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Topic: 'Exhuastion Escalation' in illusionist play
Started by: Matt Snyder
Started on: 8/11/2003
Board: RPG Theory


On 8/11/2003 at 8:43pm, Matt Snyder wrote:
'Exhuastion Escalation' in illusionist play

In another thread, Ron Edwards, while discussing possible pitfalls in Illusionism, wrote:

And finally, such play may suffer from "exhaustion escalation," in which the game-world crises become larger and larger scale, in inverse proportion to the players' diminishing emotional commitment to dealing with them.


Ok, have I been asleep at the wheel (again)? Has this been discussed on the Forge previously? I have experienced precisely what Ron's describing here, and I was rather delighted to note that Ron recognizes this as enough of a pattern to name the damn thing.

If this has been discussed, please point me to threads. If it has not been discussed, well, discuss it.

My intitial questions are:

How have people using Illusionism successfully avoided this problem?

If you've experienced exhaustion escalation, has it driven you away from Illusionism, perhaps unconsciously?

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On 8/11/2003 at 9:14pm, Ron Edwards wrote:
RE: 'Exhuastion Escalation' in illusionist play

Hi Matt,

As I recall, I first brought this up in a series of email exchanges with Jesse Burneko. I've only referred to it now and again since then; I don't think it's been discussed as a focused topic.

A lot of people probably know what I'm talking about. In the first year of play, the villains try to rob banks. In the second, they try to blow up a building. In the third, the entire city may be brought under control by the mind-ray. In the fourth, WW III looms as a threat. In the fifth, the aliens from Sirius invade ...

... and meanwhile, the players' enjoyment and excitement about what's going on in the game-world and with their characters diminishes exponentially. Note that the GM is a player too, and for this player, it's even worse because all sorts of tricks are failing to work. For instance, the "One of you is a traitor!" story, carefully worked out with the player who agrees to play his own ringer, ends up being a total bust because no one can tell the difference between the evil-replacement and the original character, or cares. The "mutant prejudice" story ends up a total bust when the players just go "Dark Phoenix" in response. Etc, etc.

What's going on is Situation with no Premise. That's really all there is to it. The solution is to get Premise into the processes of play (i.e. go Narrativist) or switch to a game which requires not even the illusion of Premise (e.g. Tunnels & Trolls, or some other raw-butchery, perhaps humorous game).

I submit that playing Dust Devils, for instance, would rarely if ever succumb to this particular problem. Why not? Because Premise is constantly present in that game.

Best,
Ron

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On 8/11/2003 at 9:24pm, Matt Snyder wrote:
RE: 'Exhuastion Escalation' in illusionist play

Agreed, Ron. I felt I "recognized" this phenomenon because of years of dysfuntional D&D play years ago. (To clarify, while this issue has been a thorn in my side, woulds have long since healed).

My own experience with escalation exhaustion was, I think, playing D&D 2nd ed. for years in which rather than view the gamist tendencies of leveling up and scaling challenges in the forms of tougher monsters, our group viewed them in simulationist terms, illusionist terms. The GM would take something away (an item, a friend, a power, whatever), then we'd earn it back, only to have it yanked away yet again by someone tougher, bigger, etc. This frustrated players to no end; play was sorely unsatisfactory, and increasingly so. Our solution was no solution at all: usuall start the whole process all over again. Go figure. I think many groups were playing in this way for years, probably still are. It seemed to me endemic to D&D of the sort we, and many other groups I observed, played.

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On 8/12/2003 at 12:01am, jburneko wrote:
RE: 'Exhuastion Escalation' in illusionist play

Hello,

I would like to add that I think this phenomenon actually doesn't require escalation at all, as I have observed it most recently in my weekday group.

A little background: My weekday group decided that they would really like the expereince of climbing the full D&D ladder so I made a deal with them. I said I would run D&D from 1st to 20th level on two conditions. 1) I could use the Ravenloft setting. 2) There would be no "story" pressure and I could just run old 2nd Edition modules converted to 3rd Edition.

The characters have just broached 11th Level and over the course of the last six or seven sessions the kind of emotional exhausion being described has begun to occur. There has been no escalation of Situation at all since most Ravenloft adventures were pretty evenly written. As the PCs go from Situation to Situation over time they come to care less and less. What has ended up happening is the PCs have actually turned INWARD for their conflicts. In the beginning I could run two short Dungeon magazine style adventures in a single evening. It now takes me THREE sessions to run just one because the players spend so much time just sorting out the conflicts that they've made up among the group and virtually IGNORING the situation around them.

I think it has to do with the amount of time it takes for some players to find a "voice" or begin to recognize a kind of proto-theme being developed for their character. Then, over the long term, they begin wanting to develop that into a real Theme by addressing a real Premise but are stuck with the same-old pre-planned Situation driven play.

This is the pattern I've noticed among my players.

In my Narrativist games play starts out really slow as the PCs seem to flounder trying to figure out what to do, how to act or even search for a problem to solve. Things kind of just happen randomly and sometimes repetatively. But in the long term things begin to flourish and thrive. Eventaully the players find the "voice" for their character and start taking action. Things take off in fun, new and unexpected directions.

In my non-Narrativist games play starts out really fast. Players zip from scene to scene to scene. They follow clues, they solve mysteries, they vanquish evil. But in the long term things begin to die off and become really forced and drags. As the players find the "voice" for their characters they start wanting to address their own conflicts and issues and stop caring about other people's problems.

I think this may result from players not being very good at recognizing a Premise from the get-go even if it's present. They kind of wander around aimlessly looking for things to do. After they've seen enough of the Big Picture (even if the Big Pictures is just a relationship map and some NPC driven conflicts) eventually something begins to click. The Premise begins to bleed through to their conciousness and then they take off. In a game where Premise is absent, the need for some kind of emotional connection, I think, may result in players constructing a kind of pseudo-Premise from the pieces of past Situtations that they DID find emotionally compelling. The result is that they begin acting on this pseudo-Premise which comes more and more and more into conflict with the GM-preped Situation.

I think the "escalation" effect is in fact the result of a GM installed patch to attempt to fix this problem. Instead of recognizing the need for Premise the GM assumes the players are simply bored of fighting bank robbers and so just has them start fighting building bombers. And probably in the short term, it works which is why the escalation continues.

Just my thoughts.

Jesse

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On 8/12/2003 at 6:29am, Jack Spencer Jr wrote:
RE: 'Exhuastion Escalation' in illusionist play

Ron Edwards wrote: What's going on is Situation with no Premise. That's really all there is to it. The solution is to get Premise into the processes of play (i.e. go Narrativist) or switch to a game which requires not even the illusion of Premise (e.g. Tunnels & Trolls, or some other raw-butchery, perhaps humorous game).

Hmmm. What I am going to say will probably be considered inflamnitory. I don't mean it to be. It is an honest question. But this sounds like a good arguement against Simulationism. If the solution is to go Narrativist or to switch to a game without even the illusion of premise, or I think replaces Premise with Step On Up, then what this whole thing seems to be describing is answering the hard Simulationist question "Is it enough?" with an emphatic "no."

It that what we're seeing here? What am I missing?

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On 8/12/2003 at 12:13pm, GB Steve wrote:
Re: 'Exhuastion Escalation' in illusionist play

Matt Snyder wrote: How have people using Illusionism successfully avoided this problem?

If you've experienced exhaustion escalation, has it driven you away from Illusionism, perhaps unconsciously?

I've had this kind of problem as a GM and player in games before.

It usually comes about through ramping up power levels as PCs gain experience. This is the mechanic that drives it but it is not the cause.

The cause is that the PCs don't have anything to care about beyond the character sheet version of the character. What I mean is, amassing XP, getting levels and blobs, or extra dice become the goal of the game instead of enjoying the experience of being the character, or interacting with other characters or coming to some understanding of the background.

I had a 2 year AD&D campaign that is remembered with great fondness by the players that started at 1st finished at 15th level. Sure, there was a gradual ramping up of power levels, in arch D&D style, to match the PCs level but it was against the background of the PCs becoming involved in local, and then global, politics.

They had some emotional investment in the background and this is what stopped it becoming stale.

On the other hand, I've played games of Traveller which have stayed at the same power level and just petered out. This tends to be because as the PCs wander the galaxy, the don't find anything to care for, at least in an illusionist game.

If the PCs are generated with some strong background idea and this is addressed during the game, whether by illusionism (I hate that word btw) or some other means, then the game lasts longer.

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On 8/12/2003 at 1:08pm, WDFlores wrote:
RE: 'Exhuastion Escalation' in illusionist play

Jack Spencer Jr wrote: If the solution is to go Narrativist or to switch to a game without even the illusion of premise, or I think replaces Premise with Step On Up, then what this whole thing seems to be describing is answering the hard Simulationist question "Is it enough?" with an emphatic "no."


Beeg Horseshoe Theory strikes again?

To focus on Matt's questions though:

Matt Snyder wrote: How have people using Illusionism successfully avoided this problem?

If you've experienced exhaustion escalation, has it driven you away from Illusionism, perhaps unconsciously?


In the games I've played (usually as GM), I've noticed that either one of two things happened to steer the group away from "exhaustion escalation": (a) a true premise is introduced (eg: In a recent Star Wars game for example, "What does rebellion cost you?") ; or (b) we eventually just decide to go for the sheer fun of bashing orcs' brains out. All of which explicitly supports Ron's ideas above.

Personally, I find sustaining Illusionist play to be very taxing on my part as GM -- it's as if I'm lugging or prodding the game, the players, indeed the whole show forward by myself. It's sad and lonely work, IMHO. I really never had a word for it before I learned about Illusionism on The Forge. So, Yes -- the exhaustion (and it's corollary lack of satisfaction) has driven me way from it as a mode of play.

I think that perhaps all of this might be rooted in player involvement in the group process. The GM whips out disaster after ever-escalating disaster and the player's don't feel they're really involved -- they become ever more disempowered if you will. Thus they're gradually (or right up front) led to contributing less to the "group-ness" of the game. Which means also means the GM is getting less energy and support from the group even as he focuses more and more of his own energy on escalating the events. Premise in Narrativist games is a way of facilitating strong and resounding player-character contributions to the group effort.

My apologies if the presentation above is somewhat fuzzy. Brain isn't quite on high gear today, but the will to discuss is.

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On 8/12/2003 at 1:41pm, Ron Edwards wrote:
RE: 'Exhuastion Escalation' in illusionist play

Hello,

Jack raises the $64,000 question, and it's a good one.

The answer is, "That's why Simulationism is a play-priority and not merely 'more' Exploration."

In other words, for Simulationist play with a strong emphasis on Situation to continue as such, the people involved have to want to do this more than they want to get committed to Premise or to Step On Up. This would mean, as a group, wanting to "experience Lovecraft in action according to The Chaosium and my GM" more to create a Lovecraftian story with a novel point of its own. To some of us, that's bizarre and subverts the whole point of play; to others, it's so exactly what we want that it's hard to see anything else as possible.

GBSteve, there's nothing derogatory in the term "illusionism." To the contrary, I consider it highly skilled play. Your response about making it work presents a very good point - which I translate into my jargon as, "Exploration of Situation & Setting works as the priority when Exploration of Character is explicitly made subordinate to it."

In other words, if you let Character Exploration out of its cage, it can evolve into Character-centered Premise (going Narrativist) or into Character-to-Situation Step on Up (going Gamist) very easily. Thinking over the text of Arrowflight, which is probably the finest Illusionist-based role-playing text I've ever seen, over and over, I see passages supporting this principle.

Best,
Ron

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On 8/12/2003 at 5:34pm, Walt Freitag wrote:
RE: 'Exhuastion Escalation' in illusionist play

Ron Edwards wrote: In other words, for Simulationist play with a strong emphasis on Situation to continue as such, the people involved have to want to do this more than they want to get committed to Premise or to Step On Up. This would mean, as a group, wanting to "experience Lovecraft in action according to The Chaosium and my GM" more [than they want] to create a Lovecraftian story with a novel point of its own. To some of us, that's bizarre and subverts the whole point of play; to others, it's so exactly what we want that it's hard to see anything else as possible.


I see an unrecognized in-between possibility here. In between "experience Lovecraft in action according to The Chaosium and my GM" and "create a Lovecraftian story with a novel point of its own" there can be "create Lovecraft in action according to The Chaosium, my GM, the other players, and me." This is entirely Simulationist as far as Premise and Story Now are concerned, but the metagame agenda is not just to imagine the explored elements, but to create (one or more of) the explored elements -- in this case, situation -- through play.

Countless threads have discussed the importance of who's creating the story (and when). Who's creating the imagined elements (and when) can be just as important. For instance, no-myth play doesn't appear to have the problem of exhaustion escalation. And that's probably because no-myth players have the opportunity to become invested in creating -- not just imagining or experiencing -- situation, through play, via their characters' actions.

- Walt

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On 8/12/2003 at 5:44pm, contracycle wrote:
RE: 'Exhuastion Escalation' in illusionist play

Hmm. Wouldn;t characters creat situation through their action by default? Seems to me the action at the table is always the characters situation, one way or another. I'm not sure I see what you are getting at.

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On 8/12/2003 at 6:25pm, Marco wrote:
RE: 'Exhuastion Escalation' in illusionist play

I agree with Walt.

Haveing engaged in play that I would describe as thematic simulationist play, I can say that a number of things drive it.

1. Sometimes the vision of the world is compelling. The finest games I've been in have been exploring or engaging in a world that was amazing to me. A thurough examination and interaction with 'what if?'

2. The Lovecraft novel that we're creating has a start condition but no pre-ordaned ending. One character might give up in exestential angst. Another might decided to fight fire with fire (learn magic even though it corrupts), a third might rely on the inherent goodness of man (the player and the mechanics might or might not bear this out--but either way, at the end o fthe game the player's approach would've either been born out or failed).

In that sense the novel is not being created by Chaosium and the GM but by everyone at the table.

3. In a scenario like Silence of the Lambs (to use my most common example) most avenues of approach to the problem will fail (the FBI has little by way of clues, getting to the Senator's daughter means playing Lecter's games)--but as a player, getting to respond to that and enjoy exploring that interaction isn't hardly the same as following a script. I may not be able to use my fast-talk skill on Dr. Lecter--but if I come up with a really good ploy, I expect that to work.

That doesn't quite feel like someone else is writing the novel and I'm *just* reading it.

On the balance I don't much like the idea of illusionism (such as it is--some people might say that a GM who alters an enemy force between games because one of the players is sick is practicing illussionism--or one who responds to a well made streetwise roll made in a new town by making up on the spot that the character *knows* and has history with a contact there is being illusionist ... ).

-Marco

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On 8/12/2003 at 6:57pm, Walt Freitag wrote:
RE: 'Exhuastion Escalation' in illusionist play

Characters are fictional and don't create anything. Sorry to get all pedantic there, but this is one of those cases where the distinction is important.

Do players create situation through their characters' action by default? I don't think so, but I realize I wasn't being clear on what I mean by "create." I don't mean adding to the shared imagined space by executing a game mechanics procedure and reporting the outcome, or by instantiating a character's Standard Operating Procedure. I mean actually thinking something up, something that has at least a small element of the unexpected in it. I'm talking about real human creativity. "I do five hit points of damage" is not creating situation in the sense I'm talking about, but "I bash the glass out of his hand, splashing his drink on his date's face" might be -- provided that the system has allowed, but not specified, such an outcome, and provided that the action described is not the character's SOP or other form of cliche. On the larger scale, the process of accomplishing a pre-set mission involves situation evolving over time, but it's not creating (in the sense of exercising creativity) situation through play unless the players' choices can take that evolution in unexpected directions. That possibility exists in Sim play, but is certainly not assumable by default.

This is hard to explain, partly because the distinctions I'm trying to make have been largely overlooked and therefore the terminology (e.g.
"create" =?= "cause" vs. "invent") is not designed to describe the distinction. I have a monstrously long data-dump of an essay on this topic in the works. In the meantime, I don't want to hijack this thread. The point, with regard to the topic of sustaining the appeal of Sim play over time, is that exercising and exhibiting creativity through play can be a strong (literally) creative agenda even when the object of that creativity is not "story," and that such a creative agenda accounts for the long-term continuing appeal of some Simulationist play.

- Walt

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On 8/12/2003 at 7:11pm, Ron Edwards wrote:
RE: 'Exhuastion Escalation' in illusionist play

Hi Walt,

Your in-between proposition seems to me to be a paraphrase of my Simulationist description. I'm fine with creative interjections and novel approaches in that context; it's the aesthetic priority that I'm talking about. When you say, "do Lovecraft," that's the key - with all the new plot angles or unplanned outcomes or whatever-you-want, if that's still the goal, then we're still talking about pastiche. Imaginative, fun pastiche, novel pastiche ... but still "doing Lovecraft," as an act of homage.

All of which is a fun way to play, which I enjoy in moderation, and which others enjoy primarily or even exclusively.

Marco, you seem to be under the impression that my definitions of Simulationist and Narrativist play are split between "no-theme" and "theme." This is incorrect.

Best,
Ron

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On 8/12/2003 at 7:21pm, GB Steve wrote:
RE: 'Exhuastion Escalation' in illusionist play

Walt Freitag wrote: Characters are fictional and don't create anything.
I mean actually thinking something up, something that has at least a small element of the unexpected in it. I'm talking about real human creativity. "I do five hit points of damage" is not creating situation in the sense I'm talking about, but "I bash the glass out of his hand, splashing his drink on his date's face" might be -- provided that the system has allowed, but not specified, such an outcome, and provided that the action described is not the character's SOP or other form of cliche.


I think that it's hard to distinguish between cliché and 'genuine' creativity. At the very worst it's a continuum where it's hard to draw a line between the two. And besides, cliché, to a certain extent is what makes these games playable. It's what provides the common ground from which small departures create an interest (provided, of course, that creation is the point of the game, because it doesn't have to be).

In D&D, for example, you can describe the character actions in any terms you like and keep the HP talk to a bare minimum. In fact, this kind of approach is usually recommended in the rules.

Walt Freitag wrote: The point, with regard to the topic of sustaining the appeal of Sim play over time, is that exercising and exhibiting creativity through play can be a strong (literally) creative agenda even when the object of that creativity is not "story," and that such a creative agenda accounts for the long-term continuing appeal of some Simulationist play.
I'm not sure creativity is what is special, not why the game succeeds. I think raw creativity often leads to the kind of emotional exhausion as described before.

I think the creativity needs to be harnessed to the good of a other goal, such as stonger player ownership of the game or even plot development.

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On 8/12/2003 at 7:26pm, Marco wrote:
RE: 'Exhuastion Escalation' in illusionist play

Ron Edwards wrote:
Marco, you seem to be under the impression that my definitions of Simulationist and Narrativist play are split between "no-theme" and "theme." This is incorrect.

Best,
Ron


No-not under that impression--I was responding to Jacks' "why play Simulationist" question ("If the solution is to go Narrativist or to switch to a game without even the illusion of premise...") and pointing out that this has little to do with simulationism per-se (i.e. a Simuationist game doesn't have the "illusion of premise" but may still have theme and protagonized PC's (for some values of 'protagonized PCs' anyway) ).

-Marco

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On 8/12/2003 at 7:28pm, Ron Edwards wrote:
RE: 'Exhuastion Escalation' in illusionist play

Hi there,

GBSteve wrote,

... cliché, to a certain extent is what makes these games playable. It's what provides the common ground from which small departures create an interest ...


Yes! Exactly. Given this outlook as a priority of play, the "escalation" problem becomes rarer and less of a concern. Some role-players aren't looking to create a New Point or to Win or whatever, because they want exactly what Steve is describing. A group with this shared creative Agenda (High Concept Simulationist, strong focus on Situation) is golden. This is where awesome Call of Cthulhu games come from.

Escalation of scale, and the exhaustion problem, come about when ...

1. Other creative agendas, specifically Narrativist and Gamist ones, appear among people at the table. (The Narrativist situation is especially painful, because then you get two or more people wrangling over what they perceive to be a single thing, the "story," when in reality they want two extraordinarily different experiences relative to that story.)

2. Aspects of the game system (most usually the reward/improvement system, as Steve rightly pointed out earlier) upset the tuned and humming dynamics of play that supports the stable Situation. This explains why many game texts oriented toward this mode of play have very slow, halting, and sometimes even hardly-usable improvement systems; they don't fit with the rest of the game, and at some levels I think the authors know it.

Best,
Ron

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On 8/12/2003 at 8:30pm, Walt Freitag wrote:
RE: 'Exhuastion Escalation' in illusionist play

Ron Edwards wrote: Your in-between proposition seems to me to be a paraphrase of my Simulationist description. I'm fine with creative interjections and novel approaches in that context; it's the aesthetic priority that I'm talking about. When you say, "do Lovecraft," that's the key - with all the new plot angles or unplanned outcomes or whatever-you-want, if that's still the goal, then we're still talking about pastiche. Imaginative, fun pastiche, novel pastiche ... but still "doing Lovecraft," as an act of homage.

All of which is a fun way to play, which I enjoy in moderation, and which others enjoy primarily or even exclusively.


Ron, my in-between proposition is not a paraphrase of your Simulationist description because it's a proper subset of it. "Do Lovecraft" could mean what you described in the above quote, but it could also mean "play through the Vault of Cosmic Defenestration scenario without the players contributing any creative interjections and novel approaches," and that would also fit your Simulationist description.

The problem under discussion appears to apply specifically to groups closer to that latter case, when players aren't comfortable within those constraints. If they are comfortable, they're golden. If they're not, problem 1 can occur, but the competing agenda isn't necessarily Narrativist or Gamist. It can be simply wanting more creative input into the pastiche. In my experience, the tendency for Gamist or Narrativist priorities to appear among people at the table, in the course of Sim play, is much reduced when players have greater creative input. Problem 2 is also less likely to occur because the Situation tends to be more dynamic, hence more inherently stable.

- Walt

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On 8/12/2003 at 9:15pm, Ron Edwards wrote:
RE: 'Exhuastion Escalation' in illusionist play

Hi Walt,

I buy "proper subset." If you can believe it, I even thought "subset" when I composed the post, but decided I use that word too much. Should have stuck with it.

I also agree with your point that discomfort can arise within the category of Simulationist play itself, without harking 'way out to Gamist and Narrativist priorities. But does that specific sort of discomfort give rise to the escalation + exhaustion phenomenon? Perhaps, but not as often, in my experience, as the G and N caused one. That may be a matter of viewer bias, since I gravitate toward Narrativist play (and did so almost exclusively prior to the past two years or so).

Best,
Ron

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On 8/12/2003 at 9:24pm, Mike Holmes wrote:
RE: 'Exhuastion Escalation' in illusionist play

Just to be clear about the original point of the thread, the Illusionist GM can avoid the problem with "escallation exhaustion" simply by not escallating. It's an inappropriate response to the problem. That is, you don't engage players simply by making their character's problems ever bigger, when they seem to be losing interest. Because the problem has nothing to do with the size of the conflicts that the character's are facing.

If the player is disinterested in the problems presented, you have a much more fundamental problem. Either the themes that your Illusionism is creating aren't speaking to the player, or he's not interested in that style of play, anyhow. Often the reason for the player burning out is that the GM is just pushing the same theme over and over. So, for the players with the supers defending stuff, it's just "We're the good guys" again and again. No surprise that the size of the conflict doesn't matter. "ooh, look, another fight with the baddies".

OTOH, I'd say that most High Concept games only have a couple of themes built into them for play. As per the discussion of the Cthulhu themes. Basically sim themes only go so far in play. This argues for a couple of things. One, the idea of Sim gaming for campaigns is shot, unless you're playing something like Multiverser, which attempts to fix the problem by giving you more and different settings to explore. Or the game needs something more to keep the player's attention.

So it seems that we're back at the Beeg Horseshoe, indeed, if we're looking at play of single High Concept Sim games in terms of campaigns.

But that's what I've been saying all along. Nobody plays Sim for that long as the sole priority. What ever happened to the idea of shifting and Hybrid play? Heck, in the thread on the Sim/Nar line recently, we've been talking about shifting between modes as a natural result of playing "in character". And given that to have incoherent play, you have to have people attempting to play Hybrid in the first place, it seems that it's indeed very common.

The point I'm making is the same one. Nobody does "just Sim" play. Or, rather, very few, IMO. Take supers. If there are lots of fights, I garuntee that there's a strong Gamist component. Champions, to me, is bits of Sim exposition between Gamist fights. Seen that way, play can go on much longer, as the players are getting one of their other priorities met in play. But that doesn't mean that they aren't getting their Sim jollies as well, despite play, perhaps being more Gamist than Sim at times. The Hybrid ends up being that Gentlemans Gamism sort of Sim (I agree to "handicap" my character to genre, and accept the problems as a greater challenge).

So, again, I don't buy that long term pure Sim games exist. But that's not to say that Sim doesn't exist as a Hybrid priority. It was exaclty the point of the models that I was trying to propose a while back that it's not useful to look at these things in terms of how much they are separate in play, but how much they overlap, and, indeed, conflict.

All this said, I see no automatic problems with alternating Illusionism with, say Narrativism, or Gamism (see lots of functional D&D play; like MJ's described "Trailblazing"). In fact, amongst a good group of players who understand what's going on in these terms, it's actually pretty easy to keep functional. Basically the GM and the players trading off on who has the actual control of creating theme or moving over to Gamism temporarily.

Basically it seems to me that we ought to stop looking at things like Illusionism in the light of pure styles, and consider how well they work in Hybrid styles. Since, to me, Hybrids are more common, and give more thrills in terms of satisfying more priorities.

Mike

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On 8/12/2003 at 9:52pm, Gordon C. Landis wrote:
RE: 'Exhuastion Escalation' in illusionist play

For the record, I think we've been 'round the "is Sim real?" issue enough to say with a fair degree of confidence that it is (in fact, if Jared was still around and in the proper mood I think I could reach a compromise with the Beeg Horseshoe - but that's a different issue). I quoted an old post of mine somewhere around here recently - something like "making decisions in a Sim game is very much a creative act - it's just not primarily oriented towards Nar Premise."

That covers my opinion that Sim is real, but it does beg the question "all right then, what *is* Sim oriented towards?" And I think therein lies another aspect of the "exhaustion" problem, albeit with a different form of escalation than Ron & Matt point to . . .

One of the things that Sim play reifies (I use a fancy word for "really, really values" because all modes value this, Sim is just unique in seeing it as a goal in and of itself) is consistency with events, issues and/or details previously established through play (assuming those things were "true" to the Sim to begin with, of course). That is, there can be a moment of pure joy (that is sufficient justification for play in and of itself) simply in identifying the action that feels "just right" given all that has been established so far, and making that thing real in the imagined game world.

The problem is, as play continues, you accumulate more and more details. The simple act of keeping it all straight can get really . . . exhausting. This is somewhat balanced by the fact that the payoff for adding a new bit that manages to feel like fate in the context of a TON of old stuff is (for most Sim-folk, I think) larger than the payoff for something that involves a smaller set of stuff (stuff=Explored elements this Sim-game values), but in the end - as there is no alternate priority to defer to, like Nar Premise or Step on Up, the inevitable small slip-ups in accumulated consistency eventually start to wear on the Sim play group.

At least, that's how I've seen it happen: the escalating amount of data that ongoing play generates weighs particularly heavy on Sim groups. For them, it's not just a matter of making sure the Explored elements are sufficiently developed and maintained to support their Nar or Game goals - the Explored elements are the point of play. Their devlopment and maintenance are the very essence of what why we're doing this.

So, to answer one of Matt's questions - yes, escalation exhaustion has driven me away from illusionist play somewhat, as I realised that a concrete, alternate goal (like Nar Premise) provides a solution to many ongoing play issues. Over the last few years (contrary, I think, to what some might expect) I've found Sim more satisfying for very short duration games, and Nar better suited in our long heroic campaign-style play.

Gordon

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On 8/13/2003 at 10:52pm, John Kim wrote:
RE: 'Exhuastion Escalation' in illusionist play

Gordon C. Landis wrote: One of the things that Sim play reifies (I use a fancy word for "really, really values" because all modes value this, Sim is just unique in seeing it as a goal in and of itself) is consistency with events, issues and/or details previously established through play (assuming those things were "true" to the Sim to begin with, of course). That is, there can be a moment of pure joy (that is sufficient justification for play in and of itself) simply in identifying the action that feels "just right" given all that has been established so far, and making that thing real in the imagined game world.

The problem is, as play continues, you accumulate more and more details. The simple act of keeping it all straight can get really . . . exhausting.

I know you distinguish that Sim play considers it really important, but it seems to me that this is a general principle beyond just Sim. That is, doesn't detailed Narrativist play have the same feature? For example, what you say does describe my current Vinland campaign. It has both accumulation of detail and escalation of challenges. At the start of the campaign, the PCs were dealing with a fairly local problem of a troublesome neighbor. At this point, though, they are dealing with large problems of the whole Commonwealth (the Vinlander's democratic state along the lines of medieval Iceland). There is also very extensive accumulation of detail from the 40 sessions of play -- I keep logs of all the sessions, plus family trees and a character list of all the PCs+NPCs.

My experience with escalation always occurs, though the rate of it varies. I also don't have a general solution for it. In my experience, it feels like moving backwards for a character to deal with smaller problems after dealing with larger ones. Similarly, lack of change in scale can get monotonous. So while escalation can be a problem, my impression is that lack of escalation can also be a problem. Has anyone else felt this?

Gordon C. Landis wrote: Escalation exhaustion has driven me away from illusionist play somewhat, as I realised that a concrete, alternate goal (like Nar Premise) provides a solution to many ongoing play issues. Over the last few years (contrary, I think, to what some might expect) I've found Sim more satisfying for very short duration games, and Nar better suited in our long heroic campaign-style play.

A bit of a question -- what do "long-term" and "short-term" mean to you? Just for comparison, I tend to think of campaigns of more than 5 or 6 sessions as long. My longest campaign is my present one which has gone for 40 sessions over two years. Before that my longest campaign was 9 months. On the other hand, I know of people who have had campaigns going for 10 years and more.

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On 8/13/2003 at 11:53pm, Gordon C. Landis wrote:
RE: 'Exhuastion Escalation' in illusionist play

John,

My understanding - yes, the issues of "detail escalation" (not a great term for it, but it does distinguish it from scale escalation, which was - I think - Matt's primary concern in this thread) exist in all modes, really - because all modes rely on Exploration. I just have seen this as particularly problematic in Sim, because the Exploration is the whole point of play. Now, a Nar group that really CARED about particular Explorative elements - who do NOT choose to say "hey, it worked for our shared Story Now creation - let the details of what we decided on Norse Laws a dozen sessions ago slide a bit" - well, they are in mostly the same boat as the Sim group.

My "long term" - oh, say more than a couple dozen sessions, up to (my personal longest) 3-4 years of mostly-connected campaign. Short-term, less than that, probably with an expectation of at least 3, and usually less than a dozen sessions. Leaving a 12-24 "medium" zone . . .

All that said - and especially with the addition of John's "NOT escalating is also a problem as you feel like you're stagnating" . . . I'm not Matt, or a moderator, but I'm begining to think we've discussed the boundries and nature of the issue this thread raised sufficiently. I haven't seen many *solutions* though. I have none to offer, except "go with Nar/Game goals" and/or "end play at some agreed-upon escalation level."

Gordon

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On 8/14/2003 at 4:08am, John Kim wrote:
RE: 'Exhuastion Escalation' in illusionist play

Gordon C. Landis wrote: My understanding - yes, the issues of "detail escalation" (not a great term for it, but it does distinguish it from scale escalation, which was - I think - Matt's primary concern in this thread) exist in all modes, really - because all modes rely on Exploration. I just have seen this as particularly problematic in Sim, because the Exploration is the whole point of play. Now, a Nar group that really CARED about particular Explorative elements - who do NOT choose to say "hey, it worked for our shared Story Now creation - let the details of what we decided on Norse Laws a dozen sessions ago slide a bit" - well, they are in mostly the same boat as the Sim group.

Is this really a GNS issue, then? There are Narrativists who care about continuity, you seem to feel. Conversely, are the Simulationists who do not? My impression is that Sim has been said to include games like, say, Toon or Paranoia or Teenagers From Outer Space -- which do not care about continuity.

Gordon C. Landis wrote: All that said - and especially with the addition of John's "NOT escalating is also a problem as you feel like you're stagnating" . . . I'm not Matt, or a moderator, but I'm begining to think we've discussed the boundries and nature of the issue this thread raised sufficiently. I haven't seen many *solutions* though. I have none to offer, except "go with Nar/Game goals" and/or "end play at some agreed-upon escalation level."

I would question whether this is really a GNS issue. My tentative hypothesis is that escalation (of both kinds) may also occur in both Narrativist and Gamist campaigns. So I think this may be a side issue.

I'm not sure of this, but here's my two cents. Really, there isn't anything wrong with escalation. The described problem is that the players aren't enjoying play, so the GM tries to up the ante by introducing bigger and bigger threats, but that doesn't help at all. It seems to me that the problem lies in dull play in the first place, not in the escalation at all. The solution, I think, is simply for play to be more interesting. Thus, the answer of "go with Nar/Game goals" is correct -- but we can also add in "go with Sim goals". Essentially, this is just saying "make the game better" -- but that's because the described problem is essentially "the game is dull".

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On 8/14/2003 at 7:03am, Gordon C. Landis wrote:
RE: 'Exhuastion Escalation' in illusionist play

John Kim wrote: Is this really a GNS issue, then? There are Narrativists who care about continuity, you seem to feel. Conversely, are the Simulationists who do not?

Hmm - well, you've about convinced me that my attempted expansion of escalation to include "that which accumulates as play continues" is misguided. I mean, the answer at one level is "no, Simulationist play is by definition prioritizing the Explored elements - they ALWAYS care about that, first and foremost." But the Explored elements are not synonomous with continuity/that-which-accumulates, so . . .

I still see some application of GNS here, but I'm not sure how to unpack plain continuity from the prioritization of the Explored elements. GNS would then NOT be an issue in plain continuity, but it would be in the rest. Since I'm not seeing how to make that differentiation any better than I already have, time to let that go, I think.

However, I fear that introducing continuity (even though that's not really what I was trying to do) has muddied the waters for the other points, which I think do still hold up as mostly-GNS issues. The problem with "go with Sim goals" is that . . . well, that's what you were already doing. If you weren't satisfied with that (and that's certainly not always true - sometimes and/or for some people, it is entirely satisfying), doing it "more" (escalating) is unlikely to fix anything. You have to do something different - and escalation is usually an *illusion* of something different, not the reality of it.

Which I think was already said by Ron, Walt, and Mike earlier, so - if I (or someone) can think of something clever in distinguishing continuity vs. accumlated Explored stuff, that probably belongs in a new thread. Here, I'll just add a paraphrase of something Ron posted to the list of "what to do" about escalation exhaustion - make sure everyone is jazzed about the Situation, in particular make sure they are more jazzed about that than they are about Character. If they are jazzed about the Situation, then the fact that the escalated Situation isn't really different than it was pre-escalation won't matter.

John, if your "go with Sim goals" can also be meaningfully paraphrased that way, I think everyone is in agreement about MATT's escalation, and mine just needs to go elsewhere (To die? Maybe, but I still think there's something . . . .)

Gordon

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On 8/14/2003 at 4:51pm, Mike Holmes wrote:
RE: 'Exhuastion Escalation' in illusionist play

Simply, as always, Exploration of character, setting, situation, whatever are all potentially important to all modes of play.

So, detail, itself is not neccessarily pertinent to one mode or the other. What I think Gordon is trying to get at is that it's the idea of these things being concretely in-game, or their continuity being felt as concrete, as opposed to, say, being injected for thematic reasons, is that in which the Sim priority is interested.

Just as play "in character" doesn't matter to mode, neither does play "about long-term accretion". It all depends on what the players think is the value of these things. At the risk of one of my bad eamples, which would be just an example, and not definitive in any way, would be if something were injected by the GM out of the blue for thematic reasons. Like, if I said, "Suddenly your character remembers a little girl who once gave him her lunch when he was down and out," in a situation where I want to try and promote some Narrativist scene where a player has to make some choice about a child, that would be a Narrativist addition to the continuity. For the Narrativist, the only test that it has to pass is that it "could have happened". It's not an unreasonable sort of fact to establish, and by golly, if it makes the moment work, it's good. The Simulationist, OTOH, sees this as an obvious metagame intrusion that has no connection to the "real" world that's being played in. The addition is internally consistent, it just gives off that metagame "I've been put in to ensure theme gets created" vibe.

Actually rejection of such an addition would indicate a pretty low tolerance for breaking Sim (after all we can't establish everything, and backgrounds are considered open game in many cases). But, again, it's just an example.

Mike

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On 8/14/2003 at 6:14pm, cruciel wrote:
RE: 'Exhuastion Escalation' in illusionist play

Mike Holmes wrote: OTOH, I'd say that most High Concept games only have a couple of themes built into them for play. As per the discussion of the Cthulhu themes. Basically sim themes only go so far in play. This argues for a couple of things. One, the idea of Sim gaming for campaigns is shot, unless you're playing something like Multiverser, which attempts to fix the problem by giving you more and different settings to explore. Or the game needs something more to keep the player's attention.


yes

So it seems that we're back at the Beeg Horseshoe, indeed, if we're looking at play of single High Concept Sim games in terms of campaigns.


YES

But that's what I've been saying all along. Nobody plays Sim for that long as the sole priority. What ever happened to the idea of shifting and Hybrid play? Heck, in the thread on the Sim/Nar line recently, we've been talking about shifting between modes as a natural result of playing "in character". And given that to have incoherent play, you have to have people attempting to play Hybrid in the first place, it seems that it's indeed very common.


YES


So, again, I don't buy that long term pure Sim games exist. But that's not to say that Sim doesn't exist as a Hybrid priority. It was exaclty the point of the models that I was trying to propose a while back that it's not useful to look at these things in terms of how much they are separate in play, but how much they overlap, and, indeed, conflict.


OH GOD YES!

All this said, I see no automatic problems with alternating Illusionism with, say Narrativism, or Gamism (see lots of functional D&D play; like MJ's described "Trailblazing"). In fact, amongst a good group of players who understand what's going on in these terms, it's actually pretty easy to keep functional. Basically the GM and the players trading off on who has the actual control of creating theme or moving over to Gamism temporarily.


Heh, sorry about that.

Anyway, our campaign is cruising through year 6 (the last 4.5 play is weekly). We had some serious issues with exaustion escalation a couple years back. At the time, illusionism was in vogue and theme was more thin. Illusionism is still The Way for some, but it's been clashing hard with me personally for a while, so much that I'm up to my evil little psychology tricks with the mechanics to make it difficult. There is a lot to this, and I'm just going to skim the surface, but a transition to a more solid creative agenda (not intentionally, just happened) seemed to have solved the problem. Maybe solved isn't the right word, muted maybe? Sometimes some people still fall into the old trap. Of course, I don't think this particular issue has been discussed in quite some time. Why that last quote from Mike is above this is because creation of theme does shift, as GM's shift, players introduce internal PC conflicts, and characters come, go and cameo.

Based on my personal experience, I'd have to say initial disinterest isn't the problem. The escalation can happen even when having oodles of fun (I was at the time), but it gets unrewarding to push through someone elses story, hence the exhaustion; it also tends to get trite. Nowadays the things that really make me eager for next week are stuff like 'how is X character going to respond when Y happens' or 'how are A character and B character going to interact when they meet'. Will the characters be fighting evil? Maybe, probably, but I could probably stay entertained stopping bank robberies for 6 straight months of play as long as the character dynamics kept evolving and the bank robberies had a unique purpose each time (must get money for heart transplant, thrill seeking, decoy for other bank robbery, etc). Anyway, I hypothesize it's just a weak creative agenda that leads to the problem (which I think has already been said). I don't mean incoherent, I mean weak - exploration isn't enough.

Our escalation problems nowadays seem to revolve around skill levels, which is a whole different ball of wax. ("Why does that hobo have a base 9?" "Because all the PC's have a base 8!" "Um...ok, whatever."). Hmmm, the other escalation is probably a mismatch of creative agenda internal to the GM. Why does the hobo need to be challenging? I say he doesn't, you say he does, but I honestly don't think challenge is important to you...hmmm.

In conclusion, I really just have a semi-educated guess. I've experienced the problem first hand, and I've seen it die out somewhat. I wish I knew enough at the time to identify the source of the problem and peg down exactly how the change occured. I see a strong correlation between illusionist play and the problem, but I think the correlation might just be that the way most people grow into illusionist play has a tendency toward not engaging the players in their own creative agenda. Seems to end up with the GM trying to poorly engage his own story-driven creative agenda. If my story is more epic than the last guy's story it's better, and the players will like it more, right?

A sidenote, I was just talking with the little woman about how this springs up in serial fiction as well. The Anita Blake books seem to have this problem a little.

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On 8/14/2003 at 6:32pm, Mike Holmes wrote:
RE: 'Exhuastion Escalation' in illusionist play

Damn, I'll have to try that line of reasoning on my wife. ;-)

Glad that I'm making sense to someone. :-)

Mike

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On 8/14/2003 at 7:40pm, Gordon C. Landis wrote:
RE: 'Exhuastion Escalation' in illusionist play

Mike -

Yes, your example illustrates what I was trying to get at. Thanks!

Gordon

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On 8/14/2003 at 10:56pm, John Kim wrote:
RE: 'Exhuastion Escalation' in illusionist play

cruciel wrote: Based on my personal experience, I'd have to say initial disinterest isn't the problem. The escalation can happen even when having oodles of fun (I was at the time), but it gets unrewarding to push through someone elses story, hence the exhaustion; it also tends to get trite.

Thanks, that's helpful. In Gordon's hypothesis, the two solutions would be shorter campaigns (i.e. cut off escalation) or switching to Nar/Game. Do you think shorter campaigns would have helped in your case? i.e. Would you still be fully satisfied with Sim if it weren't for the escalation?

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On 8/15/2003 at 9:35am, cruciel wrote:
RE: 'Exhuastion Escalation' in illusionist play

John Kim wrote: Thanks, that's helpful. In Gordon's hypothesis, the two solutions would be shorter campaigns (i.e. cut off escalation) or switching to Nar/Game. Do you think shorter campaigns would have helped in your case? i.e. Would you still be fully satisfied with Sim if it weren't for the escalation?


Hmmm...I suppose a shorter campaign would have helped in the throw out the baby with the bath water sense. If we, the same group, started up another campaign, without a play style change, it probably would have escalated the same in time. I think shorter campaigns would just dodge the issue, not solve it.

Also, I hesitate to label it Sim...but I would definitely say the focus was on exploration elements over theme. I guess that technically makes it Sim, but me and the Sim definition haven't been agreeing as of late. I'm uncertain whether stronger exploration focus in general would also keep interest alive. However, I'm of the opinion stronger exploration requires more player power (work in equals work out), and that's really contrary to what I would define as the common illusionist styles. Besides, I have trouble believing that more player power wouldn't naturally lead to someone in the group introducing a Gam or Nar creative agenda, especially in a campaign - so the Sim angle might be sort of moot.

Oh, and to answer your other question, no I don't think I'd still be satisfied with the old play style without the escalation. But, I don't think that's the fault of the escalation, I think it's a priority shift on my part. The escalation didn't keep me from having fun, it just impeeded it somewhat. It was an irritation. I'd say I'm having more fun now, but that doesn't invalidate previous fun.

To hit one of Matt's original questions. I have been driven away from illusionism, but I think the central issues were protagonization issues not escalation issues.

EDIT: Much fixing.

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On 8/15/2003 at 1:22pm, Matt Snyder wrote:
RE: 'Exhuastion Escalation' in illusionist play

Excellent thoughts everyone -- Mike, I found your post regarding long term Sim. play (or lack thereof!) very helpful for consideration.

Just wanted to acknowledge that I appreciate folks considering the questions I raised. Keep discussion!

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On 8/15/2003 at 3:54pm, Mike Holmes wrote:
RE: 'Exhuastion Escalation' in illusionist play

I hope I haven't given the wrong impression about long term Sim play. It's really simple. You just can't do the same thing over and over. If that's all a game provides, then you can still play long-term and stay Sim, it's just up to the GM (perhaps with player input) to find new themes to incoprporate. And the enjoyment that a given player has for the theme in question can prolong things a great deal as well. A very sim player who likes Lovecraft to death might very well enjoy the same thing week in week out.

But it's really no different than saying that hacking up orcs repeatedly gets dull in a Gamist game. That's easier to vary, however, as you can just change the challenge. Theme is a little harder to generate; changing the monster in CoC might not change the theme at all. But the problem is the same. Even in Narrativist play, if the players keep coming back to the same thing with their themes uncreatively, it's goint to get boring. "Ah, betrayed a friend again? yay"

What I do say is that an easy way to extend any game is to include the other two elements appropriately. If the game has been really Narrativist for too long, then throw in some Gamism. Then run a Sim episode. Etc. Keeps things fresh, IMO.

Mike

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