 3 games, Teeanagers from Outer Space, Feng Shui, and the Pool. Obviously if one of these could easily fulfilll my needs I would have either used it raw or drifted slightly. Instead, I looked at what each one fulfilled, and where it fell short of my needs.
TFOS has great setting, but the system does nothing to encourage proper play(as I see it). Feng Shui's unpredictable rolls were great for what I was looking for. The Pool's narrative sharing also was what I wanted. I took the Pool, added rules to increase the "chaos" in the game, and designed background around an actual TFOS game I played in, years back.
In other words, I used actual play experiences from a variety of games, from Incoherence(TFOS in my opinion), and Coherent play(the Pool) and used experiences from all as guidelines of what to do, and what not to do in order to create my own game.
By your question of "How do I make these 4 games work?" you've just pointed out that Drift (theoretically) could solve everything, but simply is too much work(for you) to make it happen. As you've pointed out, no system or setting is "close enough" for you to drift it.
I think the only arguments being made on my part here, is that the existance of Drift is no excuse for a poorly designed or incomplete game. The ability to fix objects does not excuse selling incomplete or broken merchandise.
All that aside, I'm not sure where you're confused here. If you'd like to hop onto the topic of GNS theory to actuality, we can take it to another thread. I think the confusion of GNS is simply that it points out some pretty obvious things that somehow don't get considered in roleplaying...
-In order to get what you want, it helps if you know what that is
-You should check to see if it really does just that
-Using something for what its not intended usually doesn't work out so hot
Nothing controversial here...
Chris
On 6/23/2003 at 7:59pm, Marco wrote:
RE: No More Incoherence! - A Rant
With you so far. But--
You said something I don't understand:
You pointed out that my choice of game (with drift) would have nothing to do with the coherency of the game. Why did you bring that right-tool-for-the-job issue into the discussion in the first place then:
Is the game I'll likely have the best results with *unrelated* to their coherence?
Also: Does *my* requirement of drifting Mayhem to play what you might be seen as claiming to offer (robo-racers with, presumably dramatic robo races) make you guilty of selling broken merchandise?
-Marco
On 6/23/2003 at 8:38pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi Marco,
The initial comparison of "tool for the job" was based on the recurring theme of "What is Incoherence?".
If we're talking about a game that produces play other than what it claims, then you may find that a game serves a different GNS purpose better than what it claims("this saw is advertised as a hammer, but works better for this!"). If we're talking about a game that fails to produce any mode, then we're talking about a complete failure as a tool.
Dig?
In the first case, you may find that some game actually produces better play X than Y, although its toted as good at Y. Consider that the Window claims to support Narrativist Goals, yet pretty much gives you another version of Sim gaming. For a Sim player, the Window may be their perfect system.
Your enjoyment of the games may come from that situation. If the game is really incoherent and just doesn't fly any possible way, then it's not going to produce enjoyment without Drift.
Also: Does *my* requirement of drifting Mayhem to play what you might be seen as claiming to offer (robo-racers with, presumably dramatic robo races) make you guilty of selling broken merchandise?
By no means. The Pool regularly delivers exciting combat scenes, tense political negotiations, and melodramatic emotional action, all without requiring special rules to make it happen. MH is about chaos and mayhem, and that's what the rules deliver. You can produce those very things you're concerned with, without having to create special rules for them.
Now consider any given WW game, and all the chapters about story, theme, etc. Then look to see if the rules support it in any fashion. That's broken merchandise. The rules do not deliver anything close to what the "ideal" in the game claims. The rules may have been made with consideration, but the issues considered(game balance, etc.) was not the creative agenda being touted throughout the book.
Please don't mistake the overall Creative Agenda of a game for the minutae. Otherwise we might as well say D&D is broken for not giving us the density and melting temperatures of gold pieces, or Legend of the 5 Rings is broken because it doesn't give a complete dictionary of 16th century japanese.
Chris
On 6/23/2003 at 8:55pm, Marco wrote:
RE: No More Incoherence! - A Rant
::nods::
Bankuei wrote: Hi Marco,
The initial comparison of "tool for the job" was based on the recurring theme of "What is Incoherence?".
If we're talking about a game that produces play other than what it claims, then you may find that a game serves a different GNS purpose better than what it claims("this saw is advertised as a hammer, but works better for this!"). If we're talking about a game that fails to produce any mode, then we're talking about a complete failure as a tool.
Dig?
No--sorry: Still a bit fuzzy. Is an incoherent game seen as being a "complete failure as a tool" (like the piece of driftwood?). Or is that refering to a hypothetical good-for-nothing game?
Also: Does *my* requirement of drifting Mayhem to play what you might be seen as claiming to offer (robo-racers with, presumably dramatic robo races) make you guilty of selling broken merchandise?
By no means. The Pool regularly delivers exciting combat scenes, tense political negotiations, and melodramatic emotional action, all without requiring special rules to make it happen. MH is about chaos and mayhem, and that's what the rules deliver. You can produce those very things you're concerned with, without having to create special rules for them.
Chris
I couldn't. For me the drama in a race would come from a multi-phase resolution (which was what I suggested). For me, being a racer would mean fixing up my 'bot (gear rules). The system wouldn't handle that either.
What *you* consider meeting my needs and what *I* consider meeting them could be two very different things.*
-Marco
* which is not a slam on the game. But consider this: as it stands, for me, it's not coherent (i.e. fun). With a moderate amount of drift (multi-phase resolution, simple gear rules) it would become not only fun, but possibly a first choice amidst the other things in the field.
What you have already provided is a good framework for me to "roll my own" with it.
But: if I'd paid $24.99 for it in the store ... broken--unable to meet my needs out of the box. And I would've lamented the lack of any kind of gear (a group of students driving around with a hijacked martian death ray too, for example)--and the fact that a roll/roll and then someone wins takes the drama out of combat for me.
Could it be that "broken" is entirely a mattre or taste (or almost so? Incomprehensible incoherent (the real meaning, not the GNS meaning) rules would be almost universally broken)
On 6/23/2003 at 9:18pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi Marco,
sigh....
What *you* consider meeting my needs and what *I* consider meeting them could be two very different things.*
Yes. And if you buy a cheesecake expecting it to taste like steak, will you be upset at the cook?
What I'm saying is, games should fulfill the Creative Agenda they advertise. Excusing failure by saying, "Well you can drift it" is pure bullshit. The failure is in what you claim to aim for and if you meet it or not, not in what other folks "want from it". I can want cheesecake to taste like steak all day, but that's not a failure of the cook, but a failure of me to look at what the hell I was buying.
Now if the cheesecake tastes like crap for a cheesecake, then I can get upset at the cook.
Coherency is NOT, repeat, NOT based on subjective, "what I want". It's based on "what it claims".
Chris
On 6/23/2003 at 9:29pm, Matt Snyder wrote:
RE: No More Incoherence! - A Rant
Marco wrote: What *you* consider meeting my needs and what *I* consider meeting them could be two very different things.*
Fine, but that your needs aren't met does not make the game incoherent. You're putting the cart before the horse.
But consider this: as it stands, for me, it's not coherent (i.e. fun).
Whoa! I thought Mike Holmes has already shown you how this is a dangerous definition of coherence. Coherence DOES NOT equal "Fun for Marco." I keep seeing you make this claim as part of your explanations. Forget coherence = fun, becaue coherence MAY NOT equal fun FOR YOU. Or for Individual X, Y, or Z. That doesn't mean that me or Individuals A, B, or C can't enjoy the hell out of the game, nor does it mean the game is incoherent because it isn't fun FOR YOU.
On 6/23/2003 at 9:44pm, Marco wrote:
RE: No More Incoherence! - A Rant
Bankuei wrote: Hi Marco,
sigh....
What *you* consider meeting my needs and what *I* consider meeting them could be two very different things.*
Yes. And if you buy a cheesecake expecting it to taste like steak, will you be upset at the cook?
What I'm saying is, games should fulfill the Creative Agenda they advertise. Excusing failure by saying, "Well you can drift it" is pure bullshit. The failure is in what you claim to aim for and if you meet it or not, not in what other folks "want from it". I can want cheesecake to taste like steak all day, but that's not a failure of the cook, but a failure of me to look at what the hell I was buying.
Now if the cheesecake tastes like crap for a cheesecake, then I can get upset at the cook.
Coherency is NOT, repeat, NOT based on subjective, "what I want". It's based on "what it claims".
Chris
Chris,
Gotcha. This must be very frustrating for you. You did say that "you" (meaning I) could reproduce what I was concerned about without rule mods. That was in the section I quoted. I'm going and assuming that's a claim. And--it's not true.
I'm not sayin' that to piss you off. It just isn't. If I did play The Pool I probably *would* have an issue with gear if I wanted to use it to drive an adventure (I'm not that familiar with the pool--but I brought up the same issue with you in PM for Mayhem).
You believe your system claims X--and delivers X. Clearly.
Do you think that either your claims or your magnitude of success in delivery could be the tinyest bit subjective? No? Okay.
-Marco
[Also: the cheese cake analogy is a bad one. I'm not ordering a meal in a resturant. I'm investing time in reading a book and analyzing a system based on about a page on setting (usually the back page). The standard for claims and delivery is very-very-very thin under those circumstances--and there is no standard like steak or cheesecake to measure the "taste" of an RPG against.]
On 6/24/2003 at 3:22am, Marco wrote:
RE: No More Incoherence! - A Rant
Matt Snyder wrote:Marco wrote: What *you* consider meeting my needs and what *I* consider meeting them could be two very different things.*
Fine, but that your needs aren't met does not make the game incoherent. You're putting the cart before the horse.
But consider this: as it stands, for me, it's not coherent (i.e. fun).
Whoa! I thought Mike Holmes has already shown you how this is a dangerous definition of coherence. Coherence DOES NOT equal "Fun for Marco." I keep seeing you make this claim as part of your explanations. Forget coherence = fun, becaue coherence MAY NOT equal fun FOR YOU. Or for Individual X, Y, or Z. That doesn't mean that me or Individuals A, B, or C can't enjoy the hell out of the game, nor does it mean the game is incoherent because it isn't fun FOR YOU.
Mike did a very good job of separating drift from coherence. I agree. He didn't (in that post) bring up the idea of using the-right-tool-for-the-job (which I'm still iffy on) and he didn't invoke the "does what it says it does" clause.
Both of those are what I'm addressing here. I don't know if, under Chris' screwdriver/driftwood analogy one game is the screwdriver and one game is the driftwood. I'm equally unclear as to whether a coherent game is always a screwdriver and an incoherent game is always the driftwood. It's his analogy--I'm looking for non-analogous terms.
What I'm seeing so far:
A) "A coherent game is one shown to be fun more times than it's not."
B) "A coherent game is a better tool for the job than an incoherent one."
C) "A coherent game does what it claims to."
I'm still not sure which or if all of those are the standard description.
If it's A, then I would look at the vast popularity of seemingly incohernet games and question that (plus a few other problems: how many people have to play Nicotine Girls before we can say it's coherent?) And: how meaningful is the term when applied to games with very small numbers of players?
If it's B, then for who? There are counter-examples a-plenty. The "right" tool for the job needs to posit an existing tool set before it's meaningful. Saying it might be *possible* to build a better game for your needs isn't.
If it's C then I'm questioning what claims are actually made by any RPG. What claims are precieved as being made. If a game says it delivers fast-and-furious action or dramatic vehicular combat, what does that really mean besides the designer's opinion? What do I have the right to expect from that?*
Edited to add: I would say from Mike's post that he came closest to A. Which is, IMO, the best working defintion yet. But if B and C are part of the definition of coherence, that's, IMO, weakening it. I've got questions about definition A--about the statement it really makes (I know of 1000 people who have played the game and X number had problems in the GNS mode arena therefore I can judge it Incohernet) vs what it's used to say ("This is a good clean design--It's coherent.")--but it *is* a potentially valid measure. I'm not so sure about the other two.
-Marco
* It seems that the Creative Vision statement means that the game needs to be internally consistent to the designer. By that standard VtM could as easily be coherent as not, I think. It would certainly mean you'd have to know what the Creative Vision behind it was in the first place.
On 6/24/2003 at 3:34am, M. J. Young wrote:
RE: No More Incoherence! - A Rant
Marco wrote: Since I don't know how to define Incoherent, I'm using: a game that must be drifted for fun play.
I don't think this is a good definition.
Let me try.
If a game can be can be played exactly as prescribed in the text and deliver an experience comparable to that presented in the text, it is coherent.
If a game cannot deliver the experience presented in the text without altering or ignoring at least some of the rules, it is mildly incoherent. That is, a game is incoherent of the rules can be played as written but will not produce the game experience the players are given to expect by the text.
If a game cannot be played at all without altering or ignoring at least some of the rules, it is strongly incoherent. That is, a game is incoherent if the rules cannot be played as written because they conflict directly with each other and no system is provided to control that conflict.
Someone reading Verse Three, Chapter One, not a gamer, wrote to ask me if the game played the way the story was told. I'm not sure I can answer that, exactly; I think it does. If I'm wrong, and if the novel were presented as part of the descriptive text of play, then the game would be mildly incoherent simply because although you can play it, you don't get the results you expect. Stronger incoherence would be if in reading the rules you were unable to determine how to play at all, without ignoring some of them.
That's my take on "what is incoherence". Any thoughts?
--M. J. Young
On designing a coherent game, my article, Applied Theory, is in Clinton's hands now, and he's going to have it up as soon as he's got a moment to do so. It may answer some of these questions.--M
On 6/24/2003 at 4:41am, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi Marco,
At this point, you're spinning empty semantics. Read the essay, comprehend the definition. Your A, B, and C perceptions are based off of the original definition.
A- Coherency means I don't have to screw around trying to drift the game around, and then try to get everyone on the same page, makes fun easier. B- Coherency is a result of knowing what you want to do, and designing for that purpose(tool for the job). C- Intent and results match, and we can see it in the writing, as players we're not confused by incoherency.
There is no contradiction here. If you want to go into what the designer "intended", aside from what is stated in the written rules, well, let's just not wander down that path of hypotheticals...because nothing will ever come from it.
Finally, my game aside, my point still stands. If a game declares it delivers X, your complaints it fails to deliver Y are completely irrelevant. It is not Incoherent because you didn't have fun, it is not incoherent because it doesn't deliver Y. It's Incoherent if it doesn't deliver X.
Marco, I'm going to ask you to really, really review the essay and what folks have said at this point. Take some time and digest things. Further discussion without understanding is going to be pointless. You're reading a lot of contradiction where there is none, and I'm going to give you the benefit of the doubt, but I feel that everything that need be said has been said perhaps 3 times already. I'm not going to input further until I see some effort to digest being made.
Chris
On 6/24/2003 at 11:16am, Marco wrote:
RE: No More Incoherence! - A Rant
Chris,
Looks like it on both sides then--I see you working double time not to understand what I'm saying.
For 'X' and 'Y' in an example of what Mayhem (or any game) does or doesn't deliver, put in real values. Tell me what:
a) you claim mayhem delivers
b) I want mayhem to deliver
And show me where you were clear in your statement of claim (a) that my (b) was outside the scope.
-Marco
On 6/24/2003 at 11:30am, Marco wrote:
RE: No More Incoherence! - A Rant
Response to MJ Removed.
It all comes down to this: very, very few games make discrete claims as to what they're offering or "about" or what they do. Nicotine Girls doesn't. Mayhem doesn't (IIRC). Maybe Multiverser does--I don't know.
So when I as a reader go in, I (usually) have to decide what a game is claiming to do vs. what it isn't.
Due to my reading of words like "story" and "author" and "the pc's are the protagonists" VtM comes off as doing what it claims to. It was written as an answer to AD&D--which as has been pointed out here (and I agree) is about playing adventures (with, yes, a lot of combat). They gave you the "other stuff" to do--the polticking and the inter-relationship stuff.
They didn't have a well-defined concept of Narrativism--nor were they (I doubt) aware of the controversy around the word "story."
That's something the people here have brought to the discussion--after being disastified with their solution (and in the original essay Deadlands and 7th Sea and all those other games of a similar bent are included).
But a game text can be only partially responsible for what a reader brings to it.
Mayhem isn't "incoherent" because it doesn't satisfy me as originally written--but neither can you say it "delivers what it claims to" because it makes no clear and definite claim (or if it does, I'm asking to see it)--like VtM it has a setting and a system and a flavor. How well those mesh is a matter of opinion. I don't see how that can be seen any other way.
I've seen it said that the ultimate test is statistical. An analysis of how often it's said to work vs. how often it doesn't. I can agree with *that*--but then there'd be questions that I still think have yet to be answered (does that mean across the entire space of RPG'ers, for example? Or is just a sub-set enough?)
-Marco
On 6/24/2003 at 1:05pm, contracycle wrote:
RE: No More Incoherence! - A Rant
Mayhem isn't "incoherent" because it doesn't satisfy me as originally written--but neither can you say it "delivers what it claims to" because it makes no clear and definite claim (or if it does, I'm asking to see it)--like VtM it has a setting and a system and a flavor. How well those mesh is a matter of opinion. I don't see how that can be seen any other way.
Well if a) GNS is a valid model, and b) coherence as described is indeed useful and valuable, and c) it is designed according to GNS and the theory of coherence, then... we know what it was intended to deliver. It is a demo or a working experiment. And therfore we can assess it as being coherent or otherwise.
If "how well they mesh is a matter of opinion" then we can do nothing. If it is instead, something that can be analysed and understand - in fact the very claim the GNS presents - then we can learn from extant mistakes and design better games in the future which are less likely to suffer those problems.
On 6/24/2003 at 1:10pm, Marco wrote:
RE: No More Incoherence! - A Rant
contracycle wrote:
Mayhem isn't "incoherent" because it doesn't satisfy me as originally written--but neither can you say it "delivers what it claims to" because it makes no clear and definite claim (or if it does, I'm asking to see it)--like VtM it has a setting and a system and a flavor. How well those mesh is a matter of opinion. I don't see how that can be seen any other way.
Well if a) GNS is a valid model, and b) coherence as described is indeed useful and valuable, and c) it is designed according to GNS and the theory of coherence, then... we know what it was intended to deliver. It is a demo or a working experiment. And therfore we can assess it as being coherent or otherwise.
If "how well they mesh is a matter of opinion" then we can do nothing. If it is instead, something that can be analysed and understand - in fact the very claim the GNS presents - then we can learn from extant mistakes and design better games in the future which are less likely to suffer those problems.
I'm real close to done with this myself--but I dunno if Chris is gonna respond ... so maybe you can: take a look at Mayhem ('s worth the look!) and take a look at what I felt it didn't deliver on--and show me where my expectation was outta line with it's "claim."
Or maybe where my expectation *was* in line and the rules needed to be changed ...
Either would be evidence of your a) and b).
-Marco
On 6/24/2003 at 3:59pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi Marco,
You've taken this thread way off topic. Anything Mayhem specific is going to PM.
Chris
On 6/24/2003 at 4:08pm, Mike Holmes wrote:
RE: No More Incoherence! - A Rant
First, Marco, your desire to drift Mayhem does not make it incoherent.
Let that sink in.
Drift is a possible sign of incoherence, but it's also a potential sign of a lot of other things. But just because you don't want to play a particular game as written does not mean that it's not coherent. This is where you keep getting confused.
Incoherent does not simply mean "not fun", it means "not fun because there are problems with play conflicting in terms of GNS.
The test for coherence in Chris's game would be if you played it as written, and saw if any problems pertaining to conflicting modes of play came about because of the rules. Now, that probably wouldn't be fun for you because you don't like the modes being promoted. But that just means it's the wrong game for you. Not that it's incoherent. Incoherence is a very tight group of problems that you're trying to make into a bigger issue.
Incoherence does not relate to preference. We accept that certain people will not like certain modes. That's not incoherence. That's simple preference. In fact, the theory here all says that you shouldn't try to make a game that satisfies all the people all the time. Because it's unlikely to work. What you need to do is to create a game that's functional for some people.
Interestingly, if a coherent game produces modes of play that you don't like, you can still drift it to fix that. Which is what you're doing, Marco. This is one of those many other reasons that people drift games.
The "do what they say" thing is being overstated. What people are trying to convey is that one source of incoherence is for a game to set up expectations of supporting certain modes of play, and then failing to do so for whatever reason. This tends to produce incoherency because people believing that the game can do these things will play in those modes. When the game fails to support that mode, then they feel let down.
Thus, if Chris' game said that it supported a hightly technical view of gear in his game, saying that it supported Sim play, he'd be lying. And then, a player expecting that would be dissapointed. This is the general concept.
However, as pointed out, it's rare that these things are stated explicitly. Actually, VTM is the classic example talking only about telling a story, and then supporting all three modes. But let's consider a game that didn't say such a thing. Like if Vampire hadn't had such promises (or if you don't think that it does). Well, does that mean that the game isn't promising anything in particular? Actually, no, the game mechanics themselves will tend to suggest modes of play. And when one player sees one thing, and another player sees another, that's when you have the potential for trouble in terms of coherence.
The game designer can't know who is going to pick up his game and play. He can't assume all that much about what the player wants in terms of mode. What he can do is present the game's modes of play in such a way that the players have an understanding of what play is supposed to look like, and how the modes are supposed to exist with each other in play. That way, he's presented one way to play that does not have the potential trouble of incoherency. If the players then want to drift the game because they don't like the modes presented, or for any other reason, well, that's fine.
It's just not a sign of incoherency.
JAGS is a pretty coherent Sim game (some currency stuff we could debate, but overall...). No matter what anybody thinks about Sim, that will remain true. You've done what you need to do there, I think. Do you have people come to you complaining that they're not sure if it's supposed to be about realistic portrayal of the world, or if it's supposed to be about winning? As opposed to complaints like complexity, or focus on realism or something? The former complaint might indicate incoherence. The latter complaint indicates preference problems (to which you ought to respond that this is not the game for them).
If GMs or players change the game to have, say, a more gamist bent, that represents their preferences, and not incoherence.
This is nothing new, and I feel that I'm repeating myself. But I'm not seeing where it's not clear.
Mike
On 6/24/2003 at 4:18pm, John Kim wrote:
RE: No More Incoherence! - A Rant
Marco wrote: What you have already provided is a good framework for me to "roll my own" with it.
...
Could it be that "broken" is entirely a mattre or taste (or almost so? Incomprehensible incoherent (the real meaning, not the GNS meaning) rules would be almost universally broken)
Well, this is definitely true in some sense. The exact same game which one person considers fun and exciting, another person might not like. However, I am not satisfied that this means that we should simply toss up our hands and suggest that nothing can possibly be said about the quality and design of any games.
GNS is one attempted step towards understanding the variation of taste among different gamers. Thus, ideally, we would be able to say "This game doesn't work for those whose tastes correspond to XYZ -- but it is fun for those whose tastes correspond to PDQ." At present, with just three categories, I think it is pretty self-evident that it doesn't fully describe the taste preferences of role-players. Still, many people have found it useful.
Marco wrote:By no means. The Pool regularly delivers exciting combat scenes, tense political negotiations, and melodramatic emotional action, all without requiring special rules to make it happen. MH is about chaos and mayhem, and that's what the rules deliver. You can produce those very things you're concerned with, without having to create special rules for them.
I couldn't. For me the drama in a race would come from a multi-phase resolution (which was what I suggested). For me, being a racer would mean fixing up my 'bot (gear rules). The system wouldn't handle that either.
It's a good point. I don't think it is reasonable to use language like saying that a game provides "exciting", "tense", or "fun" play without qualification -- because these describe reactions in the player which will vary based on taste. But the question is, what makes the races exciting to someone else but not to you? (Note: I haven't read Mayhem yet, but I'm interested. What's the URL?) If this is explainable by GNS, that would suggest that someone else finds it exciting perhaps because they are more inclined towards Narrativism, while you are more inclined to Simulationism. Thus, you would find it more exciting if you drifted it towards your preferred style of play.
On 6/24/2003 at 4:34pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi John,
My point being made is that my terminology of Broken Merchandise is based on the concept of "Game claims X, but fails to deliver X." You are correct that terms such as "exciting, fun, etc." are biased, but my point is that the Pool is NOT incoherent or broken because it "fails to give specific rules" for each of the cases in point. In other words, the rules set is flexible enough to cover all those cases without requiring special mention.
The reason for the initial comparison is that MH is based off of the Pool, with some modifications.
The major point I want to bring to the table is that "Fun for me= Coherence / Not fun for me = Incoherence" is incorrect. Incoherence is the inability to solidly deliver on any GNS mode, regardless if we're talking XYZ, or PDQ as you put it.
Chris
Playtest version is available on Yahoo Groups under MayhemPT at:
http://groups.yahoo.com/group/indie-netgaming/files/
On 6/24/2003 at 4:39pm, Marco wrote:
RE: No More Incoherence! - A Rant
Mike Holmes wrote: First, Marco, your desire to drift Mayhem does not make it incoherent.
Let that sink in.
Mike
It did. I didn't argue that. Your point was well made.
My wish to drift it came from the fact that one-phase combat, for me, didn't "deliver on the claim" for me. That the text indicated situations the rules wouldn't adequately cover:
That my interpertation of the promisies made by the genre and the rules would be: in a fight between A and B character A blows up a gas tank. Character B turns around and says "oh yeah?" and blows up a service-station ... etc. One roll doesn't deliver that.
The game is about rivalries and big races and The Big Game. Having it come down to a single roll robs me of the drama inherent in that--the sense of chaos and excitement and one-ups-man-ship.
The fact that there are gear-using racers in the game but no way to implement, say tuning up a car, means that essentially one archetype doesn't work for me--even though those actions would be in-genre and within the style of the game.
You *are* repeating yourself--but I heard you the first time.
The fact that I want to drift it does NOT make it incoherent.
What about the fact that IMO it doesn't deliver on its claim? (It mentions doing all this stuff "in the name of good grades" too--but there's no rule for grading, either).
-Marco
On 6/24/2003 at 4:50pm, Marco wrote:
RE: No More Incoherence! - A Rant
John Kim wrote:Marco wrote: What you have already provided is a good framework for me to "roll my own" with it.
...
Could it be that "broken" is entirely a mattre or taste (or almost so? Incomprehensible incoherent (the real meaning, not the GNS meaning) rules would be almost universally broken)
Well, this is definitely true in some sense. The exact same game which one person considers fun and exciting, another person might not like. However, I am not satisfied that this means that we should simply toss up our hands and suggest that nothing can possibly be said about the quality and design of any games.
GNS is one attempted step towards understanding the variation of taste among different gamers. Thus, ideally, we would be able to say "This game doesn't work for those whose tastes correspond to XYZ -- but it is fun for those whose tastes correspond to PDQ." At present, with just three categories, I think it is pretty self-evident that it doesn't fully describe the taste preferences of role-players. Still, many people have found it useful.
Marco wrote:By no means. The Pool regularly delivers exciting combat scenes, tense political negotiations, and melodramatic emotional action, all without requiring special rules to make it happen. MH is about chaos and mayhem, and that's what the rules deliver. You can produce those very things you're concerned with, without having to create special rules for them.
I couldn't. For me the drama in a race would come from a multi-phase resolution (which was what I suggested). For me, being a racer would mean fixing up my 'bot (gear rules). The system wouldn't handle that either.
It's a good point. I don't think it is reasonable to use language like saying that a game provides "exciting", "tense", or "fun" play without qualification -- because these describe reactions in the player which will vary based on taste. But the question is, what makes the races exciting to someone else but not to you? (Note: I haven't read Mayhem yet, but I'm interested. What's the URL?) If this is explainable by GNS, that would suggest that someone else finds it exciting perhaps because they are more inclined towards Narrativism, while you are more inclined to Simulationism. Thus, you would find it more exciting if you drifted it towards your preferred style of play.
I, not surprisingly, agree with all of this. If instead of saying Vampire is incoherent, we said "Vampire appeals primarily to people who like the intricate well crafted setting and don't mind sim-mechanics over nar-color" then, hey, I couldn't argue with you.*
That might even explain its popularity.
-Marco
*If someone added "and I wish they'd said that more clearly" I wouldn't argue that either.
I agree that GNS is useful. I do not agree that a declaration of incoherence is useful.
On 6/24/2003 at 5:41pm, Mike Holmes wrote:
RE: No More Incoherence! - A Rant
Marco wrote: What about the fact that IMO it doesn't deliver on its claim?
This is why I spent all the time in the last post on this subject. "Doesn't do what it says" is also not a clear definition of Incoherence. That was my point. It can, again, be one way that a came can promote Incoherence, but it's not defining.
And perhaps Chris' game does promote incoherent play. Let's find out. What conflicting modes do you see it promoting? If you see the game promoting two or more modes in such a way as they might tend to be read such that play might tend to become problematic, then it's incoherent.
If, OTOH, you simply want a different mode than it provides, if it's just a preference, then we're not talking about a problem with Incoherence. You're example seems to me to indicate a preference problem. OTOH, maybe you feel that the game indicates to players somewhere that there will be mechanically detailed resolution, and then the game fails to put that out there. Can you point to such a problem? Or one in which using the single step resolution will conflict with other parts of the design in terms of what sort of GNS decisions the rules promote?
Mike
On 6/24/2003 at 5:59pm, Marco wrote:
RE: No More Incoherence! - A Rant
Mike Holmes wrote:Marco wrote: What about the fact that IMO it doesn't deliver on its claim?
This is why I spent all the time in the last post on this subject. "Doesn't do what it says" is also not a clear definition of Incoherence. That was my point. It can, again, be one way that a came can promote Incoherence, but it's not defining.
And perhaps Chris' game does promote incoherent play. Let's find out. What conflicting modes do you see it promoting? If you see the game promoting two or more modes in such a way as they might tend to be read such that play might tend to become problematic, then it's incoherent.
If, OTOH, you simply want a different mode than it provides, if it's just a preference, then we're not talking about a problem with Incoherence. You're example seems to me to indicate a preference problem. OTOH, maybe you feel that the game indicates to players somewhere that there will be mechanically detailed resolution, and then the game fails to put that out there. Can you point to such a problem? Or one in which using the single step resolution will conflict with other parts of the design in terms of what sort of GNS decisions the rules promote?
Mike
That's a bit clearer than it was in your second-to-last post--I've no absolutely concrete mode of play save gamist for Mayhem from the text, but the resolution system would work against that for me (it'd be narrativist in the sense that I'd narrate my successes for a better story).
As a player, a lot would depend on the GM. As a GM, I'd be inclined to set up step-on-up style obstacles. But I don't think I'd much enjoy winning or fighting or competing in the system--which is what the flavor text encourages me to do.
Yer call.
Is it possible that the way the rules strike me is my own look out? That the designer isn't responsible for that? That one person can look and see gamist influence and another see Sim?
-Marco
On 6/24/2003 at 6:59pm, WDFlores wrote:
RE: No More Incoherence! - A Rant
Marco wrote: it'd be narrativist in the sense that I'd narrate my successes for a better story
I've been following the discussion somewhat, but now I'm briefly jumping in here to quickly point out some small thing: the way I understand it the narrativist mode doesn't equate to narration. So, Marco, maybe narration is really what you're aiming for when you talk of the specific way you drift the rules in your Mayhem example?
On 6/24/2003 at 7:08pm, Marco wrote:
RE: No More Incoherence! - A Rant
I'm sayin' that the way the success mechanic works would make me inclined to use it to set up story arcs (the defeated Thermonuclear Volley Ball Women's team captain falls in love with/vows revenge against my character)--and that tendency wouldn't work all that well with the competitive nature of the world as I see it (i.e. there'd be no thrill-of-victory due to the one-roll resolution and the fact that any degree of success is "success"--if I understand it correctly, with higher ones being dramatic over-kill).
I haven't spent a lot of time on the bidding mechanic, however if I were making goal oriented decisions in the game (and I think I would be) I'd be hoarding my dice for the big show-down--and maybe having problems with other people expending dice (and losing them to the pool) if we were team-oriented ...
It *is* a complex dynamic--but I can see several ways it could break where there'd be problems.
I'm not 100% I have the definitions right myself tho ...
And more importantly, I think that all says *way* more about *me* than the game (which is kinda my point).
-Marco
On 6/24/2003 at 7:21pm, Mike Holmes wrote:
RE: No More Incoherence! - A Rant
Well, we're getting into really tough territory here. Is it your preference that makes you see the potential of the system as one thing when another sees it as another. In any case, just that you've said this means that the game is slightly incoherent. But the thing is that by that standard, I'd think that almost all games would be incoherent. I mean, one could play Rune a Sim, but it would very much be missing the point of all the rules designed to determine who wins the game.
The point is that it is subjective in terms of what will work; as I said it's art. And you'll never be 100% coherent by the most stringent of definitions. But that's not the goal. We only want to be "mostly" coherent, or coherent enough.
Again, it's like Realism. You'll never get 100% there. But you sure as hell can try to achieve it to some extent. Coherence isn't binary. It's a spectrum ranging from horribly, brokenly, incoherent, to coherent enough that you really don't have to worry.
As a designer, Chris has to take your comments and decide if they're potent enough to merit change (assuming he's really concerned with coherence). Are you just not the target market, or can he make the game more coherent in a way that satisfies your particular proclivities in a consistent manner?
So I'm not sure how you seeing his game as incoherent "disproves" the idea. You've just proved the usefulness of it. Either the test deluded you into thinking that there was this other way to employ the rules (incoherent) or you're just changing it because you're adjusting it to your play preference.
Mike
On 6/24/2003 at 8:27pm, Marco wrote:
RE: No More Incoherence! - A Rant
I'm mulling over what you posted Mike--and a good post it is. I agree with the language and the message. That "tough territory" was where I felt I started out. It took a long time to get to the question of whether I was responsible for reading gamism into the rules (and the scale of coherence-incoherence).
I wanted to address something before responding to your post though:
Several times people have said "we shouldn't just throw up our hands and assume we can't say anything about design" (paraphrase).
I'm not, and never have been advocating that. That people like Ralph and John thought (did they? I'm not sure they were responding to *me* but it seemed like it) I *was* speaks volumes to the poorness of this mode of communication.
-Marco
On 6/24/2003 at 8:57pm, Mike Holmes wrote:
RE: No More Incoherence! - A Rant
Well, I think they're overstating the case. This is just one area of design, so even if it turned out to be bogus it wouldn't mean that we can't improve on designs in other ways.
But they are saying that it sounds like you're saying that there's no reason to improve games in this area. That's only, I suspect because your contention is that there's no improvement to be done. So the whole "throw up your hands" arguments are passing each other. I think we all agree that one can and should make better games. It's just a quesiton of whether or not the concept of Coherence can be used in that regard.
Mike
On 6/25/2003 at 8:59pm, Marco wrote:
RE: No More Incoherence! - A Rant
After taking some time off and mulling over the posts, here's my conclusion. I believe there's a lot of congruence here--although I'm pretty sure I feel the degree of variance in these things is *far* larger than Mike does (I could be wrong, however).
Mike Holmes wrote: Well, we're getting into really tough territory here. Is it your preference that makes you see the potential of the system as one thing when another sees it as another.
[emphasis added]
I have always believed this is the case. I think that very, very few rules (a terminal win-condition being an extreme case and one of the execptions that probes the rule, as you note) have a predictable invocation of mode.
A discussion of how the game might be approached is always good. It will come off a lot more like how I think Universalis reads than The Window (that is: a lot less strident).
It seems to me that if a game will never be 100% coherent then it'll always be "incoherent." Or rather, that no game can be comfortably described as either one (especially considering the amount of connotation it seems to have in any discussion in which it will be included).
I'm certain that Chris feels coherence is important to his design but: if he changes his rules to assist me, someone who sees Narrativism in his design will find the gear-rules cause munchkining and maybe dislike the multi-phase combat system they'll feel shifts the game to one about combat.
Given this, I'd want to qualify any statements about coherence or incoherence--and specify the magnitude of the phenomena. Without that, I'm not sure the statement will lead to meaningful discourse save with those who already agree with what is being said.
-Marco
On 6/25/2003 at 9:31pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi Marco,
I'm certain that Chris feels coherence is important to his design but: if he changes his rules to assist me, someone who sees Narrativism in his design will find the gear-rules cause munchkining and maybe dislike the multi-phase combat system they'll feel shifts the game to one about combat.
This whole affair has led me to consider some serious issues in regards to communicating Creative Agenda as a whole.
First, as has been stated before, drift happens, and that's just fine. The only point of trouble with that comes in when someone reads a set of rules and takes it as "Oh, this is supposed to be about X, but only produces Y", when in fact, Y is exactly what was intended to begin with.
Second, that sort of issue often comes up based on assumptions about how play is supposed to go, often based on other games. This is why a lot of folks pick up Sorcerer, play it, and don't get it. They run Sorcerer like a typical Sim game, and miss all the fun of what its really about. Unless you either are already freed from those assumptions, or pick up the supplements which really go into counteracting them, you might have trouble "getting it".
Third, using GNS discussion with only partial understanding, basically results in the same sort of dialogue you get when you throw around terms like story, genre, or roleplaying vs. rollplaying- everyone talks past each other without being on the same page. The GNS essay as a written document provides an invaluable reference tool for people to dialogue. Like anything else, it still requires effort on the part of the reader to "meet it halfway" in terms of understanding.
This being the case, conveying Creative Agenda is vital towards producing coherent play. The Impossible Thing before Breakfast, probably can be attributed to failing to have a Creative Agenda match up with system or advice on how to run the game. Likewise, much of my issues with WW games comes about through a mixed message in Creative Agenda.
All this said, it becomes very clear why "what is your game about?" becomes a fundamental question. What isn't clear is why its so hard for so many people to formulate and communicate such a concept. I'd venture it links back into the dysfunctional conditioning of "Don't talk about it, don't acknowledge it" which leads us to using crappy terms like story-oriented, genre, "You adventure and stuff!" as substitutes for what we really mean.
Chris
PS- Marco, you might be surprised to find out that Mayhem High is strictly Sim, not Nar. It can be drifted to Nar, but there's nothing in it to "push" it that way. Plus, like the Pool, it sucks for gamist play. The only sort of "Step on up" at hand is who can be the funniest.
On 6/25/2003 at 11:50pm, Marco wrote:
RE: No More Incoherence! - A Rant
PS- Marco, you might be surprised to find out that Mayhem High is strictly Sim, not Nar. It can be drifted to Nar, but there's nothing in it to "push" it that way. Plus, like the Pool, it sucks for gamist play. The only sort of "Step on up" at hand is who can be the funniest.
It doesn't strike me at all strange that you see it as "Sim." It also seems that you don't understand how it can be seen other ways--each equally "correct". Hence your use of the "Impossible Thing" term.
-Marco
On 6/26/2003 at 3:19am, cruciel wrote:
RE: No More Incoherence! - A Rant
Marco wrote: Given this, I'd want to qualify any statements about coherence or incoherence--and specify the magnitude of the phenomena. Without that, I'm not sure the statement will lead to meaningful discourse save with those who already agree with what is being said.
Agreed.
A game might be Abashed if you've been playing for 20 years and know the common mistakes and easy fixes, Coherent if you interpret the text a certain way (which will be based of previous play experience), Incoherent if the text doesn't fit with your preconceptions (the word 'story', for example), and other fuzzy areas. You can find an inconsistency in any game if you are looking for it. How much inconsistency is Incoherent? Abashed? Typographical error? Expecting the reader to read between the lines? Just an earlier stage in RPG development?
Anyway, on to the point. GNS breaks down at the atomic level, which isn't where it is supposed to work so I guess that's just peachy. Perhaps Incoherent simply doesn't work on the whole game level. Mechanic A conflicts with priority B could still be a perfectly valid statement. The rub seems to be that mechanic A will then fall into another priority, and then which priority do you judge the game on? Particularly slippery when there isn't a clear majority priority, but if there was a majority priority you probably couldn't call it Incoherent anymore.
On 6/26/2003 at 4:19am, Marco wrote:
RE: No More Incoherence! - A Rant
cruciel wrote:
The rub seems to be that mechanic A will then fall into another priority, and then which priority do you judge the game on? Particularly slippery when there isn't a clear majority priority, but if there was a majority priority you probably couldn't call it Incoherent anymore.
It gets even stickier: Chris feels the game doesn't push towards Nar play. He says it. He sounds sure. He's dead wrong. My proclivites mean that when I get directoral power I go around setting up plot arcs and aiming towards climaxes and advancing themes. If I don't wanna be doing that, I don't want directoral power.
So for me the game has a H-eeeuuu-ge push towards Nar play. Despite what the designer thinks.
-Marco
On 6/26/2003 at 4:46am, cruciel wrote:
RE: No More Incoherence! - A Rant
Behold my off-topic post! It's short I promise.
I think I blame Sim for my difficulty with Incoherence. Seems to me, that games most often pegged as Incoherent (cough...VtM...cough) are at least largely Sim. Like an unclear addressment of the metagame priority (challenge/theme) leads to the Incoherence. No clear addressment of challenge or theme, just addressing verisimilitude (which can pop up in Gam or Nar as well) is what gets you Sim, right? As if the Sim priority isn't strong enough to guide the creative agenda once the inevitable happens and someone's challenge or theme agenda creeps into the play. Just fuel for the Conflict/Fidelity fire for me I guess.
Just a stray thought full of assumptions and babble.
Editted for clarity...sort of.
On 6/26/2003 at 7:36am, contracycle wrote:
RE: No More Incoherence! - A Rant
Marco wrote:
It gets even stickier: Chris feels the game doesn't push towards Nar play. He says it. He sounds sure. He's dead wrong. My proclivites mean that when I get directoral power I go around setting up plot arcs and aiming towards climaxes and advancing themes. If I don't wanna be doing that, I don't want directoral power.
First of all, I still don't see the relevance of this. For all I know or care, it is also Quite Obvious to you that alien shape-changing mutant xenomorphs live inside your cat. Just because you claim to see it does not mean it is a) there or b) significant.
So for me the game has a H-eeeuuu-ge push towards Nar play. Despite what the designer thinks.
Secondly: How? Now above you say that your proclivities lead you to go around setting up climaxes etc. if given directorial power. I would suggest in the first place, that this is not necessarily narrativism - in which case, the assertion that the game is prompting you to Narrativism is not true.
It still does not appear to me that the case has been made that incoherence is itself an incoherent concept or problematic. Although its difficult with such fuzzy objects as games, I really don't think that the mere assertion is itself sufficient to form an opinion about much. MArco, if it is your assertion that a particular game is MISLABELLED, that is entirely different from ciriticism incoherence. If your assertion is that a given game did not meet your every expectations, I would suggest this is irrelevant to the coherence or otherwise of the game. And, it seems to me, you could still be transposing "directorial power" with Narrativism in a manner I would not think to be Narratavism.
On 6/26/2003 at 11:05am, Marco wrote:
RE: No More Incoherence! - A Rant
Ah, well, yeh--I could have it wrong. The definitions are hard for me to get right.
My play would, I'm sayin', be characterized by making decisions with "what would produce the best story" in mind--and lookin' for or trying to produce a theme.
I dunno. You tell me.
Edit: I've had a hard time parsing your stuff of late. The game was never labeled in its text. Or maybe I don't get what you're talking about. The alien-in-cat thing I had to look at a couple of times to get ... and I'm not sure I completely understand what you are saying.
-Marco
On 6/26/2003 at 2:47pm, xiombarg wrote:
(quick aside)
Marco wrote: Edit: I've had a hard time parsing your stuff of late. The game was never labeled in its text. Or maybe I don't get what you're talking about. The alien-in-cat thing I had to look at a couple of times to get ... and I'm not sure I completely understand what you are saying.I believe it's just a colorful way of saying that just because you claim to see something, doesn't mean that thing is really there. I can claim to see the sun turn blue, but this doesn't mean the sun really turned blue, and that we have to discuss astronomy based on the assumption that the sun can suddenly turn blue.
As far as your use of narrative power, Marco, Director stance isn't inherently Narrativist just because you can use it for that. Donjon uses Director stance and it's Gamist in orientation. Other people could use that poper differently than you do. At best, Director stance doesn't get in the way of Narrativism -- vanilla Narrativism at its finest. Your assertion is kinda like saying that dice are Narrativist because they can be used in a Narrativist way.
Contrast with Kickers, as seen in Sorcerer, which, as a mechanic, lean in a very Narrativist direction -- they're directly connected to story and theme, and the changes that happen after a Kicker is resolved are very non-Gamist, in that there's no mechanical advantage in the change, and they're not particularly Sim either -- why would a character's stats change just because they resolved a particular Situation?
You might want to check out some old threads on Narrativism and Director stance.
Forge Reference Links:
Topic 186
On 6/26/2003 at 3:38pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi guys,
A strong consideration would be octaNe, with director stance all over the place, but still firmly Sim. Again, it can be drifted to Nar fairly easily(I know I did), but its still strong Sim. There's nothing in the rules to suggest otherwise, which isn't to say its a bad thing by any means.
The key problem in terms of determining Incoherency, as Mike and Marco both noted is that it comes out over a larger group of people than simply one person or one group. There are numerous factors that go into Coherent or Incoherent play, and its rather hard to determine whether the results are due to the game design, Social Contract of that particular group, or the amount of drift going on. All three of these factors play such a big role in acheiving Coherence or Incoherence, and are very difficult to determine without witnessing actual play, so we are left to trying to pick out the overall trend from a large enough test subject.
This isn't to say that numbers alone are the determinant, but also seeing the design operate for yourself, under a variety of conditions and people, probably plays a big, big role in understanding. I suspect folks like Ron and Jake who have demo'd from lots of different people have probably gathered an informal, but vital "index" of info regarding their particular games and what contributes to Coherent Play and what tends to screw it up.
Chris
On 6/26/2003 at 3:53pm, Marco wrote:
Re: (quick aside)
xiombarg wrote:Marco wrote: Edit: I've had a hard time parsing your stuff of late. The game was never labeled in its text. Or maybe I don't get what you're talking about. The alien-in-cat thing I had to look at a couple of times to get ... and I'm not sure I completely understand what you are saying.I believe it's just a colorful way of saying that just because you claim to see something, doesn't mean that thing is really there. I can claim to see the sun turn blue, but this doesn't mean the sun really turned blue, and that we have to discuss astronomy based on the assumption that the sun can suddenly turn blue.
As far as your use of narrative power, Marco, Director stance isn't inherently Narrativist just because you can use it for that. Donjon uses Director stance and it's Gamist in orientation. Other people could use that poper differently than you do. At best, Director stance doesn't get in the way of Narrativism -- vanilla Narrativism at its finest. Your assertion is kinda like saying that dice are Narrativist because they can be used in a Narrativist way.
Contrast with Kickers, as seen in Sorcerer, which, as a mechanic, lean in a very Narrativist direction -- they're directly connected to story and theme, and the changes that happen after a Kicker is resolved are very non-Gamist, in that there's no mechanical advantage in the change, and they're not particularly Sim either -- why would a character's stats change just because they resolved a particular Situation?
You might want to check out some old threads on Narrativism and Director stance.
Oh, I didn't think Director Stance meant Narrativist--I was saying that the way the game used director stance made me inclined to particiapte in story-first preferably thematic game play. After all, when *I'm* handed directoral power of some scope (Dunjon's limits are pretty explicit--but that mechanic works against my preferred mode of Gamism--it isn't gamist for *me* at all.) I'll tend to use it to go Narrativist.
At least as well as I understand Narrativist gaming at all, which, I'm sure, isn't all that well. You can decide the label.
As for the sun being blue? I don't think that's right. I'm talking about my reaction to a rule--not any inherent property of the rule itself. I'm not saying *directoral* power is narrativst--just that my tendency is to use it that way. In that context it seemed contra was trying to tell me I was wrong about how I felt about something. If he was, I admit I'd thought better of him.
-Marco
Forge Reference Links:
Topic 186
On 6/26/2003 at 6:52pm, xiombarg wrote:
RE: Re: (quick aside)
As for the sun being blue? I don't think that's right. I'm talking about my reaction to a rule--not any inherent property of the rule itself. I'm not saying *directoral* power is narrativst--just that my tendency is to use it that way. In that context it seemed contra was trying to tell me I was wrong about how I felt about something. If he was, I admit I'd thought better of him.My guess is he was reacting to this statement of yours, which doesn't sound like an assertion of your opinion:
It gets even stickier: Chris feels the game doesn't push towards Nar play. He says it. He sounds sure. He's dead wrong.
Call me crazy, but that sounds like you're asserting that the mechanic DOES push towards Narrativism, and not just for you. Sure, you qualify it later in the post, but there's a strong implication that your reaction is the usual reaction.
I think part of the problem here, Marco, is that when people talk about incoherence -- or anything in RPG theory -- it's a general thing. That is, when we say that a mechanic pushes toward Narrativism, we mean that most people, IN GENERAL, would find that it facilities Narrativist play. Your milage may vary, but that doesn't disprove anything -- it just proves that you're different. Special, even. ;-D
Most mechanics are GNS neutral. That's why it takes effort to avoid Incoherence.
So, returning to the topic of this thread, just because Incoherence doesn't (in a sense) exist FOR YOU, doesn't mean it doesn't exist for most people -- whether or not they recognize it.
On 6/26/2003 at 9:17pm, Marco wrote:
RE: Re: (quick aside)
xiombarg wrote:As for the sun being blue? I don't think that's right. I'm talking about my reaction to a rule--not any inherent property of the rule itself. I'm not saying *directoral* power is narrativst--just that my tendency is to use it that way. In that context it seemed contra was trying to tell me I was wrong about how I felt about something. If he was, I admit I'd thought better of him.My guess is he was reacting to this statement of yours, which doesn't sound like an assertion of your opinion:
It gets even stickier: Chris feels the game doesn't push towards Nar play. He says it. He sounds sure. He's dead wrong.
Call me crazy, but that sounds like you're asserting that the mechanic DOES push towards Narrativism, and not just for you. Sure, you qualify it later in the post, but there's a strong implication that your reaction is the usual reaction.
I think part of the problem here, Marco, is that when people talk about incoherence -- or anything in RPG theory -- it's a general thing. That is, when we say that a mechanic pushes toward Narrativism, we mean that most people, IN GENERAL, would find that it facilities Narrativist play. Your milage may vary, but that doesn't disprove anything -- it just proves that you're different. Special, even. ;-D
Most mechanics are GNS neutral. That's why it takes effort to avoid Incoherence.
So, returning to the topic of this thread, just because Incoherence doesn't (in a sense) exist FOR YOU, doesn't mean it doesn't exist for most people -- whether or not they recognize it.
Well, to mis-quote the open source movement: do you mean "special as in forces? or special as in olympics?" ;)
I agree that with a proper control group (I've no idea what it would be) and a significant statistical sample (I've no idea how you'd measure that) and a way to work around observer bias and incorrect mode-analysis (again, a formidable challenge, IMO) then one might find a general trend in a mechanic or a game. I'm willing to allow that this maybe *could* be done. I'm damn sure it hasn't been. Talking like it has been does no one any credit.
If you turn your statement around, how does a designer know if s/he's the special one or not? And if, perhaps, The Forge attracts a certain kind of individual, how is the discussion here proven to be any kind of relevant sample (I suspect many posters here wouldn't count themselves in the average gamer population).
If I find VtM doesn't work for me, is that the game's fault or mine? A poster above declared Mayhem at least a little-bit incoherent based on my assessment of a dichotomy between the goals I precieve and the mode I would play (or was it the mechanic and the setting--or whatever--doesn't really matter). As a game designer I'd pay much, much more attention to whether it worked *for* me, than for some random guy--and a random guy who seems to be a Simulationist, at that.
Let's get this thread back on track:
If I decide that VtM's mechanics support Sim, then all I have to do is transition my play to sim and I'll be in line (happy is still a matter of taste).
I submit (Occam's razor again) that that's what the thousands of people who play, buy, and continue to play and buy do with it. They play any game in the way that works: NOTE: I am not discussing drifting it at this point. Simply transitioning their play.
A game is therefore incoherent for people who:
a) need special rules telling them how to transition the game (it'd be nice to print up a page of those for VtM--I think it's appearant that most people don't need one)
b) refuse, for whatever reason, to do it--and therefore get into power-struggle.
Whether or not a game "needs to be drifted" is, I think up to the group, again. It'd be based on how they decide to transition it.
-Marco
On 6/26/2003 at 9:46pm, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi Marco,
As a game designer I'd pay much, much more attention to whether it worked *for* me, than for some random guy--and a random guy who seems to be a Simulationist, at that.
Could you provide some context for that statement?
Chris
On 6/26/2003 at 10:15pm, Marco wrote:
RE: No More Incoherence! - A Rant
I'm sayin' that fixing the game for *me* is probably not going to get you closer to a game that will do what *you* want it to. I'm often playing in a simultionist mode. I thought (IIRC) that you were pretty much usually playing in a Narrativist mode.
Since I don't believe the game is really "Incoherent" (although by some of the standards it could be seen that way) if I were you I would make any changes I suggest that you agree with, not worry too much about what I feel your game "claims" or "promises" and build the game that plays the way you want it to.
If that means 1-phase combat and no gear, so be it.
As it presently stands, it'd be worth drifting.
-Marco
On 6/27/2003 at 12:49am, cruciel wrote:
RE: No More Incoherence! - A Rant
Call me crazy (I don't mind, really), but I don't think the issue with Incoherence is whether or not Marco can have Coherent play with System X. Or that Incoherence is a non-valuable term for play. Incoherent play doesn't seem to be a sketchy concept at all. It's these transitions:
I had/saw Incoherent play with System X -> System X is Incoherent
I had/saw Coherent play with System X after drift -> System X is Incoherent.
Big jumps, and part 1 has a frame of reference which part 2 does not.
On 6/27/2003 at 2:16am, Bankuei wrote:
RE: No More Incoherence! - A Rant
Hi Marco,
Agreed in full.
Chris