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Topic: The Lumpley Principle Goes Wading
Started by: Paganini
Started on: 8/2/2003
Board: RPG Theory


On 8/2/2003 at 6:27pm, Paganini wrote:
The Lumpley Principle Goes Wading

Ejh posted to this old thread:

http://www.indie-rpgs.com/viewtopic.php?t=6537

And here is my reply:

Ejh,

I think you're on the right track, but are in semantic danger.

The thing is, it really is true that rules don't represent the game world. See, the game world doesn't need representing. The game world is the sum total of what we imagine - no more, no less. As you've said, mechanics lend weight to a particular course of imagining. (The reason that a praticular course should be given weight is not defined at the mechanical level; it's an artifact of the social contract layer.) But, mechanics don't tell us what the game world is like, they encourage us - via the distribution of credibility - to imagine the game world in a certain way.

Take Facts in Universalis for example. In Universalis, Facts are the representational element you're talking about; in your example, the Strength of a TFT character is a Fact. Let's say that a group has defined the Fact that "cows can't fly." Is this modeling the game world? Well, no, not really, because the mere existence of this Fact does not, in fact, mean that cows can't fly. What it does mean is that a narration including flying cows has less weight than that doesn't include flying cows. It means that it will be more difficult - but not impossible - for the player to have his narration be incorporated into the imagined reality. In Universalis, the strictness with which this is enforced depends on the lenience of the group (how often they invoke the Challenge mechanics). In more usual games, the strictness tends to be built into the mechanics, leading to a sort of "vote with feet" situation, where the players ignore rules that encourage them to imagine something that they don't care to imagine.

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On 8/2/2003 at 10:31pm, kamikaze wrote:
Re: The Lumpley Principle Goes Wading

Paganini wrote: Ejh posted to this old thread:
http://www.indie-rpgs.com/viewtopic.php?t=6537
The thing is, it really is true that rules don't represent the game world. See, the game world doesn't need representing. The game world is the sum total of what we imagine - no more, no less. As you've said, mechanics lend weight to a particular course of imagining. (The reason that a praticular course should be given weight is not defined at the mechanical level; it's an artifact of the social contract layer.) But, mechanics don't tell us what the game world is like, they encourage us - via the distribution of credibility - to imagine the game world in a certain way.


That seems inconsistent--if mechanics can't dictate anything, they also can't encourage anything, even the distribution of credibility.

But what lumpley said is important here, because it misapplies one view of what happens at a game table to other people who do not play the same way at all.

lumpley wrote:
the Lumpley Principle. It's actually really stupid, a triviality: mechanics are a tool for negotiation among the players, no frickin' duh.


This is true in a sense, but it's a trivial distinction in most groups. Generally, the negotiation is just "I'm the GM tonight, and we're going to be playing System X", and all the players say "Cool!". At that point, the mechanics have the force of law, and the GM sits as police, judge, jury, and executioner. Good players are law-abiding citizens, and will follow the rules even when nobody could catch them cheating. The GM may decide that a law is unreasonable, or that there are extenuating circumstances, but the entire system of law does not disintegrate from one violation. Unless the players rise up in unified revolt and pelt the GM with dice, they don't get to break or change the law.

In those groups, the GM's authority is derived from the system of law he or she presides over.

That's pretty much the antithesis of the Lumpley Principle.

lumpley wrote: I wouldn't've ever mentioned it at all, except so many people seem to come into game design with the idea that mechanics exist to represent the stuff of the game world.


Well, yes, many people do come into game design with that idea, because for most games, mechanics do exist to represent the stuff of the game world.

Different groups treat the rules with varying amounts of respect. A few groups just drop some books on the table for flavor text, but never actually use the rules. A few groups play completely by the books, with hours-long debates over the precise wording of a rule. Most groups are somewhere in between, but lean heavily to one extreme or the other. The vast majority of groups are much closer to "follow the rules" than "freeform" (the simple fact that most groups play xD+D or Rifts suffices to make that true, and even most tabletop WW groups follow the rules, as the freeform types have gone off to play LARP; all other games make up a few percent, and are statistically nonexistent). The behavior of a group may change from game to game and session to session, but there are strong preferences.

I'll occasionally play freeform games as a change of pace, and I enjoy them if I'm in a frivolous mood and don't take them too seriously, but 99% of my playing time is much closer to "follow the rules", which I find vastly more challenging and intriguing. That's just my personal taste, and de gustibus non est disputandum. That's the perspective I use when designing games, which is unsurprising: game designers normally design the kind of games they like to play. Even DUDE is a "follow the rules" RPG, and it's about as minimal as RPGs get. Most of my games are much crunchier. I perpetrated SIX WORD RPG! as a joke about freeform gaming and the profusion of "one page RPGs", not as a real freeform game.

For "follow the rules" groups, the mechanics absolutely do represent how stuff in the game world works. If I want to know if a character can leap across a chasm, and there's a rule for it, I'll almost certainly use it. If I want to know how fast a starship can go from Earth to Proxima Centauri, I'll whip out the rulebook and find out. I don't just bullshit an answer that will change next session.

If you want to look at that as a social contract enforcing consistent setting, which merely happens to use rulebooks, you can, but it's a distinction without a difference: the results are the same as actually following the rules. I certainly do not describe my behavior that way, though. I follow the rules because the rules model how the game world works, I don't want to be inconsistent, and I think it makes a better game, a more fun game, to succeed or fail depending on how well you understand the world rather than how well you can schmooze the GM.

Game mechanics are no different from any other text in an RPG; they're all "rules", in that it expresses the nature of the game world. If you have a descriptive passage saying that the sky is green, and mechanics allowing you to test the frequency of light from the sky and determine that it's green, those have the same effect. If the descriptive text says that fights are deadly, but the mechanics show that fighting is easy and safe, they're inconsistent, and one or the other must be mistaken. I don't think either is privileged information; maybe the mechanics need to be fixed, maybe the descriptive text is wrong.

Freeform groups, by the nature of what they like playing, have an entirely different viewpoint on the balance of rules. For those groups, the Lumpley Principle is perhaps true; I really couldn't say. For rules-leaning groups, it's not meaningful.

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On 8/2/2003 at 10:54pm, ejh wrote:
RE: Re: The Lumpley Principle Goes Wading

Paganini wrote:
The thing is, it really is true that rules don't represent the game world. See, the game world doesn't need representing.


Maybe we're using the words "representing" differently; I'm suggesting that anything that communicates the nature of the game world to participants in the game "represents" it to them. That includes rules, flavortext in the rulebook, character sheets, illustrations, *and* the ongoing dialogue/consensus in the actual played roleplaying game. If nothing represented the game world, there would be no way to share or express it.

It sounds like you're not including the game dialogue when you talk about representations. I am.

Paganini wrote:
The game world is the sum total of what we imagine - no more, no less.


Well, yes, but the reason it's "we" and not "I" imagining it is because it has a representation in our real world: e.g. the ongoing game dialogue, also e.g. the rules and background material and the like.

Paganini wrote: As you've said, mechanics lend weight to a particular course of imagining. (The reason that a praticular course should be given weight is not defined at the mechanical level; it's an artifact of the social contract layer.) But, mechanics don't tell us what the game world is like, they encourage us - via the distribution of credibility - to imagine the game world in a certain way.


I'm not sure about that "via the distribution of credibility." If I look at a character sheet in Melee, where a character has a ST of 20, it describes something in the game world directly, with no "distribution of credibility" in the middle (remember, Melee is not an RPG, it's a boardgame/wargame). I know that character, in the gameworld, kicks ass.

If I look at a TFT character sheet (TFT *is* an RPG), I have exactly the same knowledge about a character in the game. Why do I now have to interpolate "via the distribution of crediblity"?

Let's say nobody ever actually plays either game. These were just characters made for a session that never happens. I can still draw conclusions from the character sheets about the game world.

Or did I just tip my hand as to a conceptual gulf here? When I say "the game was never played but I'm still talking about the game world" am I talking nonsense, because the game world doesn't exist except to the degree it is manifested in players-and-GM dialogue in actual play?

Because if you would make that objection, then I know exactly where we're disagreeing, and why, and I'm satisifed not to take it any further -- we're both quite correct given different assumptions/definitions.

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On 8/2/2003 at 11:04pm, John Kim wrote:
RE: Re: The Lumpley Principle Goes Wading

Paganini wrote: The thing is, it really is true that rules don't represent the game world. See, the game world doesn't need representing. The game world is the sum total of what we imagine - no more, no less. As you've said, mechanics lend weight to a particular course of imagining. (The reason that a praticular course should be given weight is not defined at the mechanical level; it's an artifact of the social contract layer.) But, mechanics don't tell us what the game world is like, they encourage us - via the distribution of credibility - to imagine the game world in a certain way.

Take Facts in Universalis for example.

Well, by taking a system like Universalis as your example, you are ignoring what mechanics do in many other systems. Not all games are universal systems, though. Sure, it is inherently true that a system like Universalis or FUDGE isn't going to tell us anything about the game-world. But there are lots of non-generic systems as well.

For example, consider Traveller character generation -- or for that matter world generation (from Book 6: Scouts). I'm having a hard time seeing how these work by apportioning credibility. I would not that in practice, these mechanics are often used when the player or GM is alone.

Ed suggests the example of Strength in Melee and TFT. However, I'd suggest a different example. The magic rules in Skyrealms of Jorune are vital to communicating the what the game world is like. It is a terrific world, and these rules are integral to communicating features of it.

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On 8/2/2003 at 11:10pm, ejh wrote:
RE: Re: The Lumpley Principle Goes Wading

Kamikaze --

My turn to defend the Principle. I don't think anything you've said has contradicted the principle as Vincent set it out, with one exception. When Vincent says "rules don't represent the game world" that sets off bells and whistles and seems way wrong to you. I think it's infelicitous of him to put it that way.

How about "unlike other games, besides just the rules and the numbers on the sheet, in an RPG, there is a consensus between GM and players about what happened, arrived at by dialogue. This is the most important representation of 'what happens in the game world' -- what the GM and players agree happened, happened. Period. Now, one of the ways we achieve that agreement, is consulting the rules for issues that they cover. It is a ground rule that anything the rules cover, they must be consulted on, and anyone who agrees with what they say has credibility, and anyone who disagrees has zero credibility, and in unclear cases the GM rules. Period."

That's a way of describing how the rules "distribute credibility" without disagreeing with your "I'm a hardcore rules-consulting dude, not one of these freeform freaks" attitude at all.

The rules distribute credibility because they *do* represent the game world, and they validate the credibility of any player or GM who agrees with them. Of course, the game itself can cover a lot more than any rules could cover, because the game relies on another form of representation *besides* rules -- the verbal consensus of the GM and players. And such verbal consensus is much more flexible than any rules system. But where the rules do say anything, they *determine credibility* by *representing the game world*.

Though I've been disagreeing with some of the details of how it's phrased, I think you're selling the Lumpley Principle short when you write it off as "something that only applies to those freeform games." It is most certainly attempting to describe *exactly* the kind of heavily rules-following game you are saying it doesn't apply to, and your arguments as to why it doesn't apply seem more to me to be a result of Vincent and Paganini having expressed it infelicitously on some occasions than a result of any actual deficiencies in the principle itself.

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On 8/2/2003 at 11:15pm, Paganini wrote:
RE: Re: The Lumpley Principle Goes Wading

ejh wrote: I'm not sure about that "via the distribution of credibility." If I look at a character sheet in Melee, where a character has a ST of 20, it describes something in the game world directly, with no "distribution of credibility" in the middle (remember, Melee is not an RPG, it's a boardgame/wargame). I know that character, in the gameworld, kicks ass.

If I look at a TFT character sheet (TFT *is* an RPG), I have exactly the same knowledge about a character in the game. Why do I now have to interpolate "via the distribution of crediblity"?


It's the same either way; that is, credibility is present in both of your examples. (In fact, credibility is always present, regardless. It's a *principle* after all, not an approach. ;) Say your character has a ST of 20 and you say "I lift the boulder." The GM says "it's too heavy for you to lift." Depending on the specific mechanical constructs of the game, your ST of 20 will lend credibility to one statement or the other. It may be that your character was given a ST of 20 "because that's what he would be able to lift in real life," but in actual, active function, what the rules *do* is to say "who's wish is likely to come true."

The nature of credibility is such that it is not absolute. Your statement may be credible, but still be overidden depending on the circumstances. In one way, this is the real sticking point of GNS priorities and System Matters. Your GNS priority may say you need to lift the boulder, but your system is lending credibility to the outcome that the boulder is not lifted. When this type of conflict happens, system chunks are often tossed to the dogs. (This is, of course, assuming that the group is GNS compatible to begine with.)

Or did I just tip my hand as to a conceptual gulf here? When I say "the game was never played but I'm still talking about the game world" am I talking nonsense, because the game world doesn't exist except to the degree it is manifested in actual play?


Well, there is that, too. The line between play and not-play is a bit hazy. I remember a couple of threads about whether or not chargen is play, and whether or not reading setting material constitutes play. My current stance is that the game world doesn't exist unless we imagine it. Your character having a ST of 20 really doesn't say anything at all about how that character will function in the game world. We can't know until we see how the players play. Until the actual play ocurrs, your ST of 20 is just weight in a particular direction.

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On 8/2/2003 at 11:20pm, C. Edwards wrote:
RE: The Lumpley Principle Goes Wading

Hey Ed,

ejh wrote: I'm not sure about that "via the distribution of credibility." If I look at a character sheet in Melee, where a character has a ST of 20, it describes something in the game world directly, with no "distribution of credibility" in the middle (remember, Melee is not an RPG, it's a boardgame/wargame). I know that character, in the gameworld, kicks ass.


That ST of 20 tells you that when you encounter a node of 'credibility conflict' that involves the character's strength that there's a good chance you will 'win'. That ST of 20 represents how much credibility you have in conflicts involving strength. You're more likely to get your way (to say what happens, basically) in an encounter involving your character's strength. The only reason that has any correlation to the game-world is because we name it 'strength', imagine it, and give those numbers context. All games boil down to credibility distribution, IMO.

-Chris

edit: So, yeah, I just basically said what Nathan said above. :)

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On 8/2/2003 at 11:29pm, Paganini wrote:
RE: Re: The Lumpley Principle Goes Wading

John Kim wrote: Well, by taking a system like Universalis as your example, you are ignoring what mechanics do in many other systems. Not all games are universal systems, though. Sure, it is inherently true that a system like Universalis or FUDGE isn't going to tell us anything about the game-world. But there are lots of non-generic systems as well.


John, you've missed my point. Think of it this way; Any world-information you care to name is nothing more and nothing less than a collection of Universalis Facts. (Facts that are pre-Proposed by the designer, yes, but that makes no difference.) Their function is not to provide hard-and-fast information, but to send our imaginations in a particular direction.

Edit:

Take a look at what Chris just said above in the context of my discussion of Universalis Facts. "The only reason that has any correlation to the game-world is because we name it 'strength', imagine it, and give those numbers context." That's exactly what I'm talking about. It *appears* to be information about the game-world, but it might just as well not, because such an appearance is not crucial to its functionality.

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On 8/2/2003 at 11:56pm, John Kim wrote:
RE: Re: The Lumpley Principle Goes Wading

ejh wrote: How about "unlike other games, besides just the rules and the numbers on the sheet, in an RPG, there is a consensus between GM and players about what happened, arrived at by dialogue. This is the most important representation of 'what happens in the game world' -- what the GM and players agree happened, happened. Period. Now, one of the ways we achieve that agreement, is consulting the rules for issues that they cover. It is a ground rule that anything the rules cover, they must be consulted on, and anyone who agrees with what they say has credibility, and anyone who disagrees has zero credibility, and in unclear cases the GM rules. Period."

I'm not sure how this differs from other games. I mean, say I'm playing a game of Carcassonne (a tile-laying boardgame). What happens is what we the players agree on happens. For example, the rules might not allow a player to take back a move, but we could agree to let Laura take a move back because she's had a hard day. Agreement among the players always trumps what the printed rules say, for any game.

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On 8/3/2003 at 12:06am, ejh wrote:
RE: The Lumpley Principle Goes Wading

OK, Nathan and Chris, I think we've encountered the real source of discrepancy. I'm pretty sure I detect in both your replies the assumption that the "game world" only exists in actual play; that the statement "My character's ST is 20" says ZILCH about the game world directly -- the only way it describes the game world is by describing what might possibly happen during play because of it.

Given that assumption, the Lumpley Principle follows: if the "actual play" dialogue is the only "real" definition/depiction/representation of the imaginary game world, then it follows logically that anything else only contributes to representing the imaginary game world by affecting the "actual play" dialogue. QED. True by definition. (Which is why Lumpley has sometimes described the principle as "duh, big whoop.")

The "in game dialogue and consensus defines/depicts/represents the gameworld" is the distinguishing feature of RPGs. As far as I know, it is unique to RPGs.

However, the fact remains that RPGs have traditionally included other features besides in-game dialogue which are capable of definining/depicting/representing an imaginary world.

Game rules and tokens and stats are capable of depicting an imaginary world. They do so in wargames.

The 'writeups' in rulebooks and supplements are narrative and description, and obviously written text is capable of depicting an imaginary world. Little thing called a 'novel' and all that.

The illustrations in rulebooks and supplements, and maps and illustrations made by the players, are capable of depicting an imaginary world.

I've basically never played Runequest, but I know a lot about the imaginary world of Glorantha. I can tell a Dragonewt from a Morokanth and I know that crystals are the blood of the gods, and all that. I know that because of representations of those things in the rulebooks.

Now, because the in-game dialogue is the unique defining feature of a roleplaying game, it may be seen as the *privileged* representation of the imaginary world, and from that point of view what you are saying may be completely correct. However, even so, the in-game dialogue is not the only thing that is capable of representing that imaginary world.

In fact, it is by representing the game-world that traditional RPG rules "distribute credibility" (i.e. affect the in-game dialogue representation of the game-world). As I said above, in-game dialogue which accords with the representation in the rules is seen as credibile; that which doesn't is seen as incredible, in instances where the rules are consulted.

Hence we have both the Lumpley Principle as obviously true, and the Lumpley Principle as obviously false -- it depends on whether you are taking for granted that in-game dialogue between players and GM is the royal road to imagining the gameworld, and that any other depiction of the gameworld is of secondary relevance at best.

I'm personally not committed to either side of that issue -- as far as I'm concerned, it's a matter of choice of terms and definitions, and I don't have a ton invested in either way of defining it.

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On 8/3/2003 at 12:19am, ejh wrote:
RE: Re: The Lumpley Principle Goes Wading

John Kim wrote: I'm not sure how this differs from other games. I mean, say I'm playing a game of Carcassonne (a tile-laying boardgame). What happens is what we the players agree on happens. For example, the rules might not allow a player to take back a move, but we could agree to let Laura take a move back because she's had a hard day. Agreement among the players always trumps what the printed rules say, for any game.


Cause in Carcassone, it doesn't really make any sense to go off into discussions of what is happening in the game world outside the board and the pieces, and expect that to have any effect on the game. In an RPG it does.

In an RPG, something can "happen" in the game world without anything in particular happening in the rules -- nothing is written on a character sheet, no dice are rolled, etc. It just happens because people say it happens. And that's expected, it's part of the game. Not so in Carcassone (I assume).

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On 8/3/2003 at 12:26am, kamikaze wrote:
RE: Re: The Lumpley Principle Goes Wading

ejh wrote: Though I've been disagreeing with some of the details of how it's phrased, I think you're selling the Lumpley Principle short when you write it off as "something that only applies to those freeform games." It is most certainly attempting to describe *exactly* the kind of heavily rules-following game you are saying it doesn't apply to, and your arguments as to why it doesn't apply seem more to me to be a result of Vincent and Paganini having expressed it infelicitously on some occasions than a result of any actual deficiencies in the principle itself.


A principle only says what the actual words of it say, at least from my "follow the rules" viewpoint :). If someone wants to make a Lumpley Principle v1.1, that's a different matter, but there is no Platonic ideal which the current expression is a shadowy reflection of, there are only the words written down.

Those words may well be correct for games where everyone has an equal voice in the law (freeform games), but are not correct for some other set of games where the rules are the law, the GM is their arbiter, and the players are citizens living under that law.

In "follow the rules" groups, the principle as it has been expressed is directly contrary to how games are usually played. Negotiation past "we will play with these rules/setting, and you get to be the GM" is rare in the groups I usually play with.

In saying "The rules distribute credibility because they *do* represent the game world", you've just said the exact opposite of what lumpley posted. That doesn't look like agreement with a principle. Given that, I think we need a clarification from lumpley as to what he meant, or would like to mean, before we can have any idea if it's correct or incorrect.

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On 8/3/2003 at 12:36am, Paganini wrote:
RE: The Lumpley Principle Goes Wading

Ed,

ejh wrote: OK, Nathan and Chris, I think we've encountered the real source of discrepancy. I'm pretty sure I detect in both your replies the assumption that the "game world" only exists in actual play; that the statement "My character's ST is 20" says ZILCH about the game world directly -- the only way it describes the game world is by describing what might possibly happen during play because of it.

Given that assumption, the Lumpley Principle follows: if the "actual play" dialogue is the only "real" definition/depiction/representation of the imaginary game world, then it follows logically that anything else only contributes to representing the imaginary game world by affecting the "actual play" dialogue. QED. True by definition. (Which is why Lumpley has sometimes described the principle as "duh, big whoop.")


Yup.


The "in game dialogue and consensus defines/depicts/represents the gameworld" is the distinguishing feature of RPGs. As far as I know, it is unique to RPGs.


I look at it somewhat differently; witness John's previous comments. In any social activity (well, of this type anyway; I guess sports don't count :), what happens is what the players decide happens. Deciding on a rules-set is the just a first step in that direction. A set of rules is a shortcut to concensus. None of the participants have anything invested in following a particular set of rules, beyond the fact that they said they would. It's social contract at every level; rules suggest direction, inform expectation. We throw out or change the parts that we don't want. Have you ever played monopoly (or poker, or any such game) with people who use house rules? Same kind of deal.

However, the fact remains that RPGs have traditionally included other features besides in-game dialogue which are capable of definining/depicting/representing an imaginary world.


I think this is outside the scope of the discussion. I can represent a fictional world in my sandbox without it being an RPG. The lumpley principle says that game mechanics distribute credibility. If we're not gaming, there are no mechanics, and no credibility to distribute. (You can't have credibility without things being said and people to say them.)

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On 8/3/2003 at 12:43am, Jack Spencer Jr wrote:
RE: Re: The Lumpley Principle Goes Wading

kamikaze wrote: Those words may well be correct for games where everyone has an equal voice in the law (freeform games), but are not correct for some other set of games where the rules are the law, the GM is their arbiter, and the players are citizens living under that law.

I am rather tired of these semantics debates of late. I disagree here. In such cases, the players have decided to abide by the rules, thus they have argeed to the rules being law and the GM being the final arbiter. That is, no one held a gun to the players head and forced them to play in this manner. They agreed to it. This fits neatly into the Lumpley principle as I have come to understand it. Has it changed now?

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On 8/3/2003 at 12:51am, C. Edwards wrote:
RE: The Lumpley Principle Goes Wading

Hey Ed,

Just something I want to tack on to Nathan's last post:

Having pieces of narrative and other things that represent the game-world outside of play is fine, but once play begins the manner in which the system apportions credibility may have a profound effect on your perception of that world.

Read a 'Forgotten Realms' novel then go play in that setting using D&D 3e. Then take that same setting and play using The Riddle of Steel. The mechanics shape the medium, in this case that being the imagination. That in turn has an effect on how the setting is realized in play.

-Chris

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On 8/3/2003 at 1:33am, ejh wrote:
RE: The Lumpley Principle Goes Wading

Blogged a little summary of where I'm at right here.

http://www.puddingbowl.org/ed/archives/001095.html

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On 8/3/2003 at 1:37am, John Kim wrote:
RE: Re: The Lumpley Principle Goes Wading

Paganini wrote: Think of it this way; Any world-information you care to name is nothing more and nothing less than a collection of Universalis Facts. (Facts that are pre-Proposed by the designer, yes, but that makes no difference.) Their function is not to provide hard-and-fast information, but to send our imaginations in a particular direction.

Well, as Ed points out, this is based on the assumption that the only element is narration and dialogue during the session. i.e. You have decided on what the real "function" is of the rules by rejecting all other experience. My impression is that you are saying: the purpose of a role-playing game is only to narrate a story during the session, therefore the function of the rules is nothing more and nothing less than sending imagination in a direction -- they do not convey information.

But there are other purposes. For example, in the case of the Traveller world generation rules, in retrospect I value them far more for the information they provided -- not for the stories they generated. Of course, this is rather personal, and another person might value them only as aids for imagination. As I discuss in an essay on RPGs and education, Traveller was my introduction to astrophysics in grade school and was an early step for me going on to get my Physics PhD.

To me, great RPGs are about something, not simply diverting bits of verbiage. They can and in many cases should make it their purpose, their function, to convey information. This need not be scientific fact. It could be philosophy or politics or reflections on the human condition. But it is still information.

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On 8/3/2003 at 2:30am, Paganini wrote:
RE: Re: The Lumpley Principle Goes Wading

John, Ed,

I feel like we're talking past each other, or maybe arguing on different levels. Lemme see if I can present things from another angle.

Role-playing is a communal group act of imagination, right? It's when we all sit around and imagine something as a group. In order for this to work, there has to be some way for the many imaginings of the individual group members to be synthesized into that single group imagining. There must be some method by which the imaginings of a particular player are given weight over the imaginings of the other players - so that his imaginings are realized into the imagination space over theirs. According to the Lumpley Principle, that weight is Credibility, and that method is System.

It doesn't matter if you're playing completely freeform or using Champions; it doesn't matter if you're trying to tell a story or win a game; in fact, it doesn't matter what your motives are at all. The Lumpley Principle isn't about motives - it's about the way that individual imaginings are "officialized" into the group imagning.

That's all. The Lumpley Principle says nothing about what form credibility takes, or how it should be distributed. All it says is that when you're playing an RPG, the rules are distributing credibility.

The Lumpley Principle is at the level of action: What mechanics do when we use them.

Modeling a particular world is another level higher: Why a particular set of mechanics distributes Credibility in a particular way.

Think of it this way:

A game designer imagines a particular setting that he wants to share with gamers by having them imagine it too. So he writes a game that will (if he's a good designer) encourage players to imagine his setting the way he intends it to be imagined. How does he do that? Well, he creates rules that give credibility to statements that match his view of his setting, and witholds credibility from statements that contradict his view of his setting.

So, the mechanics only model the world to the extent that they encourage the players to imagine the world the way the designer intended the world to be imagined. If the players stick close to the rules, and if the designer did a good job, then what they imagine should be pretty close. If the players aren't completely hip with what the designer intends, they're free to chuck out the parts they don't like.

Now, suppose that the designer has some other goal in mind, a goal that doesn't involve the characters imagining a particular setting at all. The system is still distributing Credibility. Only now it's distributing it in a way that encourages some other design goal - a goal not related to setting.

Does this presentation make more sense?

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On 8/3/2003 at 2:31am, C. Edwards wrote:
RE: The Lumpley Principle Goes Wading

Hey Ed,

Well, read the blog. What I don't understand is why sitting alone reading an rpg book has any relevance to "The Lumpley Principle". The game world can be depicted in stories, pictures, cave drawings, whatever, but until you attempt to reconcile that information with another person’s interpretation of those things there is no need to worry about “The Lumpley Principle” at all.

The rules of an rpg exist for when you do get together with other people to lump all your separate imaginings together. Not everybody is going to see things exactly the same. Lumpley comes in to say that those rules are apportioning credibility amongst the imaginers. It matters not if it’s called Strength or Mojo Points, if in your imagination you see your character as performing feats of strength then you better well insure that you get a high Strength attribute if you want the other participants to see your character the same way. Or even if you want to continue seeing the character the same way yourself. It all comes down to whose version of the imagined setting and events becomes canon.

When you go back to imagining the setting by yourself you no longer have need of the rules.

So, I guess I’m a little confused about what exactly we disagree on. Yes, the game-world can be represented by more than in-play events but if you want to share that setting with others and you differ on just what is what then, according to “The Lumpley Principle”, credibility is king.

-Chris

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On 8/3/2003 at 3:03am, John Kim wrote:
RE: Re: The Lumpley Principle Goes Wading

Paganini wrote: Role-playing is a communal group act of imagination, right? It's when we all sit around and imagine something as a group. In order for this to work, there has to be some way for the many imaginings of the individual group members to be synthesized into that single group imagining. There must be some method by which the imaginings of a particular player are given weight over the imaginings of the other players - so that his imaginings are realized into the imagination space over theirs. According to the Lumpley Principle, that weight is Credibility, and that method is System.

Well, here is a simple breakage case. Suppose that one player thinks X should happen, while another player thinks Y. They decide to resolve this by opening the rulebook. They look, and they find that both X and Y are wrong -- the rulebook says that Z should happen. Both players agree to go with Z.

Now, I suppose you can say that in this case, what is "really" happening is still that both of the players who agree to use the rules are being given Credibility -- but this ignores the change which occurs when the players look in the rules (X->Z and Y->Z). At the very least, I would say that it is highly deceptive to describe the rules this way. i.e. A reasonable person who doesn't know RPGs but reads your description would not think that the case I describe is possible.

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On 8/3/2003 at 3:17am, Paganini wrote:
RE: Re: The Lumpley Principle Goes Wading

John,

You seem to be nitpicking. I mean, it's true that I didn't specifically cover the case you describe, but it doesn't contradict anything in my post.

If it makes you happy, consider your case covered by "sticking close to the rules" in this paragraph:

I wrote:
So, the mechanics only model the world to the extent that they encourage the players to imagine the world the way the designer intended the world to be imagined. If the players stick close to the rules, and if the designer did a good job, then what they imagine should be pretty close. If the players aren't completely hip with what the designer intends, they're free to chuck out the parts they don't like.

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On 8/3/2003 at 2:34pm, lumpley wrote:
RE: The Lumpley Principle Goes Wading

Ed: your main dilemma is easily solved. The Lumpley Principle is only about actual play, and I never intended otherwise. It doesn't say a thing about "the game world," whatever that is, whether it even exists. (I leave discussion of whether the game world exists in some sense outside of actual play to people who get excited by that kind of thing. Don't bring my principle into it, as it has a small brain and is easily overwhelmed.)

The thing about "representing" is pretty easy too. I don't know of any rpg where none of the mechanics refer to the stuff of the (in-play) game world. My nighttime animals game, otherwise abstract, cares what the danger is; Universalis, otherwise abstract, cares about Traits; even John Wick's I-give-you-coins-if-you-make-me-laugh game made it cheaper to do things our characters were "good at".

That's fine, and no contridiction to the principle. Any given mechanic or piece of a mechanic might represent in-game events somehow, or it might not; it must and always will distribute credibility.

An imaginary game where it's all abstract, where no mechanic represents any in-game stuff, might seem odd, distanced, and pointless, but if it were well designed, I posit, it would be playable, and that's what counts.

(Reread that thing I wrote to Fang, putting emphasis on the word "exist." Mechanics don't exist to represent the game world, they exist to facilitate negotiation. Representing the game world may be the means, often, but the end is inter-participant consensus.)

Mark: "credibility" just means who gets to say what about what. It's super-common, as you point out, for credibility to get distributed thusly: The GM gets to say anything about anything, provided he stays mostly within the bounds of the written info and consults the mechanics as the game text recommends. If he goes beyond those bounds, the players can credibly "correct" the GM or "remind" him to consult the mechanics. Marginal cases are to be decided covertly by strength of personality.

That describes like 75% of my lifetime gaming, it describes the gaming you're talking about, and it's absolutely entirely according to the Lumpley Principle.

Aside, the hard line: One can play and GM roleplaying games happily forever without knowing the Lumpley Principle. It's one of the red pills of being a game designer. Don't wanna take it? I don't know what to tell you.

John: Learning astrophysics is beyond actual play, thus beyond the Lumpley Principle. As to X-Y-Z:

You wrote: Both players agree to go with Z.

They agree? Bang, it's the Lumpley Principle in action.

Here's that concise statement you all keep asking for.

The Lumpley Principle:
When one participant says that something happens in the game, what has to happen in the real world before, indeed, it happens? Bottom line: all the participants have to assent to it. Mechanics can help create and shape this consensus, as part of negotiations, but they cannot make things happen in the game without it. This process -- statement -> negotiation -> consensus -- is the game's System in play.

See my orc-in-the-underbrush post on the third page of Exploration of System (split).

There's some wiggliness about whether mechanics get to put statements up for negotiation. I'm willing to grant that some mechanics sometimes do, but I can't see it being widespread. If anybody wants to talk about that in particular, let's start another thread.

-Vincent

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On 8/3/2003 at 3:59pm, kamikaze wrote:
RE: The Lumpley Principle Goes Wading

lumpley wrote: Here's that concise statement you all keep asking for.

The Lumpley Principle:
When one participant says that something happens in the game, what has to happen in the real world before, indeed, it happens? Bottom line: all the participants have to assent to it. Mechanics can help create and shape this consensus, as part of negotiations, but they cannot make things happen in the game without it. This process -- statement -> negotiation -> consensus -- is the game's System in play.


Okay, that's unobjectionable. Sure, everyone has to agree that we're playing system X, and will use the usual GM/player arbitration on that system, before system X's mechanics can define how things work in the game world.

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On 8/3/2003 at 5:04pm, John Kim wrote:
RE: The Lumpley Principle Goes Wading

lumpley wrote: Ed: your main dilemma is easily solved. The Lumpley Principle is only about actual play, and I never intended otherwise. It doesn't say a thing about "the game world," whatever that is, whether it even exists.

I have some reservations about what you consider to be "actual play" here. Your definition of "actual play", I think, seems to consider only a certain class of verbal statements made during a group tabletop RPG session. I'm not sure how well it applies to live-action RP (where the people needed for "consensus" isn't clear), Play-By-Mail (where there isn't necessarily a formation of consensus), and other forms. It also excludes many of what I consider important parts of role-playing,

lumpley wrote:
The Lumpley Principle:
When one participant says that something happens in the game, what has to happen in the real world before, indeed, it happens? Bottom line: all the participants have to assent to it. Mechanics can help create and shape this consensus, as part of negotiations, but they cannot make things happen in the game without it. This process -- statement -> negotiation -> consensus -- is the game's System in play.

First of all, thanks for the summation. A few things I would note. This isn't specific to role-playing. As I noted in my Carcassonne example, this applies equally well (or poorly) to boardgames, as long as player statements can be non-verbal. Also, your process always starts with player statement.

lumpley wrote: John: Learning astrophysics is beyond actual play, thus beyond the Lumpley Principle. As to X-Y-Z:
You wrote: Both players agree to go with Z.

They agree? Bang, it's the Lumpley Principle in action.

Er, OK, as long as you cut out the "Statement -->" part at the beginning of your process diagram, then I agree. Tabletop play is always about forming a consensus. Negotiation per se isn't always necessarily, but it may be needed at any point -- so I'd agree to it as at least an optional step prior to consensus. However, in my example, none of the players necessarily made Z as a statement. That was something they found when they looked in the rulebook. It's possible that someone might say aloud what is in the rulebook, but it's also possible that the players might all just read it for themselves.

Your principle as stated excludes any reference material (i.e. rulebooks, character sheets, maps, etc.) from play. i.e. In your view, any input from these isn't a part of play until a player makes a verbal statement about it. Thus you say that, for example, my learning astrophysics wasn't a part of play even though much of it occurred at the gaming table as part of the characters' action (i.e. the PCs jump into a system, and we process the information about it). However, since the learning occurred primarily between me and the rulebooks (rather than between me and other players), you say that it isn't "actual play".

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On 8/3/2003 at 5:24pm, Lxndr wrote:
RE: The Lumpley Principle Goes Wading

How does that conflict? Statements were made (X,Y). Negotiation occurred (in which statement Z was arrived at, in this case by looking in the game book), and consensus was reached over statement Z.

You don't need to remove the "Statement" part. Without statements X and Y, they never would have looked for Z.

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On 8/3/2003 at 5:29pm, Jack Spencer Jr wrote:
RE: The Lumpley Principle Goes Wading

John Kim wrote: Er, OK, as long as you cut out the "Statement -->" part at the beginning of your process diagram, then I agree. Tabletop play is always about forming a consensus. Negotiation per se isn't always necessarily, but it may be needed at any point -- so I'd agree to it as at least an optional step prior to consensus. However, in my example, none of the players necessarily made Z as a statement. That was something they found when they looked in the rulebook. It's possible that someone might say aloud what is in the rulebook, but it's also possible that the players might all just read it for themselves.

I'm sorry, John, but this feels a bit nitpicky to me. First of all, in the context of playing an RPG, "negotiate" does not always occur by the strict definition of the word. It may be as simple as the GM saying make a roll and then the result interpreted. Hardly a negotiation in the traditional sense.

As far as arriving at Z, this is the nature of compromise. When buying a house, the seller may be asking for 100,000 and the buyer offers 80,000. After negotiation, they agree on the figure of 85,500. Neither side originally stated this amount. They arrived at it after negotiating.

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On 8/3/2003 at 5:44pm, Jack Spencer Jr wrote:
RE: The Lumpley Principle Goes Wading

John Kim wrote: Your principle as stated excludes any reference material (i.e. rulebooks, character sheets, maps, etc.) from play. i.e. In your view, any input from these isn't a part of play until a player makes a verbal statement about it. Thus you say that, for example, my learning astrophysics wasn't a part of play even though much of it occurred at the gaming table as part of the characters' action (i.e. the PCs jump into a system, and we process the information about it). However, since the learning occurred primarily between me and the rulebooks (rather than between me and other players), you say that it isn't "actual play".

We're probably going to disagree on this pretty hard. I, personally, see RPGs as a social activity. Anything you do that does not involve the other players is a similar, yet different activity. I don't consider solo rpgs to be rpgs. They're solo rpgs, therefore different.

I was going to make the obvious analogy here to sex, but that's a bit vulgar and, besides, would sound like I was putting you down, which I am not.

I would say that the reference materials are only a part of play if they are used in play. I know that most of the time when I played D&D alignments were not a part of play. It was written on my character sheet, but I never had to reference it either for the purpose of a magic spell or item or to guide my interpretation of my character. It was never used and thus not part of play.

Somehow, I am reminded of the scene in the Martix.
"I know kung fu!"
"Show me."
Imagine if Morpheus had said "that's nice" and walked away and Neo had never gotten a chance to use it.

The social aspect is the key IMO. Entering items into that shared imagined space that all of the players have access to. If it doesn't effect the other players in any way, shape, manner, or form then that's nice. You see.

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On 8/3/2003 at 6:54pm, lumpley wrote:
RE: The Lumpley Principle Goes Wading

John? You're raising a bunch of non-objections.

If we want to continue with X-Y-Z past Alexander's (excellent) answer, I'm going to need a more concrete example.

The only thing I see in your post that I can really answer is your complaint against "verbal." My answer is: no, of course I don't mean only verbal. I include whatever forms of nonverbal communication there are in an rpg. Show somebody something on your character sheet with only a barely-raised eyebrow? Flip through the book and stop with your finger on a paragraph, where others can see? Get up and get a drink while someone else is talking? That's negotiation.

I may be missing your point about the astrophysics, though. In what ways did your learning astrophysics from Traveller's mechanics contribute to the in-game events of your Traveller game? (Not challenging, asking.)

-Vincent

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On 8/3/2003 at 7:26pm, lumpley wrote:
RE: The Lumpley Principle Goes Wading

Mark, check this:

At any moment during play any participant can stop using the game mechanics as written. At that moment, whether the game comes to a (likely screeching) halt or continues, changed, is up to the group to negotiate.

If it's still unobjectionable, we're good.

-Vincent

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On 8/3/2003 at 8:48pm, ejh wrote:
RE: The Lumpley Principle Goes Wading

This is getting a little difficult to follow.

I had understood it all if we bracked it with the assumptions that the Lumpley Principle was only about "actual play" where "actual play" was defined as the ongoing *verbal narrations* of the players.

My scope was broader; I was talking about all the things that depict a game world, both before you start narrating verbally, while you do, and after you did.

"Depict" = "portray in some way" = "describe" ... This is something that an ongoing game's verbal narration does, but it's also something that other things can do, i.e. reading a rulebook. A variety of different world-depicting mechanisms have traditionally been associated with RPGs.

Interesting to see the "solos are roleplaying!" "No they're not!" argument come up. It seems to me to be a matter of definition, but it sure generates some strong opinions for a matter of definition.

I can see that seeing solos as roleplaying or not would depend on whether you accepted the assumption that "actual play" consists of the verbal consensus achieved by a group in a session.

Here's a prediction: anyone who sees the Lumpley Principle as obviously true will also think solos are not really roleplaying games, and the converse is also true.

Except for me, I think both are a matter of definition and can be true or false however you like to define it. :)

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On 8/3/2003 at 8:54pm, ejh wrote:
RE: The Lumpley Principle Goes Wading

Just to clarify --

lumpley wrote: Ed: your main dilemma is easily solved. The Lumpley Principle is only about actual play, and I never intended otherwise. It doesn't say a thing about "the game world," whatever that is, whether it even exists. (I leave discussion of whether the game world exists in some sense outside of actual play to people who get excited by that kind of thing. Don't bring my principle into it, as it has a small brain and is easily overwhelmed.)


This btw reveals to me that any apparent conflict between what I'm talking about and what Lumpley is talking about is based on our different definitions/assumptions/topics of discussion, not any factual disagreement.

As far as I'm concerned, a "game world" exists in whatever sense any imaginary thing exists, and I'm interested in things that depict imaginary worlds, one of which is what Vincent calls "actual play", and some of which are not what Vincent calls "actual play", and the ones that are and aren't sometimes interact with each other.

Any given mechanic or piece of a mechanic might represent in-game events somehow, or it might not; it must and always will distribute credibility.


BAM! that's it right there, the only part of the Lumpley Principle I had a problem with, restated in such a way that I don't have a problem with it. Cool.

It might represent in-game events somehow. That's all I needed. I didn't think that was controversial. Glad it's not. :)

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On 8/3/2003 at 9:01pm, Marco wrote:
RE: The Lumpley Principle Goes Wading

Jack Spencer Jr wrote:
As far as arriving at Z, this is the nature of compromise. When buying a house, the seller may be asking for 100,000 and the buyer offers 80,000. After negotiation, they agree on the figure of 85,500. Neither side originally stated this amount. They arrived at it after negotiating.


When I got to this thread, I was in 100% agreement with Jack--but after examining it, I've begun to see John's point. I still think the Lumpey Principle is an excellent way of describing the role of rules--I don't think it's *invalidated* by John's break point--but the break point is interesting.

In my Gedanken experiment, when the players look in the book, both are surprised to find that the rules--the mechanics of the game-world have superceded both their claims to credibility. Granted, they may ignore the rule--but if they're bound to play by it, the game designer--a non-participant in the shared-imagining (save in a very tenuous manner) has the maximal credibility in that situation.

That is: they don't say "I cast spell A with all 20 power points I had so Event X happens" and the other guy says "No, spell A was cast, but getting 'X' out of it costs 25power-points and you only had 20 so you get X-1." and they look in the book and determine that event X costs 18ppt and arrive "somewhere in the middle." It's that they look in the book and discover that Spell A has an effect utterly like the one ('X') they were negoitating on--a reading of the Spell A says it really does 'Y' for 18 power points and 'X' or 'X-1' as called for doesn't exist.

Another classic example is a mis-remembered map where countries boarders are called into question and the examination of the rules shows that there's not a long boarder nor a short boarder, but no boarder with another small country right in the middle.

This does rely on an inexact knowledge of the rules by both parties--but that sort of thing can and does happen in games all the time. As both a player and a GM I've been surprised to find certain things in the game rules.

At that point the rules, I'd say, are no longer aportioning credibility between the participants but actually claiming it.

Now, resolution of this is tricky--IME we'd immediately re-negoitate on the basis that the characters would know things the players didn't (like what their spell does)--but if the GM is playing in "let the declared action stand mode" then the break point could very well occur.

-Marco

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On 8/3/2003 at 9:57pm, lumpley wrote:
RE: The Lumpley Principle Goes Wading

Marco, I'd put that case very solidly in the "sometimes the game rules do put statements up for negotiation" spot.

Whose statement stands -- player A's, player B's, mine as the game designer -- depends on the negotiation -> consensus process, same as it ever was.

And I agree: it's a very interesting break point.

Ed, I think we're happy, then. Just this:

You wrote: Here's a prediction: anyone who sees the Lumpley Principle as obviously true will also think solos are not really roleplaying games, and the converse is also true.

Not me. I just think that solos, larps, pbms, and crpgs aren't face-to-face tabletop roleplaying games. They operate on different principles than "consensus rules," sure, but they can still be rpgs if they want.

-Vincent

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On 8/3/2003 at 10:02pm, Paganini wrote:
RE: The Lumpley Principle Goes Wading

Marco,

Marco wrote: This does rely on an inexact knowledge of the rules by both parties--but that sort of thing can and does happen in games all the time. As both a player and a GM I've been surprised to find certain things in the game rules.

At that point the rules, I'd say, are no longer aportioning credibility between the participants but actually claiming it.


I agree with this totally. I'm on the record way back when Vincent was first posting about this as saying "Dude! Hey, the rules themselves have to be able to have credibility; after all, they're the game designer's only stake in the game." I believe Vincent allowed for this - rules always distribute credibility, sometimes they give it to themselves, right? Of course, the group always has the ultimate final say on whether or not the deisgner's vision is rejected.

Edit: Crossposted with Vincent

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On 8/4/2003 at 12:22am, John Kim wrote:
RE: The Lumpley Principle Goes Wading

lumpley wrote: Marco, I'd put that case very solidly in the "sometimes the game rules do put statements up for negotiation" spot.

Whose statement stands -- player A's, player B's, mine as the game designer -- depends on the negotiation -> consensus process, same as it ever was.

And I agree: it's a very interesting break point.

OK, then my objection is lifted.

I had been preparing an explanation -- so just to explain myself a bit more... During a session, I will say things and listen to other players (i.e. human statements), but I will also do things like look at my notes or character sheet, look at a map, write things down, and privately consider things. What I perceived people as saying that that the latter is not part of "actual play" even though it occurs during the session and is (at least for my games) required for the game to work.

In a more practical sense, it seemed like the subtext from this principle was being used to denigrate games where books are consulted and references used during play -- like, say, HarnMaster, which is crunchy and full of setting details incorporated in the mechanics. Now, HM and similar games are not everyone's cup of tea, but it is still roleplaying and deserves consideration.

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On 8/4/2003 at 1:41am, kamikaze wrote:
RE: The Lumpley Principle Goes Wading

lumpley wrote: Mark, check this:

At any moment during play any participant can stop using the game mechanics as written. At that moment, whether the game comes to a (likely screeching) halt or continues, changed, is up to the group to negotiate.

If it's still unobjectionable, we're good.


Oh, no.

That may fly in a freeform game, where there are no real rules to start with, but does not happen in most "follow the rules" games, once they've started.

The only "negotiatiation" if someone tried to change or ignore rules in the middle of a game would be shouting "You cheating nimrod!" and pelting the cheater with dice, followed by a Stern Look from the GM. If you want to change the rules, you can bring it up after the session or in email and we can all sit around and argue about it, but once you agree to the social contract of playing game X with player Y as the GM tonight, you don't get to ignore the rules whenever you feel like it. And why do people get so upset about cheating? Simply because when you cheat, you are betraying the contract you made with everyone else, and treachery is poorly rewarded around my table. "Hangin's too good for 'im! Burnin's too good for 'im! He should be chopped up into little bitty pieces and *buried alive*..."

You don't need to negotiate at each decision point because that's been done once, at the start of the game. "Yes, I'm gonna play by the rules."

The whole point of choosing a system and using it as law is because we don't want to go back to childhood, playing cops'n'robbers and having to call Mom to make a decision whenever someone wouldn't play dead. I'm mortally tired of arguing over every decision, and thus I play games where we all can learn the rules and play by them, and keeping an eye on your neighbor is a small price to pay for that.

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On 8/4/2003 at 2:44am, Paganini wrote:
RE: The Lumpley Principle Goes Wading

Mark, John,

There's something that you don't seem to have grasped here, and that is that the amount of rules, degree of crunchiness / freeform-ness is absolutely irrelevant. Doesn't have anything with the Lumpley Principle at all. It's not a valid issue for discussion in this context. It matters not if a game is crunchy or freeform, the Lumpley Principle is *there.* It is always there, even in games that are not RPGs. John, you pointed this out once, but you don't seem to have applied it completely. No one is trying to exclude any particular style of game. The Lumpley Principle is just as relevant to Harn as it is to SOAP. If you uses lots of reference books when you play, that's cool. Doesn't matter. It's not that the Lumpley Principle is somehow exclusive. It's more like it's very *inclusive.*

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On 8/4/2003 at 2:58am, ejh wrote:
RE: The Lumpley Principle Goes Wading

I suspect that once "the rules apportion credibilty" is specified (as Paganini says) to include "and sometimes they apportion it to the rules themselves/the game designer/whatever" then most objections to it must evaporate, as John's seem to be.

Can you confirm, Vincent, that you're cool with Paganini's stipulation that sometimes the rules apportion credibility to something besides the players but still accessible to them?

E.g. if there are random encounter tables in the rulebooks which are somehow mandatory to use, then the rules are assigning credibility to that encounter table and the dice -- or to say it in a more roundabout way, they are assigning credibility to any player who agrees with the results of the dice as read on the encounter table?


(Because I think a lot of this discussion, especially the portion between Kamikaze and others, has gotten sidetracked into issues of social contract about whether a particular, written, set of rules is to be considered authoritative or not.)

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On 8/4/2003 at 5:22am, John Kim wrote:
RE: The Lumpley Principle Goes Wading

Paganini wrote: There's something that you don't seem to have grasped here, and that is that the amount of rules, degree of crunchiness / freeform-ness is absolutely irrelevant. Doesn't have anything with the Lumpley Principle at all. It's not a valid issue for discussion in this context. It matters not if a game is crunchy or freeform, the Lumpley Principle is *there.*

You know, this is really annoyingly patronizing. Your saying it with emphasis does not make it any more convincing.

Earlier in this thread, Vincent gave a concise form of the Lumpley principle. The principle as expressed there was wrong or at least incomplete, because it referred only to players making statements. Vincent corrected this later by adding that sometimes the game rules put statements up for negotiation. With that correction, I agree with it.

Does this mean that the "Lumpley principle" was right all along and I simply didn't grasp it? No, since it hadn't been expressed in that form. During this thread, people have said many things about the "Lumpley principle" -- some of which have directly contradicted Vincent/Lumpley and each others' expressions of it.

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On 8/4/2003 at 6:15am, lumpley wrote:
RE: The Lumpley Principle Goes Wading

Mark, um, hi there. Screeching halt, gotcha, I mentioned that already.

Yes, I know it's potentially game-breaking for someone to change the rules. Do you see that it's possible for someone to change the rules, in mid-game, even if it's irresponsible, rude, uncouth, antisocial behavior? And that the fallout depends on how the group handles it?

I think you do, I think your "hardly ever happens" statement shows that you do.

So easy on the tirades, okay?

Anyhow, Mark, John, please rest assured. I am in favor of agreeing to rules and then playing by them. I'm a for goodness sake game designer. I wouldn't write games if I thought blowing them off was the best way to play. I like my games to be fast and easy to learn, because that's the kind of time I've got to invest, but jeez. Play Harn, amen!

Ed, Nathan, no, I can't confirm that game rules ever hold credibility. Here's why:

Case 1: Me, Mitch, and Zoe are playing a game.

I say: I shoot the guy.
Mitch says: Zoe, think he should hit?
Zoe says: Nope. I think he should miss.
Mitch says: Dude, that's ass. Vince, wanna shoot the guy anyway?
I say: Oh yeah. You know it.
I roll damage.
Zoe says: Hey! I said no! You cheating pig hogs! I quit, you can find some other gamer to play with! And give me back my yoo-hoo!

Case 2: Me and Mitch are playing a game.

I say: I shoot the guy.
Mitch says: Roll for it.
I roll for crap.
Mitch says: Dude, that's ass. Wanna shoot the guy anyway?
I say: Oh yeah. You know it.
I roll damage.

Do the mechanics quit and storm out with their yoo-hoo? Nope. They're stone silent on the matter. You can tell they don't have credibility because someone with credibility? If you treat them that way, it hurts them. Credibility is social, remember?

Here's more why:

Show me game mechanics that withhold credibility for themselves. How do they enforce it? Remember that if they've got some human being enforcing it for them, they aren't withholding credibility, they're apportioning it.

BUT, I think that allowing the mechanics to put statements up for negotiation really does answer your concerns.

-Vincent

Crossposted with John.

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On 8/4/2003 at 7:49am, Jack Spencer Jr wrote:
RE: The Lumpley Principle Goes Wading

ejh wrote: Interesting to see the "solos are roleplaying!" "No they're not!" argument come up. It seems to me to be a matter of definition, but it sure generates some strong opinions for a matter of definition.

I can see that seeing solos as roleplaying or not would depend on whether you accepted the assumption that "actual play" consists of the verbal consensus achieved by a group in a session.
Hmmm...
I suppose a concensus is impossible on this but consider this, is there a difference between playing with a group and playing by oneself? Is it a significant difference?
lumpley wrote: Yes, I know it's potentially game-breaking for someone to change the rules. Do you see that it's possible for someone to change the rules, in mid-game, even if it's irresponsible, rude, uncouth, antisocial behavior? And that the fallout depends on how the group handles it?
Grr. I was going to post a thread about the folly of realism with a logic that goes like this. The group decides to play game X. Nearly every game has some failing when it comes to logic, making sense or "realism" Whatever you wish to call it. Eventually a player brings up an objection about how this is not what would "really" happen, so rules fixes, patches and add-ons come out, and eventually it will spell a recipe for disaster. Problem is, not all disasters are explosions. Some are slow burns and become evident at the worst times. In other words, what Vincent had just described, only not so nicely.

Actually, IME such things happen all the time. I suppose it's all well and good within the Lumpley Princeple, but It kind of devalues the step of deciding on a game to play in the first place. I equate it somewhat to my example above of the house seller asking for $100,000 and a buyer makes an offer of a pig, two chickens and his first-born daughter.

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On 8/4/2003 at 8:48am, kamikaze wrote:
RE: The Lumpley Principle Goes Wading

lumpley wrote: Mark, um, hi there. Screeching halt, gotcha, I mentioned that already.


The screeching halt is right, but the "or can continue" is not. When you say:

lumpley wrote: Mitch says: Dude, that's ass. Wanna shoot the guy anyway?
I say: Oh yeah. You know it.


In that situation, I would say: "No, didn't ya see my roll? My gun jammed. Shit happens and now zombies are gonna eat my brain. Who's got next init? Kill me afore I rise again, would ya?"

If I break the rules just because I don't like what happened, it's no longer "real" in whatever sense a game session is "real" to begin with, and I will no longer feel any accomplishment at positive achievements.

Of course, the "tirade" was a funny quote from a movie, and I guess that "whoosh" noise was it passing you by. Exaggeration for comic effect. In reality, I hardly ever bury cheaters alive.

Paganini wrote: Mark, John,
There's something that you don't seem to have grasped here, and that is that the amount of rules, degree of crunchiness / freeform-ness is absolutely irrelevant.


I grasp it just fine, thanks. You're right, the amount of rules are not relevant, but I never talked about the amount of rules. I was talking about a social contract that says I follow the rules, however heavy or light they happen to be. My DUDE system is extremely lightweight, and yet it's intended to be a "follow the rules" game, and that's how I play it. But take another group with a freeform social contract, and they can play DUDE with a potential negotiation after every action. I'd think they'd be happier with a game that supported their play style better, but I'm happy for them playing DUDE anyway.

Games aren't the social contract, but they do suggest what kind of social contract they're most appropriate for. A game with a rule for everything, or a broad resolution system with obvious moving parts and gears and stuff, says "follow the rules". A game with few rules but a lot of loose, hippy "go with the flow"-ness says "freeform me, baby".

I've seen groups that will run anything freeform, no matter what the books say. Fine. The Lumpley Principle does indeed describe what they do, as it was articulated upthread (not the ever-shifting Platonic ideal version that seems to be in some posters' heads). But for groups like I prefer most of the time, like John seems to prefer, and like most of the people I've ever played with in groups or at cons, it does not describe what happens.

The Lumpley Principle needs a precondition: "In a freeform gaming social contract, every action is explicitly or implicitly negotiated. [insert remainder here]"

Then you need the Kamikaze Principle: "In a follow-the-rules gaming social contract, the players agree to play a specific game by the rules, with one player chosen as the arbiter of the rules." (I'm loathe to use my name for that principle, but I don't reckon I can volunteer anyone else--I don't think of myself as the godwalker of legalistic gaming, but compared to some, I guess I am).

You can't discuss a thing like this without bringing up the social contract, because that's what it's all about. That's what we call any meta-game agreement between the players about "how we play this game". Five-year-olds playing Candyland have the same issues to deal with, they just don't know the right terminology so they go to Mom.

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On 8/4/2003 at 12:22pm, lumpley wrote:
RE: The Lumpley Principle Goes Wading

Mark, if you're serious about the conversation and not just looking for a soapbox, please answer my actual question to you:

I wrote: Yes, I know it's potentially game-breaking for someone to change the rules. Do you see that it's possible for someone to change the rules, in mid-game, even if it's irresponsible, rude, uncouth, antisocial behavior? And that the fallout depends on how the group handles it?


-Vincent

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On 8/4/2003 at 12:58pm, ejh wrote:
RE: The Lumpley Principle Goes Wading

lumpley wrote:
Ed, Nathan, no, I can't confirm that game rules ever hold credibility. Here's why:.....Credibility is social, remember?

Here's more why:

Show me game mechanics that withhold credibility for themselves. How do they enforce it? Remember that if they've got some human being enforcing it for them, they aren't withholding credibility, they're apportioning it.

BUT, I think that allowing the mechanics to put statements up for negotiation really does answer your concerns.


Yeah, it does. It's the "talking about different things" thing again. You're essentially talking sociology and I'm talking semiotics, and when we try to pretend we're talking about the same thing we get all cornfused and have to restate things a few dozen times.

The rules can and do depict the game world, but in terms of "play" (where "play" means "how people interact and talk their way through a story"), that depiction is significant in that it provides a way to help people establish a group consensus about events in an imagined world.

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On 8/4/2003 at 3:25pm, Paganini wrote:
RE: The Lumpley Principle Goes Wading

Responding to a bunch of people in one post.


Vince,

Lumpley wrote: BUT, I think that allowing the mechanics to put statements up for negotiation really does answer your concerns.


OK, I can buy that.


Ed,

The rules can and do depict the game world, but in terms of "play" (where "play" means "how people interact and talk their way through a story"), that depiction is significant in that it provides a way to help people establish a group consensus about events in an imagined world.


Yeah; the rules can (but do not have to) represent the game world. Even when they *do* represent the game world, however, represnting the game world is not the *function* of the rules. I see that the wording in my previous post is imprecise; Appologies.


John,

John wrote:
Does this mean that the "Lumpley principle" was right all along and I simply didn't grasp it?


Yes. I've been describing it those terms for over a year. I believe (but I am not certain) that it was described in those terms in the reference link I included at the top of this thread.

I use emphasis because it doesn't seem like you're getting what I'm saying. You are treating the Lumpley Principle as though it's an attitude or an approach. The Lumpley Principle is a general observation about the way things behave during play. It's not a technique or a point of view that you can use if you want. It is, by definition, always there. If you can find an instance where it is not in effect, then maybe you can invalidate it. But treating it as though it's something that you can turn on or off is just a red herring. The objections you keep raising are about issues that the Lumpley Principle doesn't relate to. That indicates that you don't understand what the Lumpley Principle is actually about.

It's like, Vincent notices that things fall to earty. "Aha!" he says, "I'll call this the gravity principle!" Then you come along: "But! But, I like to go up in freefall! The gravity principle doesn't work there! It leaves me out."

It's not that I think you're stupid (just the opposite), or that your preferences are unworthy; they're just unrelated to the issue. If you want to discuss something different, that's fine; start a new thread. But don't tell me I'm patronizing; you're drifting my thread, and I'm trying to keep it on topic.


Mark,

Mark wrote:
I grasp it just fine, thanks. You're right, the amount of rules are not relevant, but I never talked about the amount of rules.


Well... OK. Your statement about freeform games not having rules led me off the track.

With that said, however:

The Lumpley Principle needs a precondition: "In a freeform gaming social contract, every action is explicitly or implicitly negotiated.
"

See, it doesn't, though. The Lumpley Principle is an observation about *all play.* If it doesn't work, it doesn't work, period. I say again, it is by definition not something that you can turn off or on at will, or use as a technique or approach. The Lumpley Principle deals with how social contract opperates, and where system fits into the social contract.

Mark wrote:
The only "negotiatiation" if someone tried to change or ignore rules in the middle of a game would be shouting "You cheating nimrod!"


Emphasis added.

This is just not true. That might be your own personal reaction, but that's all it is. It is by no means the only reaction possible. With this sort of argument, you're telling me that my own personal experiences have not happend. So, whatever. Please note, though, that your shuting "Cheating Nimrod" is actually an example of the Lumpley Principle in action.

I think you might be hung up on the "negotiation" issue. Negotiation doesn't mean that everyone sits around and verbally argues at every decision point. Negotiation just means that at every decision point, something must be decided, one way or another. The rules can tell us how the designer intends for us decide, but the rules cannot enforce themselves. A game can only be a "follow the rules" if the gaming group chooses to follow the rules; and they can, at any point during play, choose not to follow a particular rule. Think of it like this:

I'm playing in a game with you. Before we start, we both agree to use the FUZION game system. This is a social contract issue - we both now have invested stake in following the rules: we each said we would. At some point in the game a die result, or a table lookup, or something results in something that I don't like. So I say "I don't want to imagine that; let's have something else happen." "Cheating nimrod," you roar!

Woohoo! Now we've got conflict - two possible courses of imagination, only one of which can be incorporated into the game space. You are backed up by the rules, because your statement is in agreement with them - Lumpley Principle in action; your statement is more credible than mine. Does that mean your statement will automatically happen? Nope. Credibility is not absolute. It means that either:

1 - I convince you to go disregard the rule in this instance
2 - You convince me to go with the rule
3 - Neither of us convinces the other and play halts.

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On 8/4/2003 at 4:03pm, Valamir wrote:
RE: The Lumpley Principle Goes Wading

I think that's a pretty well voiced summary Nathan.

This is not a "style of play" that's being talked about.

It is 100% physically impossible for anyone ever to have engaged in any activity recognizeable as roleplaying with any rule set and any play group in any environment at any age without the Lumply Principle being the driving force behind every instance of actual play that occured. Period.

Its that fundamental.

Nothing happens in an RPG until every player at the table agreed that it happened. The Lumpley Principle is not so much a revolutionary idea (as Vince notes above) as it is simply a verbalization of how things get agreed to in that imaginary space where gaming takes place.

Rules never decide what happens. If they did then fudging and cheating would be impossible. People decide what happens. People decide how much credibility each element at the table is going to have. Whether this is "throw the rules out and just wing it" or whether this is "we're going to play every single rule as written without deviation" its people deciding and aportioning credibility accordingly.

This is so basic that there is not really any room for arguement.

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On 8/4/2003 at 4:09pm, Paganini wrote:
RE: The Lumpley Principle Goes Wading

Ralph,

Uh... yeah. I think yours was better voiced than mine was. :)

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On 8/4/2003 at 4:11pm, ejh wrote:
RE: The Lumpley Principle Goes Wading

Or to put it another, slightly less vehement, way:

The Lumpley Principle is not a way of playing, it's a way of looking at what's going on in play.

You may or may not find it a useful or helpful or interesting way of looking at what's going on in play. But "we don't play that way" is not a relevant objection....

To be fair to the objectors, the ways that people often state the principle have tended to encourage some misunderstandings of it, which is why I've been seeking clarification so avidly.

Indeed, I suspect there might be a better term to use than "credibility" here, though I'm not sure what it would be. It gets used a lot without definition, kind of a magic buzzword -- Vincent, you want to define it for us?

The word "credibility" tends to encourage the notion that the Lumpley Principle only applies when two different players have made different suggestions about what is supposed to happen next, and one has to decide using the rules between these suggestions.

Obviously much of the time players turn to the rules as an oracle to *find out* what happens, and so the scenario immediately conjured up by the word "credibility" seems incongruous with people's gaming experiences.

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On 8/4/2003 at 4:14pm, John Kim wrote:
RE: The Lumpley Principle Goes Wading

kamikaze wrote: I've seen groups that will run anything freeform, no matter what the books say. Fine. The Lumpley Principle does indeed describe what they do, as it was articulated upthread (not the ever-shifting Platonic ideal version that seems to be in some posters' heads). But for groups like I prefer most of the time, like John seems to prefer, and like most of the people I've ever played with in groups or at cons, it does not describe what happens.

Actually, I would tend more towards the "fast-and-loose" side than towards the "by-the-book" side. On the other hand, it seems to me that with the added provision that the rules can provide statements, the Lumpley Principle fits at least as naturally to by-the-book types.

Even in a by-the-book game, it is possible that a rules disagreement can arise. The process is: a player/GM makes a statement. If the rest think that statement is within the rules, then it is accepted. If not, then someone objects and they consult the rules to determine the correct outcome.

I guess one of the tricky points is the name for the two labels: "Negotiation" and "System". You could say that "Negotiation" does not accurately describe appealing to the authority of the rules and a single arbiter for the rules. It suggests something more freeform. On the other hand, "System" is an odd term for the fast-and-loose approach -- where System usually refers to the printed rules which do not have final say on how statements are resolved. The fast-and-loose folks might tend to say that "Social Contract" is the process of how statements are agreed upon.

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On 8/4/2003 at 4:40pm, kamikaze wrote:
RE: The Lumpley Principle Goes Wading

lumpley wrote: Mark, if you're serious about the conversation and not just looking for a soapbox, please answer my actual question to you:
I wrote: Yes, I know it's potentially game-breaking for someone to change the rules. Do you see that it's possible for someone to change the rules, in mid-game, even if it's irresponsible, rude, uncouth, antisocial behavior? And that the fallout depends on how the group handles it?



I did answer that question, but it's not a yes/no question, it's a "your premises are based on a very different social contract, and here's an essay on why" question.

But in summary:

Is it possible for someone to try? Yes. Is it possible for them to do so without being caught? Maybe, though it's usually pretty obvious, and of course it's a gross betrayal of everyone's trust. Is it possible for anyone in a "follow the rules" social contract to let it slide? NO.

"How the group handles it" implies that there's no social contract for anyone, just voting on behavior from moment to moment, which is incorrect.

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On 8/4/2003 at 5:03pm, Paganini wrote:
RE: The Lumpley Principle Goes Wading

I think it's time to close this thread down. Ed, would you agree that your initial reservations have been satisfactorily resolved? If so, let's call it here. Mark needs to start a thread devoted to his own separate concerns about the Lumpley principle.

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On 8/4/2003 at 5:06pm, John Kim wrote:
RE: The Lumpley Principle Goes Wading

Valamir wrote: It is 100% physically impossible for anyone ever to have engaged in any activity recognizeable as roleplaying with any rule set and any play group in any environment at any age without the Lumply Principle being the driving force behind every instance of actual play that occured. Period.

Its that fundamental.

Nothing happens in an RPG until every player at the table agreed that it happened.
...
This is so basic that there is not really any room for arguement.

Look, if is no room for argument, then I guess you should just close your ears to what I'm going to say -- or perhaps try to get the moderator to ban me. (In case you didn't guess, the attitude here is rather grating to me.)

So I'd like to take two more test cases: LARPs and MUDs. The distinguishing feature of a LARP is that it is played over a large area. Players wander about. No one in the LARP necessarily knows all of what goes on. So this case throws a wrench at the idea of consensus. Clearly not everyone in the game needs to agree. Is it just the people in the room? How do you define the room?

I would add that LARPs tend to be large: 30+ people, and even over 100 is possible. At this point, the game is fairly tolerant of people dropping out, which is bound to happen pretty regularly. There are also many more possible conflicts among the players. Plus, players may have varying perceptions of what is going on -- even about the same observed events. That is, when you ask people afterwards what they imagined happened in-game, there are likely to be a lot of contradictions.

MUDs have a similar property. There are generally lots of people playing, and they constantly drop in and out of game. Moreover, this adds in the case of computer moderation. i.e. Something weird happens -- perhaps what all people present consider a bug in the program. They refuse to accept it as legitimate. What "really" happened? Is it consensus among those present at the time? What if the majority of the other, non-present players in the MUD would say that it was valid?

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On 8/4/2003 at 5:23pm, Jack Spencer Jr wrote:
RE: The Lumpley Principle Goes Wading

I think there is some confusion here.

lumpley wrote: Yes, I know it's potentially game-breaking for someone to change the rules. Do you see that it's possible for someone to change the rules, in mid-game, even if it's irresponsible, rude, uncouth, antisocial behavior? And that the fallout depends on how the group handles it?

kamikaze wrote: Is it possible for someone to try? Yes. Is it possible for them to do so without being caught? Maybe, though it's usually pretty obvious, and of course it's a gross betrayal of everyone's trust. Is it possible for anyone in a "follow the rules" social contract to let it slide? NO.

What seems to be missed is that in both cases, either altering the rules or ridgidly followly the rules to the letter are both contained in the Lumpley Principle. Several examples up to this point have been about breaking or ignoring the rules because this does bring the lumpley principle into sharper relief but:
I say: I shoot the guy.
Mitch says: Roll for it.
I roll for crap.
Mitch says: Dude, that's ass. Wanna shoot the guy anyway?

In that situation, I would say: "No, didn't ya see my roll? My gun jammed. Shit happens and now zombies are gonna eat my brain. Who's got next init? Kill me afore I rise again, would ya?"

also follows the Lumpley Principle.

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On 8/4/2003 at 5:29pm, Jack Spencer Jr wrote:
RE: The Lumpley Principle Goes Wading

John Kim wrote: So I'd like to take two more test cases: LARPs and MUDs.
This is precisely like my comments about solo RPGs:
(edited) wrote: ...is there a difference between playing with a group around a table and playing in a LARP or MUD? Is it a significant difference?
It may be just me, but I think that drawing comparasons to other mediums which are similar but significantly different is significant ways isn't going to help the discussion.

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On 8/4/2003 at 5:30pm, Valamir wrote:
RE: The Lumpley Principle Goes Wading

John Kim wrote:
Look, if is no room for argument, then I guess you should just close your ears to what I'm going to say -- or perhaps try to get the moderator to ban me. (In case you didn't guess, the attitude here is rather grating to me.)


Don't really see why it would grate on you John. Disagreeing with the Lumpley Principle is like disagreeing that water is wet. There just isn't any room for arguement...clarification, refinement, sure...but argueing against it...not really possible.

So I'd like to take two more test cases: LARPs and MUDs. The distinguishing feature of a LARP is that it is played over a large area. Players wander about. No one in the LARP necessarily knows all of what goes on. So this case throws a wrench at the idea of consensus. Clearly not everyone in the game needs to agree. Is it just the people in the room? How do you define the room?


Perhaps it would be helpful to review what Vincent originally posted about the principle. I quote it below for ease of reference.

As you will note, there is no requirement for universal consensus.

The Lumpley Principle is NOT a set of rules that determine how credibility gets apportioned. It is a statement that in order for play to happen credibility must be apportioned. Determining the how is the purpose of the game rules.

For specific questions as to room size and who's present I refer you to the rules of the specific LARP or MUD you're interested in.

Somewhere in those rules you'll find something to the effect of "Person X decides what happens". The other players accept this because they accepted this apportionment of credibility when they agreed to play by this set of rules. Voila...Lumpley Principle in Action.

It really is this basic. There's not some secret huge amazing revelation waiting around the corner to be sprung on you.

To put it another way "Rules don't mean squat until the players decide to abide by them. Its the players who have the power/authority/credibility whatever term floats your boat.

Rereading this original thread might be helpful for everyone.

1. Fundamentally, we evaluate each assertion that each player makes, giving and withholding Credibility on a case-by-case, moment-by-moment basis. The power rests exclusively with the listener, never the speaker - no one can claim Credibility; Credibility is only given or withheld. A roleplaying game is, thus, based on negotiation. Usually it's streamlined and invisible, but negotiation underlies every game-significant statement.

2. I'm not offering a way to play. I'm saying that this is how all of us play, every single time. I'm also not defining roleplaying, cuz lots of things work the same way and aren't roleplaying. (Saying, "Vince, dude, every conversation works like that" is agreeing with me, not disagreeing. Roleplaying is a kind of conversation.)

3. It's practical to divvy Credibility up in advance. One common arrangement is to have one player be the final authority on all matters. Another is to play by preset rules, usually again with one player as the final arbiter. Let me emphasize that these are social arrangements, subject to change at the will of the group, and that even so, every statement about "what happens" must be negotiated. (It just makes the negotiations easy: "I shoot you." "The gun jams [because you gave final authority to me]." "Dang.")

4. All roleplaying game systems apportion Credibility, and that's all they do. There is nothing else for them to do. The crunchiest, sprawlingest, simmest game is a contract between the players about whose word to take for what.

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On 8/4/2003 at 5:43pm, kamikaze wrote:
RE: The Lumpley Principle Goes Wading

Valamir wrote: I think that's a pretty well voiced summary Nathan.

This is not a "style of play" that's being talked about.

It is 100% physically impossible for anyone ever to have engaged in any activity recognizeable as roleplaying with any rule set and any play group in any environment at any age without the Lumply Principle being the driving force behind every instance of actual play that occured. Period.

Its that fundamental.

Nothing happens in an RPG until every player at the table agreed that it happened.


That's the claim, but that is directly contradicted by my experience of gaming. It's quite possible for a player to disagree with a GM's rules call and sulk for a while, trying to deny that it happened (this is uncommon, because you agreed to abide by the GM's decision when you sit down and join that social contract, and most adults are capable of living by their agreements; I don't play with oathbreakers). When a player says "I do X", the GM is the only one whose yea or nay is relevant. The other players may point out facts which would change the situation, or react, but don't get a veto.

A "follow the rules" social contract is a dictatorship, not a democracy. Hopefully a benevolent and enlightened dictatorship, and people are free to leave the group if they find it oppressive, but still the rule of one.

I think you're going to have to accept that your universal principle *IS NOT UNIVERSAL*. Sorry, no Grand Unified Theory of roleplaying for you. It applies only to a specific freeform style of gaming.

It is not productive conversation to insist that everyone is exactly like you, and must therefore play the same way you do. You need to learn to phrase your comments in a civil manner, with propositions leading to conclusions, rather than merely asserting your conclusions.

Valamir wrote:
Rules never decide what happens. If they did then fudging and cheating would be impossible. People decide what happens. People decide how much credibility each element at the table is going to have. Whether this is "throw the rules out and just wing it" or whether this is "we're going to play every single rule as written without deviation" its people deciding and aportioning credibility accordingly.
This is so basic that there is not really any room for arguement.


I have never said that the rules themselves rise up from the table and speak or enforce themselves. You are attacking a straw man.

Carefully read the Kamikaze Principle (slightly amended, now that I've slept on it): "In a follow-the-rules gaming social contract, the players agree to play a specific game by the rules, with one player chosen as the judge of the rules, game world, and characters."

Note the verbs, because I chose those words carefully. The players agree, and choose. The one player judges. At no point are the rules said to do anything. The law does nothing without someone to apply it, but that does not mean that there are no laws.

"Judge" is the closest word English has to what happens at my table, and thinking about this thread has convinced me to stop using "GM"; I've realized that it doesn't express that player's role clearly enough, so I just search-and-replaced GM with Judge in my new game. That's better.

The Lumpley Principle claims that the players must agree with every action. Once play starts in a "follow the rules" social contract, that is just plain wrong; it's up to the Judge.

Until this thread, I too would have thought this was so basic that it didn't even need expression, that it was beyond dispute, but apparently not. Now I've accepted that freeform social contracts behave in a different manner; I've done it myself when playing freeform, and the Lumpley Principle is right *for that context*. It is just not correct *for this context*.

Again, it is not a productive conversational strategy to insist that everyone is exactly like you, and has no room to argue with you. Don't do that again, okay?

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On 8/4/2003 at 5:57pm, Matt Snyder wrote:
RE: The Lumpley Principle Goes Wading

When a player says "I do X", the GM is the only one whose yea or nay is relevant.


Not true in all cases. Are you refering to a specific game, or maybe just using this as one possible answer? Or, do you view this process as applicable to all games? I don't think this happens as you describe in Dust Devils, as an example. "I do X" happens because the player with the high card says it happens. This may or may not be the GM. Further, what "X" is is informed by all players by nature of their intended actions. They may even suggest outcomes, but the narrator (person w/ the high card) says how "X" goes down, ultimately.

Further, even if this applies in 99% of how gaming operates, it is still operating under the Lumpley principal. It is indeed universal.

The lumpley principal is not HOW you play. It is, simply, play. It defines what play IS (all play, not just some), not HOW play happens.

The kamikaze principal presumes a lot about how RPGs operate, by the way. We could, for example, have a bidding system in which players "vote" with resources to say how "X" happens. Such a system could be robust, and it could also be played strictly by the book.

What happens at your table does not define RPGs. My table sometimes operates like that. Other times it does not.

Even when it does operate where one player is The Judge, this player is influenced by, for example, benign suggestions made by other players. Another player could suggest a clever, cool scene the Judge had never considered, then he puts that into motion. They follow the rules to the letter, and the benign suggestion in no way violates the rules. Lumpley principle in action.

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On 8/4/2003 at 6:13pm, contracycle wrote:
RE: The Lumpley Principle Goes Wading

kamikaze wrote:
The Lumpley Principle claims that the players must agree with every action. Once play starts in a "follow the rules" social contract, that is just plain wrong; it's up to the Judge.


I don't hink thats quite the case. An unhappy player may well acccede to a judgement they dislike in fear of the sanction implied in judgement. Like any or many multiple participant games, the rules of engagement are agreed upon and adherence to them is an absolute, well, meta-priority. Lose 20 bucks down a sewer, too bad. Lose 20 bucks to a poker cheat, someone could go home in a box.

I think in this scenario the player recognises the consensus empowering the judge and accedes to it. This does not mean they think it is the best solution, but the meta priority holds. And I think the Lumpley Prinicple holds too because such a player, however disgruntled they may be, is abiding by the rules of engagement and ceases protest for the sake of continued play. A true stoppage of play for an argument is an imposition on your fellows players too. With whatever ill grace, consent is usually granted, but if the conflict goes on for any length of time, to the point that consent is in fact withdrawn, the game will be greatly disrupted at least.

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On 8/4/2003 at 6:49pm, John Kim wrote:
RE: The Lumpley Principle Goes Wading

contracycle wrote: A true stoppage of play for an argument is an imposition on your fellows players too. With whatever ill grace, consent is usually granted, but if the conflict goes on for any length of time, to the point that consent is in fact withdrawn, the game will be greatly disrupted at least.

OK, here's where I have the disconnect. You say "lack of consensus disrupts play". That seems reasonable. But lack of consensus may still occur. If there is no consensus, then the Lumpley Principle breaks down.

That's what my point was about LARPs and MUDs. In both of these, a non-consenting player does not stop play or even necessarily greatly disrupt it. There may be some local disruption, but play continues in other areas without noticing.

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On 8/4/2003 at 7:21pm, Mike Holmes wrote:
RE: The Lumpley Principle Goes Wading

John, I would agree with you that the Lumpley principle should be ammeded to be "system apportions credibility in an attempt to achieve consensus". Sometimes it doesn't work. Either via miscommunication, or by objection, people can disagree on what is happening. This results in one of two things, however, when it is discovered: the cessation of play for one or more participants, or further negotiation to bring things back into line. Thus, when play does continue, it is, in fact the Lumpley Principle in action once again.

I suppose that, occasionally, when it doesn't matter to anyone, people do obtain their own idea of what happened in a game, even when they know that others have a different idea. Still, this doesn't speak to what system is designed to do. Just that all systems are imperfect.

The Principle doesn't speak to success, just what system is intended to do.

Mike

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On 8/4/2003 at 7:46pm, Valamir wrote:
RE: The Lumpley Principle Goes Wading

kamikaze wrote:
That's the claim, but that is directly contradicted by my experience of gaming. It's quite possible for a player to disagree with a GM's rules call and sulk for a while, trying to deny that it happened (this is uncommon, because you agreed to abide by the GM's decision when you sit down and join that social contract, and most adults are capable of living by their agreements; I don't play with oathbreakers). When a player says "I do X", the GM is the only one whose yea or nay is relevant. The other players may point out facts which would change the situation, or react, but don't get a veto.


So what? This is 100% Lumpley in action. The game rules apportion credibility. Here you've given 100% credibility to the GM. Great fine. Again so what.

You do realize that everything you wrote above is 100% in concordance with the Lumpley Principle right...cuz if you don't...then you really don't get it...at all.

A "follow the rules" social contract is a dictatorship, not a democracy. Hopefully a benevolent and enlightened dictatorship, and people are free to leave the group if they find it oppressive, but still the rule of one.


Have you actually read any of the threads where this has been hashed out before? Threads that have been linked to multiple times now? I'm not seeing any evidence that you have. In fact, I even quoted pertinent parts of that thread in this one...and I still see no evidence that you've actually read them.

Rather I see you setting up straw men arguements where you say "The Lumpley Principle says X...I can disprove X...therefor Lumpley is wrong".

Thing is the Lumpley Principle never said X. It never said half of the stuff you are trying to ascribe to it. Maybe you should go back and try actually reading the thread; then start a new one to question the points you are having trouble with


I think you're going to have to accept that your universal principle *IS NOT UNIVERSAL*. Sorry, no Grand Unified Theory of roleplaying for you. It applies only to a specific freeform style of gaming.


Well, I hate to break it to you Kam. But you're wrong not once but twice here.

First...there is no attempt for a grand unified theory of roleplaying here. In fact this is explicitly stated in point #2 of the original thread and quoted above for reference...yet more evidence that you haven't actually read the material you're attempting to comment on.

And two...yes it is very much universal. Give me any example of roleplaying you want and it is child's play to demonstrate the Lumpley principle in action. I refer you to the parenthetical in item #2.

It is not productive conversation to insist that everyone is exactly like you, and must therefore play the same way you do. You need to learn to phrase your comments in a civil manner, with propositions leading to conclusions, rather than merely asserting your conclusions.


Yet more evidence that you don't grasp the principle. This has nothing to do with play style. Where you got the idea that this is how "freeformers play" and that its different from how "rules players play" and therefor it doesn't apply to you...is frankly beyond me.

This is fundamental human rules of discourse.

1) do you have human beings at your table?
2) are all of them free from telepathic mind control influence?
3) is someone speaking, gesticulating, writing, miming, or otherwise communicating in some fashion with the other players about the game?

If the answer to all of these questions is Yes, than you are operating under the Lumpley Principle.

There are only 3 possible avenues at this point.

a) Whatever it was the person who was speaking described has just been accepted as happening in the game world.
b) Whatever it was the person who was speaking described has just been denied as happening in the game world.
c) Whatever it was the person who was speaking described has been altered or modified before being accepted as happening in the game world.

The Lumpley Principle simply states that the function of game rules is to determine which of these three avenues occurs and how it gets there. Thats it. That's all game rules do. They take statements made by players and outline the process by which those statements become or don't become part of the game: whether that involves defering to the GMs judgement, or taking a vote, or spending a hero point, or whether it involves rolling dice and consulting charts...what is actually happening is that credibility is being granted or denied to the player who just made a statement in the game.

Even the setting information is conveyed this way. A player says "I draw my gun as I walk up the marble steps of the temple..." Are there guns, are there temples, are there marble steps in this world? The rules in the form of setting information are simply there to give credibility to the players statement...or to give credibility to some other player (such as the GM) who say "no there is no temple near by".



Carefully read the Kamikaze Principle (slightly amended, now that I've slept on it): "In a follow-the-rules gaming social contract, the players agree to play a specific game by the rules, with one player chosen as the judge of the rules, game world, and characters."


Do you realize that all you have done here is taken a universal principle of credibility apportionment and zeroed in on one of many possibilities fully supported by the Lumpley Principle...

In other words...you are not refuting the Lumpley Principle at all...you are merely defining a specific case.


Note the verbs, because I chose those words carefully. The players agree, and choose. The one player judges. At no point are the rules said to do anything. The law does nothing without someone to apply it, but that does not mean that there are no laws.


Which is exactly what the Lumpley Principle says, and has said from the beginning. Which is why I stated above that I don't see evidence that you've actually read the threads in question...

You are argueing vehemently against something which you are agreeing with.


The Lumpley Principle claims that the players must agree with every action. Once play starts in a "follow the rules" social contract, that is just plain wrong; it's up to the Judge.


Survey says....buzzz.

No it doesn't. Never has.

Until this thread, I too would have thought this was so basic that it didn't even need expression, that it was beyond dispute, but apparently not. Now I've accepted that freeform social contracts behave in a different manner; I've done it myself when playing freeform, and the Lumpley Principle is right *for that context*. It is just not correct *for this context
*.

All contexts. Every game. Including yours.

Again, it is not a productive conversational strategy to insist that everyone is exactly like you, and has no room to argue with you. Don't do that again, okay?


This has nothing to do with individual preference. It is universal and irrefutable. None of this is "in my opinion" it simply is the way things work. Sorry if you don't see it that way...but if you don't...simply put you're wrong.

There is no experience you've ever had in roleplaying (relative to actual in game play events) that is not described by the Lumpley Principle.

This is not because its some revolutionary thing...but because its so basic that to deny it is to deny human communication.
Th

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On 8/4/2003 at 7:52pm, Marco wrote:
RE: The Lumpley Principle Goes Wading

Actually, there might be another case that's maybe interesting: A rule call is made last session. Something fairly catestrophic happens as a result (the Sid the barbarian is killed).

Next session, the call is shown to be in griveous error--already a lot of play has been predicated on that event (the players contineue *without* the barbarian).

The GM, when shown the rule, punts: "Okay. Sid is back. I don't know what happened--but he's back. You pick him up at the next tavern."

At that point play is continuing with a gray space where the rules have prevented 'X' or 'Y' from happening but there is no 'Z.'

Even if Sid's player makes up a story, the rules have not granted him the credibility to do so--all they've done is take it from the GM (who declared him dead).

Not that I think this is *especially* relevant to anything--but when Mike noted that different people might imagine things in different ways I thought "I bet that happens all the time!" (ask what color the evil necromancer's eyes were next time after a big battle and you didn't specify it--but that wasn't really about the rules or credibility, per se).

-Marco

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On 8/4/2003 at 8:09pm, Valamir wrote:
RE: The Lumpley Principle Goes Wading

Even if Sid's player makes up a story, the rules have not granted him the credibility to do so--all they've done is take it from the GM (who declared him dead).


That's an excellent example.

The root of all credibility in a game is the players themselves. They sit down and agree to be governed by the rules of the game. The rules of the game then apportion this credibility back out amongst the players in some organized fashion, generally reserving the bulk of that credibility for the player known as the GM.

Now I've never seen a set of RPG game rules that explicitly outlines what to do if a mistake is made (interestingly I've seen several board game and war game and minis games that often have pages addressing this issue).

Typically the closest we'll get is some blanket rule about GM being the final authority.

So what do we have in the game then. We have Sid's player perhaps saying "hey we did that rule wrong...Sid shouldn't have died". Does Sid's player, by this statement alone have the credibility to simply declare Sid back to life. Probably not.

Most likely what will happen is the GM will utilize some of the undefined "GM is God" powers apportioned to him (by the other players through the vehicle of the rules) to declare a solution to the problem.

How rocky this solution is will be a direct result of 1) how clear the rules are at apportioning credibility, 2) how willing players are to abide by that appotionment, and 3) how strong the social contract is among the group at dealing with issues that are not explicitly outlined.


*side note to Marco. This is very much the same sort of Credibility Apportioning issues that we've discussed before in relation to the Impossible Thing.

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On 8/4/2003 at 8:31pm, Marco wrote:
RE: The Lumpley Principle Goes Wading

Agreed--in the scenario I'm envisioning there's a functional gray-space in the narrative:

Sid descibes falling for hours, battling with a fire demon. Underwater, high mountain tops. You get the drift.

The other players (and maybe even Sid's player) don't buy that scenario ("You fell down a well when you totally blew you dancing roll, dude. It was like penalty for excessive celebration in the in-zone from hell")

The GM has said he doesn't know how to resolve it (rules say he shouldn't have fallen. The play following the event established clearly that he had, the well was established as fatal ... etc.)

But play continues. So each player might imagine it differently--or at very least it's a functional example of a self contradictory situation. Now Mike says Lumpley is an *attempt* to aportion credibility--so here no one has any credibility for what happened in the shared imagining ... so it's just a failure (and indeed, it's a rules failure that starts the ball rolling).

So that's a good way to look at it: the rules grant no credibility so there is none.

But on the other hand, it was the rules themselves that *create* the gray space (without the re-examination and ex-post-factor application of a solid rule Sid remains sadly dead).

So it's an extreme case. A paradox.

Hey ... next time travel game I run, that's how I'm gonna to do it. A real-world in play paradox.

-Marco

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On 8/4/2003 at 8:43pm, Lxndr wrote:
RE: The Lumpley Principle Goes Wading

John Kim wrote: That's what my point was about LARPs and MUDs. In both of these, a non-consenting player does not stop play or even necessarily greatly disrupt it. There may be some local disruption, but play continues in other areas without noticing.


In MUDs, a non-consenting player has no real voice - he can log off, and that's it. The rules are in the code itself. Not the best example. That's like talking about a non-consenting player of Super Mario Brothers.

On the other hand, in a LARP, a non-consenting player can indeed stop or disrupt that instance of play. In a LARP setting, ostensibly one game, there are many different things happening at once, and oftimes many different "GMs" who have to share credibility between themselves (when players aren't just doing things by themselves). So you have to stop looking at the macro level, and you have to look at the level where things are actually happening - the application of the rules within a LARP.

Rarely, if ever, does a rules situation come up that affects the whole LARP as a single entity. Instead, individuals and groups get together and go, "Hey, we're going to try this. Oh, that's bogus/rockin/whatever." That's where the Lumpley principle comes into play, if I read it right.

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On 8/4/2003 at 8:55pm, John Kim wrote:
RE: The Lumpley Principle Goes Wading

Mike Holmes wrote: I suppose that, occasionally, when it doesn't matter to anyone, people do obtain their own idea of what happened in a game, even when they know that others have a different idea. Still, this doesn't speak to what system is designed to do. Just that all systems are imperfect.

The Principle doesn't speak to success, just what system is intended to do.

Ooh, ooh!!! OK now, just because you said this, now I want to go and design a system which is intended to encourage multiple game views. I think someone described this as a "Post-Modern" RPG before, and now that I think about it, it sounds neat.

This sort of plays at something I was pondering about Mage: The Ascension. In that game, the PCs are people who can change the nature of reality by manipulating belief. I pondered deconstructing this, and saying that the people who think of themselves as mages are actually delusional and simply manipulate their own reality.

An extension of this would be a game where each player has her own vision of reality. There should probably be a GM to coordinate. The GM at times will pass notes out to different players, but he will also make statements. The thing is, based on the differing information they have -- the players interpret the statements differently.

To some degree, this is always true, I think. Players will interpret statements differently, and they don't always identify and correct differences. What I would be trying for would be to actually exploit this for effect -- to actually try to keep up differences among player views.

Valamir wrote: There are only 3 possible avenues at this point.

a) Whatever it was the person who was speaking described has just been accepted as happening in the game world.
b) Whatever it was the person who was speaking described has just been denied as happening in the game world.
c) Whatever it was the person who was speaking described has been altered or modified before being accepted as happening in the game world.

I believe that Vincent actually contradicted this. He said that the Lumpley Principle didn't say a thing about the game-world. In any case, here you assume a single group viewpoint: i.e. either a statement is accepted or not by everyone. However, if you have multiple people, then this can be ambiguous. One person can accept it as happening, while another person could deny it, and a third could accept a modified version.

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On 8/4/2003 at 9:17pm, Valamir wrote:
RE: The Lumpley Principle Goes Wading

quot;John Kim]I believe that Vincent actually contradicted this. He said that the Lumpley Principle didn't say a thing about the game-world.


Actually, the comment of Vincent's you're referring to was made specifically to address an issue brought up by EJH referring to setting books and how the principle applies to reading books about setting. It doesn't apply to what I'm saying above, which I believe is entirely consistant with the principle as outlined in the original thread.

In any case, here you assume a single group viewpoint: i.e. either a statement is accepted or not by everyone. However, if you have multiple people, then this can be ambiguous. One person can accept it as happening, while another person could deny it, and a third could accept a modified version.


Sure. In general this would be considered a "bad thing" and a source of frustration for the players...but if you approached this as a specific design goal, could be interesting. The explicit withholding or obfuscating of credibility as a game mechanic. Of not being sure whether what one says is or isn't accepted as part of the game world.

Quite an interesting application of the Lumpley Principle to experiment with.

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On 8/4/2003 at 9:35pm, lumpley wrote:
RE: The Lumpley Principle Goes Wading

I for one would be happy to end this thread. Seems like pretty much everybody agrees, or is gonna have to keep thinking about it.

John, Marco, in the initial thread, I set up an example of some PC picking up a can of peaches. Between me and Mike we imagined a situation where the fate of the peaches was never satisfactorily resolved, but play continued, dodging the issue, and over time it became not a big deal. Forever after, some of the players held conviction that the peaches had been picked up, and some held conviction that they hadn't, and the group talked about it with ribbing, joking, and friendly controversy.

There, the consensus wouldn't be "yes, X happened," it'd be "whatever, let's move on."

Exactly your gray area, Marco, and a lot like your post modern game, John. Cool, very interesting stuff.

John wrote: I believe that Vincent actually contradicted this. He said that the Lumpley Principle didn't say a thing about the game-world.
No. I agree with Ralph. You might be reading me out of context. I said things like that to Ed, but he was using "game world" in a very different sense than Ralph was.

Also I've said explicitly that larps and other kinds of rpgs - muds clearly qualify - might operate on different principles than "consensus rules."

-Vincent

Crossposted with Ralph, and he said it so well I mightn't have bothered.

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On 8/4/2003 at 9:59pm, Mike Holmes wrote:
RE: The Lumpley Principle Goes Wading

John Kim wrote:
Ooh, ooh!!! OK now, just because you said this, now I want to go and design a system which is intended to encourage multiple game views. I think someone described this as a "Post-Modern" RPG before, and now that I think about it, it sounds neat.
Actually, that was me, heh.

To some degree, this is always true, I think. Players will interpret statements differently, and they don't always identify and correct differences. What I would be trying for would be to actually exploit this for effect -- to actually try to keep up differences among player views.
Quite true. I was surprised that it didn't come out before, but this seems to happen in games I'm in all the time. Someone will think that they're in a room with another character, and start a conversation when someone will note that the characters are in two totally different rooms.

Doesn't that happen to everyone quite a bit? Failure to create consensus is going to always exist as a phenomenon due to the imperfect nature of human communication.

But, I too, am somewhat intrigued by this idea. Jonathan Walton's StoryPunk (or whatever it's called this week: Ever-After, I think. jk) I thought was going to be this way, but I'm not seeing it anymore. Another mode would be like a really competitive Universalis, where you'd be doing "story combat" trying to hack a story of your devising away from what the other players want. Lot's of potential room here for very weird stuff.

I even have this one game where the players are totally decieved by the GM as to how credibility is being distributed....

Tweet gets credit first for his OTE metaplot in which the characters discover the players. Which leads to all sorts of philosophical problems in terms of credibility.

Mike

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On 8/5/2003 at 5:13am, kamikaze wrote:
RE: The Lumpley Principle Goes Wading

Matt Snyder wrote:
When a player says "I do X", the GM is the only one whose yea or nay is relevant.

Not true in all cases. Are you refering to a specific game, or maybe just using this as one possible answer? Or, do you view this process as applicable to all games? I don't think this happens as you describe in Dust Devils, as an example.


As I've taken pains to point out throughout, that only applies to "follow the rules" social contracts, *NOT* to "freeform" social contracts, and it has zero, zilch, nada to do with the weight of the system. Dust Devils is a very freeform game (actually, I'm not sure I'd call it an RPG, it's really a STG like Universalis), and purely coincidentally, it's also generally used in a freeform social contract.

I just played Dust Devils tonight, BTW. I've played Ronin before. So I'm not saying "freeform = bad", by any means, if that's what's bothering you.

Matt Snyder wrote:
Further, even if this applies in 99% of how gaming operates, it is still operating under the Lumpley principal. It is indeed universal.


Please don't make assertions without some kind of argument to back them up. How is it universal? It does not describe what happens with a "follow the rules" social contract. Unless you can show where those negotiation points are, and suddenly reveal that we've been doing it without knowing it, you're going to have to accept that this is not the case.

Matt Snyder wrote:
The kamikaze principal presumes a lot about how RPGs operate, by the way. We could, for example, have a bidding system in which players "vote" with resources to say how "X" happens. Such a system could be robust, and it could also be played strictly by the book.


There's three things wrong there: first, that may very well not be an RPG--it sounds like Universalis, which isn't. Second, systems are not the same as social contracts. And third, you can choose to use the rules in a freeform social contract.

And no, the Kamikaze Principle assumes nothing about how RPGs operate, because *IT IS NOT ABOUT SYSTEMS*. It's about a social contract.

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On 8/5/2003 at 5:24am, Jack Spencer Jr wrote:
RE: The Lumpley Principle Goes Wading

Mark, man. You need to chill out. Seriously.

That said, your follow-the-rules social contract fits perfectly within the lumpley principle, which I've always heard described as: the system is the means by which group concensus is reached as-to what is in/occurs in the shared imaginative space. Following the rules is a means by to reach this concensus.

I don't see any confusion.

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On 8/5/2003 at 5:26am, kamikaze wrote:
RE: The Lumpley Principle Goes Wading

lumpley wrote: I for one would be happy to end this thread. Seems like pretty much everybody agrees, or is gonna have to keep thinking about it.


This, I agree with.

A couple people in this thread are becoming excessively dogmatic, and are never going to agree that the principle with your name on it only describes certain social contracts; I'm not sure if you recognize that or not, but at least you haven't been dogmatic about it, and have tried to make useful clarifications.

If no reasonable argument in favor of universalizing it has appeared so far, it's not going to.

lumpley wrote:
Also I've said explicitly that larps and other kinds of rpgs - muds clearly qualify - might operate on different principles than "consensus rules."


Keep thinking about that case. There are tabletop RPGs that operate on different principles, as well.

So, good night to all, and will the last person to leave the thread please lock up?

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On 8/5/2003 at 7:45am, contracycle wrote:
RE: The Lumpley Principle Goes Wading

kamikaze wrote: A couple people in this thread are becoming excessively dogmatic, and are never going to agree that the principle with your name on it only describes certain social contracts; I'm not sure if you recognize that or not, but at least you haven't been dogmatic about it, and have tried to make useful clarifications.


Sure, certain social contracts. The ones that are games.

Why do political organs have manifestoes, planks, and policy documents? Becuase every individual has a slightly different take and experience and if the group is to achieve anything at all it must ACT with consensus. Not everyone agrees with every article - but they accede as the lesser evil.

The lumpley principle is only a specific implementation of this idea in regards games. I consider it to be fundamental to all games; in non-system games, credibility to impose change on the SHARED space is mediated by some other method, but in systematic games that is thr raison d'etre of the system.

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On 8/5/2003 at 2:09pm, Paganini wrote:
RE: The Lumpley Principle Goes Wading

Geez, guys. A page and half since I called it. Did you just not notice, or what? The thread is OVER. The original topic has been covered. Ed's question has been aswered. If you want to continue discussing other aspects of the Lumpley Principle, start new threads; please don't post to this one.

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